340 lines
11 KiB
C#
340 lines
11 KiB
C#
using Convention.Experimental.PublicType;
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using System;
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using System.Linq;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Convention.Experimental.Modules
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{
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public class GameObjectPoolManager : GameModule
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{
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/// <summary>
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/// <para>继承该接口的Component将在回收到对象池时调用<see cref="Release"/></para>
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/// <para><b><see cref="Release"/>中禁止调用<see cref="Unspawn(GameObject)"/></b></para>
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/// </summary>
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public interface IPoolPawn
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{
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void Release();
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}
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private readonly Dictionary<GameObject, Stack<GameObject>> GameObjectPools = new();
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private readonly Dictionary<GameObject, GameObject> LeaveGameObjectPoolObjects = new();
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private bool GameObjectPoolStatus = true;
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/// <summary>
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/// 检查是否存在指定的游戏对象池
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/// </summary>
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/// <param name="prefab">用做键的预制体</param>
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/// <returns></returns>
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public bool Contains(GameObject prefab)
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{
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return GameObjectPools.ContainsKey(prefab);
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}
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/// <summary>
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/// 确保不会嵌套调用
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/// </summary>
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/// <exception cref="GameException"></exception>
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private void EnsureSafeStatus()
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{
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if (GameObjectPoolStatus == false)
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{
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throw new GameException("GameObjectPool is busy now.");
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}
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}
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/// <summary>
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/// 生成游戏对象
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/// </summary>
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/// <param name="prefab"></param>
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/// <returns></returns>
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public GameObject Spawn(GameObject prefab)
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{
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EnsureSafeStatus();
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lock (GameObjectPools)
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{
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if (!GameObjectPools.ContainsKey(prefab))
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{
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GameObjectPools[prefab] = new();
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}
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var pool = GameObjectPools[prefab];
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GameObject instance;
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if (pool.Count > 0)
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{
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instance = pool.Pop();
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instance.SetActive(true);
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instance.transform.SetParent(null);
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}
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else
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{
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instance = GameObject.Instantiate(prefab);
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}
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lock (LeaveGameObjectPoolObjects)
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{
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LeaveGameObjectPoolObjects[instance] = prefab;
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}
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return instance;
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}
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}
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/// <summary>
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/// 回收游戏对象
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/// </summary>
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/// <param name="instance"></param>
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/// <exception cref="PublicType.GameException"></exception>
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public void Unspawn(GameObject instance)
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{
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EnsureSafeStatus();
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lock (LeaveGameObjectPoolObjects)
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{
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if (LeaveGameObjectPoolObjects.TryGetValue(instance, out var prefab))
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{
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var releaser = instance.GetComponents<IPoolPawn>();
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GameObjectPoolStatus = false;
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foreach (var r in releaser)
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{
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r.Release();
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}
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GameObjectPoolStatus = true;
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instance.SetActive(false);
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instance.transform.SetParent(ConventionUtility.Singleton.transform);
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lock (GameObjectPools)
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{
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GameObjectPools[prefab].Push(instance);
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LeaveGameObjectPoolObjects.Remove(instance);
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}
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}
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else
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{
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Debug.LogError("This object does not belong to any pool.", instance);
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throw new PublicType.GameException("This object does not belong to any pool.");
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}
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}
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}
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public void Clear(GameObject prefab)
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{
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EnsureSafeStatus();
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lock (GameObjectPools)
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{
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lock (LeaveGameObjectPoolObjects)
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{
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// 销毁池中对象
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if (GameObjectPools.TryGetValue(prefab, out var pool))
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{
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while (pool.Count > 0)
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{
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var instance = pool.Pop();
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GameObject.Destroy(instance);
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}
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}
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else
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{
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throw new PublicType.GameException("This pool does not exist.");
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}
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// 销毁未回收对象
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var unbackInstances = from item in LeaveGameObjectPoolObjects
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where item.Value == prefab
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select item.Key;
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foreach (var instance in unbackInstances)
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{
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LeaveGameObjectPoolObjects.Remove(instance);
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}
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foreach (var instance in unbackInstances)
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{
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GameObject.Destroy(instance);
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}
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}
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}
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}
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}
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public class ObjectPoolManager
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{
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/// <summary>
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/// <para>继承该接口的Component将在回收到对象池时调用<see cref="Release"/></para>
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/// <para><b><see cref="Release"/>中禁止调用<see cref="Reclaim(object)"/></b></para>
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/// </summary>
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public interface IPoolPawn
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{
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void Release();
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}
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private readonly Dictionary<Type, object> ObjectPools = new();
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private readonly Dictionary<object, Type> LeaveObjectPoolObjects = new();
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private bool GameObjectPoolStatus = true;
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private void EnsureSafeStatus()
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{
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if (GameObjectPoolStatus == false)
