Move around scripts to cleanup the Minigame structure
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using System.Collections.Generic;
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using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Manages a pool of trench tile objects to reduce garbage collection overhead.
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/// Optimized for handling a large number of different prefab types.
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/// </summary>
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public class TrenchTilePool : MultiPrefabPool<Tile>
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{
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/// <summary>
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/// Returns a tile to the pool
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/// </summary>
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/// <param name="tile">The tile to return to the pool</param>
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/// <param name="prefabIndex">The index of the prefab this tile was created from</param>
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public void ReturnTile(GameObject tile, int prefabIndex)
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{
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if (tile != null)
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{
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Tile tileComponent = tile.GetComponent<Tile>();
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if (tileComponent != null)
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{
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Return(tileComponent, prefabIndex);
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}
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else
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{
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Debug.LogWarning($"Attempted to return a GameObject without a Tile component: {tile.name}");
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Destroy(tile);
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}
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}
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}
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/// <summary>
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/// Gets a tile from the pool, or creates a new one if the pool is empty
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/// </summary>
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/// <returns>A tile instance ready to use</returns>
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public GameObject GetTile(int prefabIndex)
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{
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Tile tileComponent = Get(prefabIndex);
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return tileComponent.gameObject;
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}
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}
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}
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