Files
TEngine/Assets/TEngine/Runtime/GameFramework/Resource/Pool/GameObjectPool.cs
ALEXTANG e3a47393f4 [+] 新增游戏物体缓存池ResourcePool
[+] 新增游戏物体缓存池ResourcePool
2023-09-05 14:35:19 +08:00

234 lines
5.9 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using YooAsset;
namespace TEngine
{
/// <summary>
/// 游戏物体对象池。
/// </summary>
internal class GameObjectPool
{
private readonly GameObject _root;
private readonly Queue<InstantiateOperation> _cacheOperations;
private readonly bool _dontDestroy;
private readonly int _initCapacity;
private readonly int _maxCapacity;
private readonly float _destroyTime;
private float _lastRestoreRealTime = -1f;
/// <summary>
/// 资源句柄。
/// </summary>
public AssetOperationHandle AssetHandle { private set; get; }
/// <summary>
/// 资源定位地址。
/// </summary>
public string Location { private set; get; }
/// <summary>
/// 内部缓存总数。
/// </summary>
public int CacheCount => _cacheOperations.Count;
/// <summary>
/// 外部使用总数。
/// </summary>
public int SpawnCount { private set; get; } = 0;
/// <summary>
/// 是否常驻不销毁。
/// </summary>
public bool DontDestroy => _dontDestroy;
/// <summary>
/// 游戏物体对象池。
/// </summary>
/// <param name="poolingRoot">对象池根节点。</param>
/// <param name="location">资源定位地址。</param>
/// <param name="dontDestroy">是否常驻不销毁。</param>
/// <param name="initCapacity">初始容量。</param>
/// <param name="maxCapacity">最大容量。</param>
/// <param name="destroyTime">对象池销毁时间。</param>
public GameObjectPool(GameObject poolingRoot, string location, bool dontDestroy, int initCapacity, int maxCapacity, float destroyTime)
{
_root = new GameObject(location);
_root.transform.parent = poolingRoot.transform;
Location = location;
_dontDestroy = dontDestroy;
_initCapacity = initCapacity;
_maxCapacity = maxCapacity;
_destroyTime = destroyTime;
// 创建缓存池
_cacheOperations = new Queue<InstantiateOperation>(initCapacity);
}
/// <summary>
/// 创建对象池。
/// </summary>
/// <param name="package">资源包。</param>
public void CreatePool(ResourcePackage package)
{
// 加载游戏对象
AssetHandle = package.LoadAssetAsync<GameObject>(Location);
// 创建初始对象
for (int i = 0; i < _initCapacity; i++)
{
var operation = AssetHandle.InstantiateAsync(_root.transform);
operation.Completed += Operation_Completed;
_cacheOperations.Enqueue(operation);
}
}
private void Operation_Completed(AsyncOperationBase obj)
{
if (obj.Status == EOperationStatus.Succeed)
{
var op = obj as InstantiateOperation;
if (op.Result != null)
op.Result.SetActive(false);
}
}
/// <summary>
/// 销毁游戏对象池。
/// </summary>
public void DestroyPool()
{
// 卸载资源对象
AssetHandle.Release();
AssetHandle = null;
// 销毁游戏对象
Object.Destroy(_root);
_cacheOperations.Clear();
SpawnCount = 0;
}
/// <summary>
/// 查询静默时间内是否可以销毁。
/// </summary>
public bool CanAutoDestroy()
{
if (_dontDestroy)
return false;
if (_destroyTime < 0)
return false;
if (_lastRestoreRealTime > 0 && SpawnCount <= 0)
return (Time.realtimeSinceStartup - _lastRestoreRealTime) > _destroyTime;
else
return false;
}
/// <summary>
/// 游戏对象池是否已经销毁。
/// </summary>
public bool IsDestroyed()
{
return AssetHandle == null;
}
/// <summary>
/// 回收操作。
/// </summary>
/// <param name="operation">资源实例化操作句柄。</param>
public void Restore(InstantiateOperation operation)
{
if (IsDestroyed())
{
DestroyInstantiateOperation(operation);
return;
}
SpawnCount--;
if (SpawnCount <= 0)
_lastRestoreRealTime = Time.realtimeSinceStartup;
// 如果外部逻辑销毁了游戏对象
if (operation.Status == EOperationStatus.Succeed)
{
if (operation.Result == null)
return;
}
// 如果缓存池还未满员
if (_cacheOperations.Count < _maxCapacity)
{
SetRestoreGameObject(operation.Result);
_cacheOperations.Enqueue(operation);
}
else
{
DestroyInstantiateOperation(operation);
}
}
/// <summary>
/// 丢弃操作。
/// </summary>
/// <param name="operation">资源实例化操作句柄。</param>
public void Discard(InstantiateOperation operation)
{
if (IsDestroyed())
{
DestroyInstantiateOperation(operation);
return;
}
SpawnCount--;
if (SpawnCount <= 0)
_lastRestoreRealTime = Time.realtimeSinceStartup;
DestroyInstantiateOperation(operation);
}
/// <summary>
/// 获取一个游戏对象。
/// </summary>
/// <param name="parent">父节点位置。</param>
/// <param name="position">位置。</param>
/// <param name="rotation">旋转。</param>
/// <param name="forceClone">是否强制克隆。</param>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>Spawn操作句柄。</returns>
public SpawnHandle Spawn(Transform parent, Vector3 position, Quaternion rotation, bool forceClone, params System.Object[] userDatas)
{
InstantiateOperation operation;
if (forceClone == false && _cacheOperations.Count > 0)
operation = _cacheOperations.Dequeue();
else
operation = AssetHandle.InstantiateAsync();
SpawnCount++;
SpawnHandle handle = new SpawnHandle(this, operation, parent, position, rotation, userDatas);
YooAssets.StartOperation(handle);
return handle;
}
private void DestroyInstantiateOperation(InstantiateOperation operation)
{
// 取消异步操作
operation.Cancel();
// 销毁游戏对象
if (operation.Result != null)
{
Object.Destroy(operation.Result);
}
}
private void SetRestoreGameObject(GameObject gameObj)
{
if (gameObj != null)
{
gameObj.SetActive(false);
gameObj.transform.SetParent(_root.transform);
gameObj.transform.SetPositionAndRotation(Vector3.zero, Quaternion.identity);
}
}
}
}