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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