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SerialisableGameObjectPool Class

[This is preliminary documentation and is subject to change.]

A serialisable object pool for GameObject-type objects.
Inheritance Hierarchy
System.Object
  Umbrace.Unity.PurePool.SerialisableObjectPool<GameObject>
    Umbrace.Unity.PurePool.SerialisableGameObjectPool

Namespace:  Umbrace.Unity.PurePool
Assembly:  Umbrace.Unity.PurePool (in Umbrace.Unity.PurePool.dll) Version: 0.0.0.0 (1.0.0.0)
Syntax
C#
[SerializableAttribute]
public class SerialisableGameObjectPool : SerialisableObjectPool<GameObject>

The SerialisableGameObjectPool type exposes the following members.

Constructors
  NameDescription
Public methodSerialisableGameObjectPool
Initialises a new instance of the SerialisableGameObjectPool class.
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Properties
  NameDescription
Public propertyCanAcquire

Gets a value indicating whether an instance can be acquired from the pool.

An instance can be acquired when the pool contains at least one instance, or when InstantiateWhenEmpty is true.

(Inherited from SerialisableObjectPool<T>.)
Public propertyCount
Gets the number of objects currently contained by the pool.
(Inherited from SerialisableObjectPool<T>.)
Public propertyInitialSize
Gets or sets the initial size of the pool. Cannot be set once the pool has been initialised.
(Inherited from SerialisableObjectPool<T>.)
Public propertyInstantiateWhenEmpty
Gets or sets a value indicating whether to instantiate a new object when the pool is empty, and an attempt is made to acquire from the pool.
(Inherited from SerialisableObjectPool<T>.)
Public propertyIsEmpty
Gets a value indicating whether the pool is empty and contains no objects.
(Inherited from SerialisableObjectPool<T>.)
Public propertyIsFull
Gets a value indicating whether the pool is full, and cannot contain any more objects.
(Inherited from SerialisableObjectPool<T>.)
Public propertyIsInitialised
Gets a value indicating whether the pool has been initialised.
(Inherited from SerialisableObjectPool<T>.)
Public propertyItems
Gets a list of items currently contained by the pool.
(Inherited from SerialisableObjectPool<T>.)
Public propertyLogMessages
Gets or sets the level of log messaging that the pool will output.
(Inherited from SerialisableObjectPool<T>.)
Public propertyMaximumSize
Gets or sets the maximum size of the pool, which is the maximum number of objects it can contain.
(Inherited from SerialisableObjectPool<T>.)
Public propertyNotificationMode
Gets or sets the way in which pooled objects are notified about being acquired from, and returned to, the pool. Cannot be set once the pool has been initialised.
Public propertyParent
Gets or sets the parent transform to which all pooled objects will be parented in the hierarchy, if ReparentPooledObjects is true.
Public propertyRecordStatistics
Gets or sets a value indicating whether to record pool statistics.
(Inherited from SerialisableObjectPool<T>.)
Protected propertyRefillPoolOnReinitialise
Gets a value indiciating whether to refill the pool with new objects after the pool is reinitialised, as happens from deserialisation.
(Overrides SerialisableObjectPool<T>.RefillPoolOnReinitialise.)
Public propertyReparentPooledObjects
Gets or sets a value indicating whether to re-parent the pooled objects to the Parent transform, after the objects are returned to the pool.
Public propertySourceObject
Gets the source object that is being pooled.
Public propertyStatistics
Gets an object containing general operational statistics about the pool.
(Inherited from SerialisableObjectPool<T>.)
Public propertyWarnOnDestroy
Gets or sets a value indicating whether to log a warning message when a poolable object is destroyed (either inside of the pool, or while in use).
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Methods
  NameDescription
Public methodAcquire()
Acquires an object from the pool.
(Inherited from SerialisableObjectPool<T>.)
Public methodAcquire(Transform)
Acquires an instance of the source object, and sets its parent transform.
Public methodAcquire(Transform, Boolean)
Acquires an instance of the source object, and sets its parent transform.
Public methodAcquire(Vector3, Quaternion)
Acquires an instance of the source object, and sets its position and rotation.
Public methodAcquire(Vector3, Quaternion, Transform)
Acquires an instance of the source object, and sets its parent transform, position and rotation.
Public methodClear
Clears the pool, emptying it of all pooled objects.
(Inherited from SerialisableObjectPool<T>.)
Public methodContains
Determines whether an instance is in the pool.
(Inherited from SerialisableObjectPool<T>.)
Public methodEquals (Inherited from Object.)
Public methodFill
Fills the pool, populating it with pooled objects until it reaches the maximum pool size.
(Inherited from SerialisableObjectPool<T>.)
Protected methodFinalize (Inherited from Object.)
Public methodGetHashCode (Inherited from Object.)
Public methodGetItems (Inherited from SerialisableObjectPool<T>.)
Protected methodGetObjectFactory
Gets a function used to create new instances of the pooled type. By default, this method uses the public parameterless constructor of type T. This method should be overridden in a subclass if different behaviour is required.
(Overrides SerialisableObjectPool<T>.GetObjectFactory().)
Public methodGetType (Inherited from Object.)
Public methodInitialise()
Initialises the pool, populating it with objects and making it ready for use.
(Inherited from SerialisableObjectPool<T>.)
Protected methodInitialise(Boolean)
Initialises the pool, making it ready for use, and optionally populating it with objects.
(Inherited from SerialisableObjectPool<T>.)
Protected methodMemberwiseClone (Inherited from Object.)
Protected methodOnAfterDeserialize
Performs actions after the object has been deserialised.
(Overrides SerialisableObjectPool<T>.OnAfterDeserialize().)
Protected methodOnBeforeSerialize
Performs actions prior to the object being serialised.
(Overrides SerialisableObjectPool<T>.OnBeforeSerialize().)
Protected methodOnCanAcquireChanged
Raises the CanAcquireChanged event.
(Inherited from SerialisableObjectPool<T>.)
Protected methodOnCountChanged
Raises the CountChanged event.
(Inherited from SerialisableObjectPool<T>.)
Protected methodOnInitialised
Raises the Initialised event.
(Inherited from SerialisableObjectPool<T>.)
Protected methodOnObjectAcquired
Raises the ObjectAcquired event.
(Overrides SerialisableObjectPool<T>.OnObjectAcquired(T, Boolean).)
Protected methodOnObjectDestroyed
Raises the ObjectDestroyed event.
(Overrides SerialisableObjectPool<T>.OnObjectDestroyed(T).)
Protected methodOnObjectInstantiated
Raises the ObjectInstantiated event.
(Inherited from SerialisableObjectPool<T>.)
Protected methodOnObjectReleased
Raises the ObjectReleased event.
(Overrides SerialisableObjectPool<T>.OnObjectReleased(T, Boolean).)
Public methodRelease
Releases an object back to the pool.
(Inherited from SerialisableObjectPool<T>.)
Protected methodReleaseInternal
Releases an object back to the pool.
(Overrides SerialisableObjectPool<T>.ReleaseInternal(T).)
Public methodRemove
Removes the specified instance from the pool.
(Inherited from SerialisableObjectPool<T>.)
Public methodSetSize
Sets the number of objects contained by the pool, either destroying excess pooled objects, or instantiating new ones.
(Inherited from SerialisableObjectPool<T>.)
Public methodToString (Inherited from Object.)
Public methodTryAcquire(T)
Acquires an object from the pool.
(Inherited from SerialisableObjectPool<T>.)
Public methodTryAcquire(Transform, GameObject)
Acquires an instance of the source object, and sets its parent transform.
Public methodTryAcquire(Transform, Boolean, GameObject)
Acquires an instance of the source object, and sets its parent transform.
Public methodTryAcquire(Vector3, Quaternion, GameObject)
Acquires an instance of the source object, and sets its position and rotation.
Public methodTryAcquire(Vector3, Quaternion, Transform, GameObject)
Acquires an instance of the source object, and sets its parent transform, position and rotation.
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Events
  NameDescription
Public eventCanAcquireChanged
Occurs when the value of CanAcquire changes.
(Inherited from SerialisableObjectPool<T>.)
Public eventCountChanged
Occurs when Count changes.
(Inherited from SerialisableObjectPool<T>.)
Public eventInitialised
Occurs when the pool is initialised.
(Inherited from SerialisableObjectPool<T>.)
Public eventObjectAcquired
Occurs when an object is acquired from the pool.
(Inherited from SerialisableObjectPool<T>.)
Public eventObjectDestroyed
Occurs when an object is destroyed.
(Inherited from SerialisableObjectPool<T>.)
Public eventObjectInstantiated
Occurs when a new object is instantiated.
(Inherited from SerialisableObjectPool<T>.)
Public eventObjectReleased
Occurs when an object is released back to the pool.
(Inherited from SerialisableObjectPool<T>.)
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Remarks

