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using UnityEngine;
using UnityEngine.Pool;
public class BasePool<T> : MonoBehaviour where T : Component
{
[SerializeField] protected T prefab;
[SerializeField] int defaultSize = 100;
[SerializeField] int maxSize = 500;
ObjectPool<T> pool;
public int ActiveCount => pool.CountActive;
public int InactiveCount => pool.CountInactive;
public int TotalCount => pool.CountAll;
protected void Initialize(bool collectionCheck = true) =>
pool = new ObjectPool<T>(OnCreatePoolItem, OnGetPoolItem, OnReleasePoolItem, OnDestroyPoolItem, collectionCheck, defaultSize, maxSize);
protected virtual T OnCreatePoolItem() => Instantiate(prefab, transform);
protected virtual void OnGetPoolItem(T obj) => obj.gameObject.SetActive(true);
protected virtual void OnReleasePoolItem(T obj) => obj.gameObject.SetActive(false);
protected virtual void OnDestroyPoolItem(T obj) => Destroy(obj.gameObject);
public T Get() => pool.Get();
public void Release(T obj) => pool.Release(obj);
public void Clear() => pool.Clear();
}
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