Object Pooling(오브젝트 풀링) - 재사용

jinsuk·2023년 9월 21일
  • 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);

            // DontDestroyOnLoad 해제 용도
            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);
    }
}
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