Fixed Object Pooling and cascading
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@@ -1,40 +1,37 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Enums;
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using Services.Interfaces;
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using UnityEngine;
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using Utils;
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using Views;
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using Object = UnityEngine.Object;
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using Random = UnityEngine.Random;
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namespace Services {
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public class ObjectPoolService:IObjectPool<GemView> {
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private readonly GemView[] prefabs;
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private readonly Transform parent;
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private readonly int size;
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private readonly Stack<GemView> pool = new Stack<GemView>();
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public ObjectPoolService(GemView[] prefabs, Transform parent, int size = 5) {
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public ObjectPoolService(GemView[] prefabs, Transform parent) {
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this.prefabs = prefabs;
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this.parent = parent;
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this.size = size;
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}
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public GemView Get(GemType type, Vector2Int position, float dropHeight) {
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int typeAsInt = (int) type;
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GemView gemView;
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float randomOffset = Random.Range(1f, 2.5f);
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Vector2 vector2Position = new Vector2(position.x, position.y + dropHeight * randomOffset);
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if (this.pool.Count > 0) {
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gemView = this.pool.Pop();
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gemView.transform.localPosition = new Vector2(position.x, position.y + dropHeight);
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gemView.transform.localPosition = vector2Position;
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return gemView;
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}
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gemView = Object.Instantiate(this.prefabs[typeAsInt], new Vector2(position.x, position.y + dropHeight), Quaternion.identity, this.parent);
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gemView = Object.Instantiate(this.prefabs[typeAsInt], vector2Position, Quaternion.identity, this.parent);
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return gemView;
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}
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