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using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class ObjectPooler : MonoBehaviour
{
    [System.Serializable]
    public class Pool
    {
        public string tag;
        public GameObject prefab;
        public int size;
    }

    #region Singleton
    public static ObjectPooler instance;
    private void Awake()
    {
        instance = this;
        poolDictionary = new Dictionary<string, Queue<GameObject>>();

        foreach (Pool pool in pools)
        {
            Queue<GameObject> objectPool = new Queue<GameObject>();

            for (int i = 0; i < pool.size; i++)
            {
                GameObject obj = Instantiate(pool.prefab);
                obj.SetActive(false);
                objectPool.Enqueue(obj);
            }
            poolDictionary.Add(pool.tag, objectPool);
        }

    }

    #endregion

    public List<Pool> pools;
    public Dictionary<string, Queue<GameObject>> poolDictionary;
    void Start()
    {
       
      
    }

    public GameObject SpawnFromPool(string tag, Vector2 position)
    {
        if (!poolDictionary.ContainsKey(tag))
        {
           return null;
        }

        
        GameObject objectToSpawn = poolDictionary[tag].Dequeue();
        objectToSpawn.transform.position = position;
        objectToSpawn.transform.rotation = Quaternion.identity;
        objectToSpawn.SetActive(true);

        poolDictionary[tag].Enqueue(objectToSpawn);
        
       return objectToSpawn;

    }

    public void DeactivateGameObject(string tag)
    {
        if (poolDictionary.ContainsKey(tag))
        {
            GameObject objectToRemove = poolDictionary[tag].Dequeue();
            objectToRemove.SetActive(false);

            poolDictionary[tag].Enqueue(objectToRemove);

        }


    }

}
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