EP 实验性框架

This commit is contained in:
2025-11-20 16:17:10 +08:00
parent bf81df9581
commit 18442ae51c
5 changed files with 530 additions and 78 deletions

View File

@@ -6,70 +6,90 @@ namespace Convention.Experimental
{ {
public static class Architecture public static class Architecture
{ {
private static readonly LinkedCacheList<GameModule> s_GameFrameworkModules = new(); private static readonly LinkedCacheList<object> s_GameFrameworkModules = new();
/// <summary> /// <summary>
/// <20><><EFBFBD><EFBFBD><see cref="GameModule"/> /// <20><><EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary> /// </summary>
/// <param name="moduleType">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param> /// <param name="instanceType">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns>Ҫ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/></returns> /// <returns>Ŀ<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD></returns>
private static GameModule CreateModule(Type moduleType, int stackLayer = 0) private static object Create(Type instanceType, int stackLayer = 0)
{ {
if (stackLayer >= 100) if (stackLayer >= 100)
{ {
throw new GameException($"Create module '{moduleType.FullName}' failed, recursion too deep, there may be a circular dependency."); throw new GameException($"Create instance '{instanceType.FullName}' failed, recursion too deep, there may be a circular dependency.");
} }
GameModule module = (GameModule)Activator.CreateInstance(moduleType); object instance = Activator.CreateInstance(instanceType);
if (module == null) if (instance == null)
{ {
throw new GameException($"Can not create module '{moduleType.FullName}'"); throw new GameException($"Can not create instance '{instanceType.FullName}'");
} }
// <20>ݹ鴴<DDB9><E9B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3> if (instance is GameModule module)
foreach (var dependenceType in module.Dependences())
_ = GetModule(dependenceType, stackLayer + 1);
LinkedListNode<GameModule> current = s_GameFrameworkModules.First;
while (current != null)
{ {
if (module.Priority > current.Value.Priority) // <20>ݹ鴴<DDB9><E9B4B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ģ<EFBFBD><C4A3>
foreach (var dependenceType in module.Dependences())
_ = Get(dependenceType, stackLayer + 1);
var current = s_GameFrameworkModules.First;
while (current != null)
{ {
break; if (current.Value is GameModule nextModule && module.Priority > nextModule.Priority)
{
break;
}
current = current.Next;
} }
current = current.Next; if (current != null)
{
s_GameFrameworkModules.AddBefore(current, module);
}
else
{
s_GameFrameworkModules.AddLast(module);
}
} }
if (current != null) return instance;
{
s_GameFrameworkModules.AddBefore(current, module);
}
else
{
s_GameFrameworkModules.AddLast(module);
}
return module;
} }
/// <summary> /// <summary>
/// <20><>ȡ<see cref="GameModule"/> /// <20><>ȡʵ<EFBFBD><EFBFBD>
/// </summary> /// </summary>
/// <param name="moduleType">Ҫ<><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/></param> /// <param name="instanceType">Ҫ<><D2AA>ȡ<EFBFBD><C8A1>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns>Ҫ<EFBFBD><EFBFBD>ȡ<EFBFBD><EFBFBD><see cref="GameModule"/></returns> /// <returns>ʵ<EFBFBD><EFBFBD></returns>
/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><see cref="GameModule"/><3E><><EFBFBD><EFBFBD><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><see cref="GameModule"/>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD></remarks> /// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ͳ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ڣ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Զ<EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>͵<EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD></remarks>
private static GameModule GetModule(Type moduleType, int stackLayer = 0) public static object Get(Type instanceType, int stackLayer = 0)
{ {
foreach (GameModule module in s_GameFrameworkModules) foreach (object obj in s_GameFrameworkModules)
{ {
if (module.GetType() == moduleType) if (obj.GetType() == instanceType)
{ {
return module; return obj;
} }
} }
return CreateModule(moduleType, stackLayer + 1); return Create(instanceType, stackLayer + 1);
}
/// <summary>
/// <20>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5>
/// </summary>
/// <param name="type">Ҫ<><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns>ʵ<><CAB5><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD></returns>
public static bool Contains(Type type)
{
foreach (object obj in s_GameFrameworkModules)
{
if (obj.GetType() == type)
{
return true;
}
}
return false;
} }
/// <summary> /// <summary>
@@ -80,7 +100,7 @@ namespace Convention.Experimental
/// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E9B2BB><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣</remarks> /// <remarks><3E><><EFBFBD><EFBFBD>Ҫ<EFBFBD><D2AA>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD><EFBFBD><E9B2BB><EFBFBD>ڣ<EFBFBD><DAA3><EFBFBD><EFBFBD>Զ<EFBFBD><D4B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>ģ<EFBFBD>顣</remarks>
public static T GetModule<T>() where T : GameModule public static T GetModule<T>() where T : GameModule
{ {
return (T)GetModule(typeof(T)); return (T)Get(typeof(T));
} }
/// <summary> /// <summary>
@@ -90,7 +110,8 @@ namespace Convention.Experimental
{ {
for (var current = s_GameFrameworkModules.Last; current != null; current = current.Previous) for (var current = s_GameFrameworkModules.Last; current != null; current = current.Previous)
{ {
current.Value.Shutdown(); if (current.Value is GameModule module)
module.Shutdown();
} }
s_GameFrameworkModules.Clear(); s_GameFrameworkModules.Clear();
@@ -105,9 +126,10 @@ namespace Convention.Experimental
/// <param name="realElapseSeconds"><3E><>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param> /// <param name="realElapseSeconds"><3E><>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ʱ<EFBFBD><EFBFBD><E4A3AC><EFBFBD><EFBFBD>Ϊ<EFBFBD><CEAA>λ<EFBFBD><CEBB></param>
public static void Update(float elapseSeconds, float realElapseSeconds) public static void Update(float elapseSeconds, float realElapseSeconds)
{ {
foreach (var module in s_GameFrameworkModules) foreach (object obj in s_GameFrameworkModules)
{ {
module.Update(elapseSeconds, realElapseSeconds); if (obj is GameModule module)
module.Update(elapseSeconds, realElapseSeconds);
} }
} }
} }

