vampires/Source/vampires/ObjectPoolManager.cpp

78 lines
1.8 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(TSubclassOf<AActor> Object, const int InitialObjectPoolSize)
{
ObjectTemplate = Object;
for (int i = 0; i < InitialObjectPoolSize; i++)
{
if (AActor* object = GetWorld()->SpawnActor<AActor>(Object, FVector(100000.0f, 100000.0f, 0), FRotator(0, 0, 0)))
{
SetObjectStatus(false, object);
ObjectPool.Add(object);
}
}
}
void AObjectPoolManager::InitializeObjectPool(UClass* Object, int InitialObjectPoolSize)
{
for (int i = 0; i < InitialObjectPoolSize; i++)
{
if (AActor* object = GetWorld()->SpawnActor<AActor>(Object))
{
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::SetObjectStatus(bool enabled, AActor* object)
{
object->SetActorHiddenInGame(!enabled);
object->SetActorTickEnabled(enabled);
object->SetActorEnableCollision(enabled);
}