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{
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throw new GameException("ObjectPool is busy now.");
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}
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}
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public bool Contains(Type type)
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{
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return ObjectPools.ContainsKey(type);
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}
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public bool Contains<T>() where T : class, new()
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{
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return ObjectPools.ContainsKey(typeof(T));
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}
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/// <summary>
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/// 插入自行创建的对象到对象池
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/// </summary>
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/// <param name="type">期望类型</param>
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/// <param name="value">实例</param>
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/// <returns></returns>
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/// <exception cref="GameException"></exception>
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public object Insert(Type type, object value)
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{
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if(LeaveObjectPoolObjects.ContainsKey(value))
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{
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throw new PublicType.GameException("This object is already registered in pool");
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}
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if (!ObjectPools.ContainsKey(type))
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{
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ObjectPools[type] = Utility.CreateStack(type);
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}
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var pool = ObjectPools[type];
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var methodInfo = pool.GetType().GetMethod("Push");
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methodInfo.Invoke(pool, new object[] { value });
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return value;
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}
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/// <summary>
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/// 自行创建对象并插入对象池
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/// </summary>
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/// <typeparam name="T">期望类型</typeparam>
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/// <param name="value">实例</param>
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/// <returns></returns>
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/// <exception cref="PublicType.GameException"></exception>
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public T Insert<T>(T value) where T : class
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{
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if(LeaveObjectPoolObjects.ContainsKey(value))
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{
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throw new PublicType.GameException("This object is already registered in pool");
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}
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var type = typeof(T);
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if (!ObjectPools.ContainsKey(type))
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{
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ObjectPools[type] = new Stack<T>();
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}
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var pool = (Stack<T>)ObjectPools[type];
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pool.Push(value);
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return value;
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}
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/// <summary>
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/// 捕获一般对象并返回实例
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/// </summary>
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/// <param name="type">期望类型</param>
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/// <returns></returns>
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public object Summon(Type type)
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{
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if (!ObjectPools.ContainsKey(type))
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{
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ObjectPools[type] = Utility.CreateStack(type);
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}
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var pool = ObjectPools[type];
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var methodInfo = pool.GetType().GetMethod("Pop");
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object instance;
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var countProperty = pool.GetType().GetProperty("Count");
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var count = (int)countProperty.GetValue(pool);
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if (count > 0)
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{
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instance = methodInfo.Invoke(pool, null);
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}
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else
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{
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instance = Activator.CreateInstance(type);
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}
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LeaveObjectPoolObjects[instance] = type;
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return instance;
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}
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/// <summary>
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/// 捕获一般对象并返回实例
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/// </summary>
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/// <typeparam name="T">期望类型</typeparam>
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/// <returns></returns>
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public T Summon<T>() where T : class, new()
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{
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var type = typeof(T);
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if (!ObjectPools.ContainsKey(type))
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{
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ObjectPools[type] = new Stack<T>();
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}
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var pool = (Stack<T>)ObjectPools[type];
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T instance;
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if (pool.Count > 0)
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{
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instance = pool.Pop();
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}
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else
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{
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instance = new T();
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}
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LeaveObjectPoolObjects[instance] = type;
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return instance;
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}
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/// <summary>
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/// 回收对象
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/// </summary>
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/// <param name="instance">实例</param>
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/// <exception cref="PublicType.GameException"></exception>
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public void Reclaim(object instance)
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{
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if (LeaveObjectPoolObjects.TryGetValue(instance, out var objType))
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{
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var pool = ObjectPools[objType];
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var methodInfo = pool.GetType().GetMethod("Push");
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if(instance is IPoolPawn pawn)
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{
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pawn.Release();
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}
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methodInfo.Invoke(pool, new object[] { instance });
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LeaveObjectPoolObjects.Remove(instance);
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}
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else
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{
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throw new GameException("This object does not belong to any pool.");
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}
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}
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public void Clear(Type type)
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{
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if (ObjectPools.TryGetValue(type, out var pool))
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{
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var clearMethod = pool.GetType().GetMethod("Clear");
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clearMethod.Invoke(pool, null);
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}
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else
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{
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throw new PublicType.GameException("This pool does not exist.");
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}
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}
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public void Clear<T>() where T : class, new()
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{
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var type = typeof(T);
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if (ObjectPools.TryGetValue(type, out var pool))
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{
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var clearMethod = pool.GetType().GetMethod("Clear");
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clearMethod.Invoke(pool, null);
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}
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else
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{
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throw new PublicType.GameException("This pool does not exist.");
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}
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}
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}
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}
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