View File

@@ -0,0 +1,111 @@
using System;
using System.Collections.Generic;
namespace Convention.Experimental.Modules
{
public partial class ActionManager : PublicType.GameModule
{
public interface IActor
{
void Execute();
void Undo();
string Description { get; }
}
private readonly object m_lock = new();
private readonly LinkedList<IActor> m_history = new();
private readonly Stack<IActor> m_redoStack = new();
private int m_historyLimit = 100;
public int HistoryLimit
{
get => m_historyLimit;
set
{
m_historyLimit = value;
while (m_history.Count > m_historyLimit)
{
m_history.RemoveFirst();
}
}
}
public bool CanUndo => m_history.Count > 0;
public int UndoCount => m_history.Count;
public List<string> GetHistoryDescription()
{
lock (m_lock)
{
var descriptions = new List<string>();
foreach (var actor in m_history)
{
descriptions.Add(actor.Description);
}
return descriptions;
}
}
public bool CanRedo => m_redoStack.Count > 0;
public int RedoCount => m_redoStack.Count;
public List<string> GetRedoDescription()
{
lock (m_lock)
{
var descriptions = new List<string>();
foreach (var actor in m_redoStack)
{
descriptions.Add(actor.Description);
}
return descriptions;
}
}
public void Execute(IActor actor)
{
lock (m_lock)
{
actor.Execute();
m_history.AddLast(actor);
m_redoStack.Clear();
if (m_history.Count > m_historyLimit)
{
m_history.RemoveFirst();
}
}
}
public bool Undo()
{
lock (m_lock)
{
if (CanUndo)
{
var actor = m_history.Last.Value;
m_history.RemoveLast();
actor.Undo();
m_redoStack.Push(actor);
return true;
}
return false;
}
}
public bool Redo()
{
lock (m_lock)
{
if (CanRedo)
{
var actor = m_redoStack.Pop();
actor.Execute();
m_history.AddLast(actor);
return true;
}
return false;
}
}
}
}

View File

@@ -5,13 +5,13 @@ namespace Convention.Experimental.Modules
{ {
public class ConfigManager : PublicType.GameModule public class ConfigManager : PublicType.GameModule
{ {
public readonly ProjectConfig m_ProjectConfig = new(); public readonly ProjectConfig Config = new();
public bool IsSavePropertiesWhenShutdown = false; public bool IsSavePropertiesWhenShutdown = false;
internal override void Shutdown() internal override void Shutdown()
{ {
if (IsSavePropertiesWhenShutdown) if (IsSavePropertiesWhenShutdown)
m_ProjectConfig.SaveProperties(); Config.SaveProperties();
} }
} }
} }

