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