I found a great object pooling script but it's in UnityScript and my project is in C#. I've been trying to convert it but I'm stuck on one error that I don't quite understand. Here is my script:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class EasyObjectPool : MonoBehaviour {
private class PoolInfo{
public string poolName;
public GameObject prefab;
public int poolSize;
public bool canGrowPoolSize = true;
}
private class Pool{
private List<PoolObject> list = new List<PoolObject>();
public bool canGrowPoolSize;
public void Add (PoolObject poolObject){
list.Add(poolObject);
}
public int Count (){
return list.Count;
}
public GameObject ObjectAt ( int index ){
PoolObject result;
if(index < list.Count) {
result = list[index];
}
return result;
}
}
static public EasyObjectPool instance ;
PoolInfo[] poolInfo;
private Dictionary<string, Pool> poolDictionary = new Dictionary<string, Pool>();
void Start () {
instance = this;
CheckForDuplicatePoolNames();
CreatePools();
}
private void CheckForDuplicatePoolNames() {
for (int index = 0; index < poolInfo.Length; index++) {
string poolName= poolInfo[index].poolName;
if(poolName.Length == 0) {
Debug.LogError(string.Format("Pool {0} does not have a name!",index));
}
for (int internalIndex = index + 1; internalIndex < poolInfo.Length; internalIndex++) {
if(poolName == poolInfo[internalIndex].poolName) {
Debug.LogError(string.Format("Pool {0} & {1} have the same name. Assign different names.", index, internalIndex));
}
}
}
}
private void CreatePools() {
foreach(PoolInfo currentPoolInfo in poolInfo){
Pool pool = new Pool();
pool.canGrowPoolSize = currentPoolInfo.canGrowPoolSize;
for(int index = 0; index < currentPoolInfo.poolSize; index++) {
//instantiate
GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
PoolObject poolObject = go.GetComponent<PoolObject>();
if(poolObject == null) {
Debug.LogError("Prefab must have PoolObject script attached!: " + currentPoolInfo.poolName);
} else {
//set state
poolObject.ReturnToPool();
//add to pool
pool.Add(poolObject);
}
}
Debug.Log("Adding pool for: " + currentPoolInfo.poolName);
poolDictionary[currentPoolInfo.poolName] = pool;
}
}
public GameObject GetObjectFromPool ( string poolName ){
PoolObject poolObject = null;
if(poolDictionary.ContainsKey(poolName)) {
Pool pool = poolDictionary[poolName];
//get the available object
for (int index = 0; index < pool.Count(); index++) {
PoolObject currentObject = pool.ObjectAt(index);
if(currentObject.AvailableForReuse()) {
//found an available object in pool
poolObject = currentObject;
break;
}
}
if(poolObject == null) {
if(pool.canGrowPoolSize) {
Debug.Log("Increasing pool size by 1: " + poolName);
foreach (PoolInfo currentPoolInfo in poolInfo) {
if(poolName == currentPoolInfo.poolName) {
GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
poolObject = go.GetComponent<PoolObject>();
//set state
poolObject.ReturnToPool();
//add to pool
pool.Add(poolObject);
break;
}
}
} else {
Debug.LogWarning("No object available in pool. Consider setting canGrowPoolSize to true.: " + poolName);
}
}
} else {
Debug.LogError("Invalid pool name specified: " + poolName);
}
return poolObject;
}
}
The error is: "Cannot implicitly convert type 'UnityEngine.GameObject' to `PoolObject'"
for lines:
PoolObject currentObject = pool.ObjectAt(index);
and
return poolObject;
This script references another script called PoolObject but it doesn't give me any errors so I didn't figure it was related to these errors. Here is that script:
using UnityEngine;
using System.Collections;
public class PoolObject : MonoBehaviour {
[HideInInspector]
public bool availableForReuse = true;
void Activate () {
availableForReuse = false;
gameObject.SetActive(true);
}
public void ReturnToPool () {
gameObject.SetActive(false);
availableForReuse = true;
}
public bool AvailableForReuse () {
//true when isAvailableForReuse & inactive in hierarchy
return availableForReuse && (gameObject.activeInHierarchy == false);
}
}
Anyone tell me what I'm doing wrong here?