View File

@@ -1,69 +1,333 @@
using Convention.Experimental.PublicType;
using System;
using System.Linq;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
namespace Convention.Experimental.Modules namespace Convention.Experimental.Modules
{ {
public class ObjectPoolManager : PublicType.GameModule public class GameObjectPoolManager : GameModule
{ {
public interface IPawn /// <summary>
/// <para><3E>̳иýӿڵ<D3BF>Component<6E><74><EFBFBD>ڻ<EFBFBD><DABB>յ<EFBFBD><D5B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><see cref="Release"/></para>
/// <para><b><see cref="Release"/><3E>н<EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD><EFBFBD><see cref="Unspawn(GameObject)"/></b></para>
/// </summary>
public interface IPoolPawn
{ {
void Release(); void Release();
} }
private readonly Dictionary<GameObject, Stack<GameObject>> ObjectPools = new(); private readonly Dictionary<GameObject, Stack<GameObject>> GameObjectPools = new();
private readonly Dictionary<GameObject, GameObject> LeavePoolObjects = new(); private readonly Dictionary<GameObject, GameObject> LeaveGameObjectPoolObjects = new();
private bool GameObjectPoolStatus = true;
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7><EFBFBD><EFBFBD><EFBFBD>ָ<EFBFBD><D6B8><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="prefab"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ԥ<EFBFBD><D4A4><EFBFBD><EFBFBD></param>
/// <returns></returns>
public bool Contains(GameObject prefab)
{
return GameObjectPools.ContainsKey(prefab);
}
/// <summary>
/// ȷ<><C8B7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƕ<EFBFBD>׵<EFBFBD><D7B5><EFBFBD>
/// </summary>
/// <exception cref="GameException"></exception>
private void EnsureSafeStatus()
{
if (GameObjectPoolStatus == false)
{
throw new GameException("GameObjectPool is busy now.");
}
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
/// </summary>
/// <param name="prefab"></param>
/// <returns></returns>
public GameObject Spawn(GameObject prefab) public GameObject Spawn(GameObject prefab)
{ {
if (!ObjectPools.ContainsKey(prefab)) EnsureSafeStatus();
lock (GameObjectPools)
{ {
ObjectPools[prefab] = new(); if (!GameObjectPools.ContainsKey(prefab))
{
GameObjectPools[prefab] = new();
}
var pool = GameObjectPools[prefab];
GameObject instance;
if (pool.Count > 0)
{
instance = pool.Pop();
instance.SetActive(true);
instance.transform.SetParent(null);
}
else
{
instance = GameObject.Instantiate(prefab);
}
lock (LeaveGameObjectPoolObjects)
{
LeaveGameObjectPoolObjects[instance] = prefab;
}
return instance;
} }
var pool = ObjectPools[prefab]; }
GameObject instance;
if (pool.Count > 0) /// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD>
/// </summary>
/// <param name="instance"></param>
/// <exception cref="PublicType.GameException"></exception>
public void Unspawn(GameObject instance)
{
EnsureSafeStatus();
lock (LeaveGameObjectPoolObjects)
{ {
instance = pool.Pop(); if (LeaveGameObjectPoolObjects.TryGetValue(instance, out var prefab))
instance.SetActive(true); {
instance.transform.SetParent(null); var releaser = instance.GetComponents<IPoolPawn>();
GameObjectPoolStatus = false;
foreach (var r in releaser)
{
r.Release();
}
GameObjectPoolStatus = true;
instance.SetActive(false);
instance.transform.SetParent(ConventionUtility.Singleton.transform);
lock (GameObjectPools)
{
GameObjectPools[prefab].Push(instance);
LeaveGameObjectPoolObjects.Remove(instance);
}
}
else
{
throw new PublicType.GameException("This object does not belong to any pool.");
}
}
}
public void Clear(GameObject prefab)
{
EnsureSafeStatus();
lock (GameObjectPools)
{
lock (LeaveGameObjectPoolObjects)
{
// <20><><EFBFBD>ٳ<EFBFBD><D9B3>ж<EFBFBD><D0B6><EFBFBD>
if (GameObjectPools.TryGetValue(prefab, out var pool))
{
while (pool.Count > 0)
{
var instance = pool.Pop();
GameObject.Destroy(instance);
}
}
else
{
throw new PublicType.GameException("This pool does not exist.");
}
// <20><><EFBFBD><EFBFBD>δ<EFBFBD><CEB4><EFBFBD>ն<EFBFBD><D5B6><EFBFBD>
var unbackInstances = from item in LeaveGameObjectPoolObjects
where item.Value == prefab
select item.Key;
foreach (var instance in unbackInstances)
{
LeaveGameObjectPoolObjects.Remove(instance);
}
foreach (var instance in unbackInstances)
{
GameObject.Destroy(instance);
}
}
}
}
}
public class ObjectPoolManager
{
/// <summary>
/// <para><3E>̳иýӿڵ<D3BF>Component<6E><74><EFBFBD>ڻ<EFBFBD><DABB>յ<EFBFBD><D5B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1><EFBFBD><EFBFBD><see cref="Release"/></para>
/// <para><b><see cref="Release"/><3E>н<EFBFBD>ֹ<EFBFBD><D6B9><EFBFBD><EFBFBD><see cref="Reclaim(object)"/></b></para>
/// </summary>
public interface IPoolPawn
{
void Release();
}
private readonly Dictionary<Type, object> ObjectPools = new();
private readonly Dictionary<object, Type> LeaveObjectPoolObjects = new();