By virtue of being serialisable, SerialisableGameObjectPool can survive an assembly reload caused by live recompilation inside of the Unity editor.

SerialisableGameObjectPool achieves this by serialising the instances of the object that were contained in the pool, and then re-adding them to the pool after deserialisation.

To use the SerialisableGameObjectPool, initialise a new instance using the constructor, and then set the properties to appropriate values. Once all properties have been set, invoke the Initialise() method. A pool cannot be used without being initialised in this way.

Examples
C#
// Create the pool.
var pool = new SerialisableGameObjectPool(prefab, parentContainer) {
    InitialSize = 50,
    MaximumSize = 200,
    InstantiateWhenEmpty = true,
    NotificationMode = NotificationMode.Interface,
    LogMessages = LogLevel.Warning
};

// Initialise the pool. It will contain 50 objects.
pool.Initialise();

// Acquire one of the 50 objects from the pool. The Acquire method can be used safely if InstantiateWhenEmpty is true, or if a check is made to CanAcquire beforehand.
GameObject instance = pool.Acquire();

// Acquire one of the 49 remaining objects from the pool. TryAcquire can be used safely even when InstantiateWhenEmpty is false.
GameObject secondInstance;
if (pool.TryAcquire(out secondInstance)) {
    // Release the object back to the pool. It now contains 49 objects again.
    pool.Release(secondInstance);
}

// Release the object back to the pool. It now contains 50 objects.
pool.Release(instance);
See Also