vampires/Source/vampires/ObjectPoolManager.cpp

92 lines
2.1 KiB
C++

// Louis Hobbs | 2024-2025
#include "ObjectPoolManager.h"
#include "ObjectPoolComponent.h"
// Called when the game starts or when spawned
void AObjectPoolManager::BeginPlay()
{
Super::BeginPlay();
}
void AObjectPoolManager::InitializeObjectPool(const TSubclassOf<AActor>& TemplateObject, const int InitialObjectPoolSize)
{
ObjectTemplate = TemplateObject;
for (int i = 0; i < InitialObjectPoolSize; i++)
{
if (AActor* Object = GetWorld()->SpawnActor<
AActor>(TemplateObject, FVector(100000.0f, 100000.0f, 0), FRotator(0, 0, 0)))
{
SetObjectStatus(false, Object);
ObjectPool.Add(Object);
}
}
}
void AObjectPoolManager::InitializeObjectPool(UClass* TemplateObject, int InitialObjectPoolSize)
{
for (int i = 0; i < InitialObjectPoolSize; i++)
{
if (AActor* Object = GetWorld()->SpawnActor<AActor>(TemplateObject))
{
SetObjectStatus(false, Object);
ObjectPool.Add(Object);
}
}
}
AActor* AObjectPoolManager::GetObject(int StartingOffset)
{
int ObjectPoolSize = ObjectPool.Num();
for (int i = StartingOffset; i < ObjectPoolSize; i++)
{
if (ObjectPool[i]->IsHidden())
{
SetObjectStatus(true, ObjectPool[i]);
if (UObjectPoolComponent* ObjectPoolComponent = ObjectPool[i]->GetComponentByClass<UObjectPoolComponent>())
{
ObjectPoolComponent->OnRetrieve.ExecuteIfBound();
}
return ObjectPool[i];
}
}
InitializeObjectPool(ObjectTemplate);
return GetObject(ObjectPoolSize);
}
void AObjectPoolManager::ReturnObject(AActor* Object)
{
SetObjectStatus(false, Object);
if (UObjectPoolComponent* ObjectPoolComponent = Object->GetComponentByClass<UObjectPoolComponent>())
{
ObjectPoolComponent->OnReturn.ExecuteIfBound();
}
}
void AObjectPoolManager::ReturnAllObjects()
{
int ObjectPoolSize = ObjectPool.Num();
for (int i = 0; i < ObjectPoolSize; i++)
{
if (!ObjectPool[i]->IsHidden())
{
ReturnObject(ObjectPool[i]);
}
}
}
void AObjectPoolManager::SetObjectStatus(bool bEnabled, AActor* Object)
{
Object->SetActorHiddenInGame(!bEnabled);
Object->SetActorTickEnabled(bEnabled);
Object->SetActorEnableCollision(bEnabled);
}