private bool GameObjectPoolStatus = true;
private void EnsureSafeStatus()
{
if (GameObjectPoolStatus == false)
{
throw new GameException("ObjectPool is busy now.");
}
}
public bool Contains(Type type)
{
return ObjectPools.ContainsKey(type);
}
public bool Contains<T>() where T : class, new()
{
return ObjectPools.ContainsKey(typeof(T));
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD>Ķ<EFBFBD><C4B6>󵽶<EFBFBD><F3B5BDB6><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <param name="type"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <param name="value">ʵ<><CAB5></param>
/// <returns></returns>
/// <exception cref="GameException"></exception>
public object Insert(Type type, object value)
{
if(LeaveObjectPoolObjects.ContainsKey(value))
{
throw new PublicType.GameException("This object is already registered in pool");
}
if (!ObjectPools.ContainsKey(type))
{
ObjectPools[type] = Utility.CreateStack(type);
}
var pool = ObjectPools[type];
var methodInfo = pool.GetType().GetMethod("Push");
methodInfo.Invoke(pool, new object[] { value });
return value;
}
/// <summary>
/// <20><><EFBFBD>д<EFBFBD><D0B4><EFBFBD><EFBFBD><EFBFBD><EFBFBD>󲢲<EFBFBD><F3B2A2B2><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <param name="value">ʵ<><CAB5></param>
/// <returns></returns>
/// <exception cref="PublicType.GameException"></exception>
public T Insert<T>(T value) where T : class
{
if(LeaveObjectPoolObjects.ContainsKey(value))
{
throw new PublicType.GameException("This object is already registered in pool");
}
var type = typeof(T);
if (!ObjectPools.ContainsKey(type))
{
ObjectPools[type] = new Stack<T>();
}
var pool = (Stack<T>)ObjectPools[type];
pool.Push(value);
return value;
}
/// <summary>
/// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>󲢷<EFBFBD><F3B2A2B7><EFBFBD>ʵ<EFBFBD><CAB5>
/// </summary>
/// <param name="type"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></param>
/// <returns></returns>
public object Summon(Type type)
{
if (!ObjectPools.ContainsKey(type))
{
ObjectPools[type] = Utility.CreateStack(type);
}
var pool = ObjectPools[type];
var methodInfo = pool.GetType().GetMethod("Pop");
object instance;
var countProperty = pool.GetType().GetProperty("Count");
var count = (int)countProperty.GetValue(pool);
if (count > 0)
{
instance = methodInfo.Invoke(pool, null);
} }
else else
{ {
instance = GameObject.Instantiate(prefab); instance = Activator.CreateInstance(type);
} }
LeavePoolObjects[instance] = prefab; LeaveObjectPoolObjects[instance] = type;
return instance; return instance;
} }
public void BackPool(GameObject instance) /// <summary>
/// <20><><EFBFBD><EFBFBD>һ<EFBFBD><D2BB><EFBFBD><EFBFBD><EFBFBD>󲢷<EFBFBD><F3B2A2B7><EFBFBD>ʵ<EFBFBD><CAB5>
/// </summary>
/// <typeparam name="T"><3E><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD></typeparam>
/// <returns></returns>
public T Summon<T>() where T : class, new()
{ {
if(LeavePoolObjects.TryGetValue(instance,out var prefab)) var type = typeof(T);
if (!ObjectPools.ContainsKey(type))
{ {
var releaser = instance.GetComponents<IPawn>(); ObjectPools[type] = new Stack<T>();
foreach (var r in releaser) }
{ var pool = (Stack<T>)ObjectPools[type];
r.Release(); T instance;
} if (pool.Count > 0)
instance.SetActive(false); {
instance.transform.SetParent(ConventionUtility.Singleton.transform); instance = pool.Pop();
ObjectPools[prefab].Push(instance);
LeavePoolObjects.Remove(instance);
} }
else else
{ {
throw new PublicType.GameException("This object does not belong to any pool."); instance = new T();
}
LeaveObjectPoolObjects[instance] = type;
return instance;
}
/// <summary>
/// <20><><EFBFBD>ն<EFBFBD><D5B6><EFBFBD>
/// </summary>
/// <param name="instance">ʵ<><CAB5></param>
/// <exception cref="PublicType.GameException"></exception>
public void Reclaim(object instance)
{
if (LeaveObjectPoolObjects.TryGetValue(instance, out var objType))
{
var pool = ObjectPools[objType];
var methodInfo = pool.GetType().GetMethod("Push");
if(instance is IPoolPawn pawn)
{
pawn.Release();
}
methodInfo.Invoke(pool, new object[] { instance });
LeaveObjectPoolObjects.Remove(instance);
}
else
{
throw new GameException("This object does not belong to any pool.");
} }
} }
public void ClearPool(GameObject prefab) public void Clear(Type type)
{ {
if (ObjectPools.TryGetValue(prefab, out var pool)) if (ObjectPools.TryGetValue(type, out var pool))
{ {
while (pool.Count > 0) var clearMethod = pool.GetType().GetMethod("Clear");
{ clearMethod.Invoke(pool, null);
var instance = pool.Pop(); }
GameObject.Destroy(instance); else
} {
throw new PublicType.GameException("This pool does not exist.");
}
}
public void Clear<T>() where T : class, new()
{
var type = typeof(T);
if (ObjectPools.TryGetValue(type, out var pool))
{
var clearMethod = pool.GetType().GetMethod("Clear");
clearMethod.Invoke(pool, null);
} }
else else
{ {

