- 저장되어있는 파일을 메모리에 불러왔다가 씬에 instantiate 하는 과정이 어마어마하게 오래걸린다.
- 풀링할 오브젝트랑 안할 오브젝트랑 구분이 필요한데 컴포넌트를 이용한다.
- PoolManager 풀링과 관련된 기능이 있는 놈
- Poolable 풀링할 녀석인지 아닌지만 구분하는 놈
- 총알같이 엄청 많이 사용하는 객체가 있다고하면 풀링덕을 많이 볼 수 있다.

- PoolManager는 여러개의 Pool을 가지고 있음
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PoolManager
{
#region Pool
class Pool
{
public GameObject Original { get; private set; }
public Transform Root { get; set; }
Stack<Poolable> _poolStack = new Stack<Poolable>();
public void Init(GameObject original, int count = 5)
{
Original = original;
Root = new GameObject().transform;
Root.name = $"{original.name}_Root";
for (int i = 0; i < count; i++)
Push(Create());
}
Poolable Create()
{
GameObject go = Object.Instantiate<GameObject>(Original);
go.name = Original.name;
return go.GetOrAddComponent<Poolable>();
}
public void Push(Poolable poolable)
{
if (poolable == null)
return;
poolable.transform.parent = Root;
poolable.gameObject.SetActive(false);
poolable.IsUsing = false;
_poolStack.Push(poolable);
}
public Poolable Pop(Transform parent)
{
Poolable poolable;
if (_poolStack.Count > 0)
poolable = _poolStack.Pop();
else
poolable = Create();
poolable.gameObject.SetActive(true);
if (parent == null)
poolable.transform.parent = Managers.Scene.CurrentScene.transform;
poolable.transform.parent = parent;
poolable.IsUsing = true;
return poolable;
}
}
#endregion
Dictionary<string, Pool> _pool = new Dictionary<string, Pool>();
Transform _root;
public void Init()
{
if (_root == null)
{
_root = new GameObject { name = "@Pool_Root" }.transform;
Object.DontDestroyOnLoad(_root);
}
}
public void CreatePool(GameObject original, int count = 5)
{
Pool pool = new Pool();
pool.Init(original, count);
pool.Root.parent = _root;
_pool.Add(original.name, pool);
}
public void Push(Poolable poolable)
{
string name = poolable.gameObject.name;
if (_pool.ContainsKey(name) == false)
{
GameObject.Destroy(poolable.gameObject);
return;
}
_pool[name].Push(poolable);
}
public Poolable Pop(GameObject original, Transform parent = null)
{
if (_pool.ContainsKey(original.name) == false)
CreatePool(original);
return _pool[original.name].Pop(parent);
}
public GameObject GetOriginal(string name)
{
if (_pool.ContainsKey(name) == false)
return null;
return _pool[name].Original;
}
public void Clear()
{
foreach (Transform child in _root)
GameObject.Destroy(child.gameObject);
_pool.Clear();
}
}
- ResourceManager에 우리의 새로운 풀링방식을 적용
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ResourceManager
{
public T Load<T>(string path) where T : Object
{
if (typeof(T) == typeof(GameObject))
{
string name = path;
int index = name.LastIndexOf('/');
if (index >= 0)
name = name.Substring(index + 1);
GameObject go = Managers.Pool.GetOriginal(name);
if (go != null)
return go as T;
}
return Resources.Load<T>(path);
}
public GameObject Instantiate(string path, Transform parent = null)
{
GameObject original = Load<GameObject>($"Prefabs/{path}");
if (original == null)
{
Debug.Log($"Failed to load prefab : {path}");
return null;
}
if (original.GetComponent<Poolable>() != null)
return Managers.Pool.Pop(original, parent).gameObject;
GameObject go = Object.Instantiate(original, parent);
go.name = original.name;
return go;
}
public void Destroy(GameObject go)
{
if (go == null)
return;
Poolable poolable = go.GetComponent<Poolable>();
if (poolable != null)
{
Managers.Pool.Push(poolable);
return;
}
Object.Destroy(go);
}
}