View File

@@ -2475,7 +2475,62 @@ namespace Convention
namespace Convention namespace Convention
{ {
public static partial class ConventionUtility public static partial class Utility
{
/// <summary>
/// 生成期望类型的栈实例
/// </summary>
/// <param name="type">期望类型</param>
/// <returns></returns>
public static object CreateStack([In] Type type)
{
var stackType = typeof(Stack<>).MakeGenericType(type);
var stackInstance = Activator.CreateInstance(stackType);
return stackInstance;
}
/// <summary>
/// 生成期望类型的队列实例
/// </summary>
/// <param name="type">期望类型</param>
/// <returns></returns>
public static object CreateQueue([In] Type type)
{
var queueType = typeof(Queue<>).MakeGenericType(type);
var queueInstance = Activator.CreateInstance(queueType);
return queueInstance;
}
/// <summary>
/// 生成期望类型的列表实例
/// </summary>
/// <param name="type">期望类型</param>
/// <returns></returns>
public static object CreateList([In] Type type)
{
var listType = typeof(List<>).MakeGenericType(type);
var listInstance = Activator.CreateInstance(listType);
return listInstance;
}
/// <summary>
/// 生成期望键值对类型的字典实例
/// </summary>
/// <param name="keyType">期望键类型</param>
/// <param name="valueType">期望值类型</param>
/// <returns></returns>
public static object CreateDictionary([In] Type keyType, [In] Type valueType)
{
var dictType = typeof(Dictionary<,>).MakeGenericType(keyType, valueType);
var dictInstance = Activator.CreateInstance(dictType);
return dictInstance;
}
}
}
namespace Convention.Collections
{
namespace Generic
{ {
} }
} }