69 changed files with 21 additions and 1599 deletions
@ -1,4 +1,4 @@
|
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namespace Tools.PoolModule2 |
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namespace Tools.PoolModule |
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{ |
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public interface IPoolable |
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{ |
@ -1,3 +0,0 @@
|
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fileFormatVersion: 2 |
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guid: 2302004e153843ea8ebb4e7e280e60d1 |
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timeCreated: 1732808499 |
@ -1,3 +0,0 @@
|
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fileFormatVersion: 2 |
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guid: a33cedcf7d744f8d8413262f109616f0 |
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timeCreated: 1732808479 |
@ -1,12 +0,0 @@
|
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using System.Collections.Generic; |
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using Sirenix.OdinInspector; |
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using UnityEngine; |
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namespace Tools.PoolModule1 |
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{ |
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public class ObjectPool : MonoBehaviour |
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{ |
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[ReadOnly] |
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public List<GameObject> PooledGameObjects; |
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} |
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} |
@ -1,3 +0,0 @@
|
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fileFormatVersion: 2 |
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guid: 5be4df910efa4098952b9885abc5752d |
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timeCreated: 1730662794 |
@ -1,149 +0,0 @@
|
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using System.Collections.Generic; |
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using System.Linq; |
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using Sirenix.OdinInspector; |
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using UnityEngine; |
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using UnityEngine.SceneManagement; |
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|
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namespace Tools.PoolModule1 |
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{ |
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/// <summary> 不要使用单例,在每个需要使用对象池的地方实例化一个 </summary> |
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public abstract class ObjectPooler : MonoBehaviour |
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{ |
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// public static ObjectPooler Instance; |
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/// true:所有物体使用一个对象池 |
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[DisableInPlayMode, OnValueChanged("@NestUnderThis = false")] |
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public bool MutualizeWaitingPools = false; |
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/// ture:所有等待和活动对象都会被存放在一个空物体对象下。否则他们都会在顶层 |
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[DisableInPlayMode] |
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public bool NestWaitingPool = true; |
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/// true:存放在自己层级下 |
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[ShowIf("NestWaitingPool"), DisableInPlayMode, DisableIf("MutualizeWaitingPools")] |
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public bool NestUnderThis = false; |
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protected GameObject _waitingPool; |
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protected ObjectPool _objectPool; |
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protected const int _initialCapacity = 5; |
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public static List<ObjectPool> _pools = new List<ObjectPool>(_initialCapacity); |
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// /// 在每次切换场景时重新初始化单例 |
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// [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] |
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// protected static void InitializeStatics() |
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// { |
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// Instance = null; |
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// } |
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protected void Awake() |
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{ |
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// Instance = this; |
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FillObjectPool(); |
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} |
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private void AddPool(ObjectPool pool) |
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{ |
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_pools ??= new List<ObjectPool>(_initialCapacity); |
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Debug.Assert(!_pools.Contains(pool), $"重复添加{pool.name}"); |
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if (!_pools.Contains(pool)) |
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_pools.Add(pool); |
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} |
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private void RemovePool(ObjectPool pool) |
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{ |
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_pools?.Remove(pool); |
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} |
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/// <summary> |
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/// 创建新的对象池。 |
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/// 当MutualizeWaitingPools为false时,直接创建一个新的对象池,不管是否拥有相同的对象池名称。 |
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/// 当MutualizeWaitingPools为true时,先寻找是否已有同名的对象池,有则共用,没有则创建新的对象池。 |
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/// </summary> |
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/// <returns> |
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/// true: 创建成功 |
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/// false: 创建失败,找到了同名的对象池,并与其共用</returns> |
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protected virtual bool CreateWaitingPool() |
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{ |
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if (!MutualizeWaitingPools) |
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{ |
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_waitingPool = new GameObject(DetermineObjectPoolName()); |
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SceneManager.MoveGameObjectToScene(_waitingPool, this.gameObject.scene); // 确保物体都在同一个场景内 |
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_objectPool = _waitingPool.AddComponent<ObjectPool>(); |
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_objectPool.PooledGameObjects = new List<GameObject>(); |
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ApplyNesting(); |
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return true; |
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} |
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else |
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{ |
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ObjectPool objectPool = ExistingPool(DetermineObjectPoolName()); |
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if (objectPool != null) |
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{ |
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_waitingPool = objectPool.gameObject; |
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_objectPool = objectPool; |
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return false; |
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} |
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else |
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{ |
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_waitingPool = new GameObject(DetermineObjectPoolName()); |
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SceneManager.MoveGameObjectToScene(_waitingPool, this.gameObject.scene); |
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_objectPool = _waitingPool.AddComponent<ObjectPool>(); |
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_objectPool.PooledGameObjects = new List<GameObject>(); |
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ApplyNesting(); |
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AddPool(_objectPool); |
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return true; |
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} |
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} |
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} |
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public virtual ObjectPool ExistingPool(string poolName) |
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{ |
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_pools ??= new List<ObjectPool>(_initialCapacity); |
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if (_pools.Count == 0) |
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{ |
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var pools = FindObjectsOfType<ObjectPool>(); |
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// var pools = FindObjectsByType<ObjectPool>(FindObjectsSortMode.None); |
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if (pools.Length > 0) |
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_pools.AddRange(pools); |
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} |
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return _pools.FirstOrDefault(pool => pool != null && pool.name == poolName); |
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} |
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protected virtual string DetermineObjectPoolName() => $"[ObjectPooler] {this.name}"; |
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/// <summary> 设置对象池层级 </summary> |
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protected virtual void ApplyNesting() |
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{ |
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if (NestWaitingPool && NestUnderThis && (_waitingPool != null)) |
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{ |
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_waitingPool.transform.SetParent(this.transform); |
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} |
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} |
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/// <summary> 重写该方法设置物体 </summary> |
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protected virtual void FillObjectPool() |
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{ |
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return; |
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} |
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/// <summary> 重写该方法获取物体 </summary> |
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public virtual GameObject GetPooledGameObject() |
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{ |
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return null; |
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} |
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/// <summary> 销毁对象池 </summary> |
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public virtual void DestroyObjectPool() |
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{ |
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if (_waitingPool != null) |
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{ |
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Destroy(_waitingPool.gameObject); |
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} |
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} |
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private void OnDestroy() |
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{ |
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if (_objectPool != null && NestUnderThis) |
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{ |
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RemovePool(_objectPool); |
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} |
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} |
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} |
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} |
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fileFormatVersion: 2 |
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guid: 8dda8e8c216e4d4f8bbd6cd2096c9d79 |
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timeCreated: 1730661038 |
@ -1,83 +0,0 @@
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using System.Linq; |
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using Sirenix.OdinInspector; |
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using UnityEngine; |
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using UnityEngine.SceneManagement; |
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namespace Tools.PoolModule1 |
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{ |
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/// <summary> |
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/// 一个实例化SimpleObjectPooler对象只能创建一种物体,也就是说如果只使用单例访问该对象池,那么只能创建一个物体 |
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/// 除非实例化多个SimpleObjectPooler对象,才可以创建多个物体 |
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/// </summary> |
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/// <example> |
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/// 一般<see cref="ObjectPooler.MutualizeWaitingPools"/>设置为true |
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/// <see cref="ObjectPooler.NestWaitingPool"/>设置为true |
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/// <see cref="ObjectPooler.NestUnderThis"/>设置为false |
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/// <see cref="PoolCanExpand"/>设置为true |
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/// </example> |
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public class SimpleObjectPooler : ObjectPooler |
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{ |
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/// 母体 |
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[DisableInPlayMode] |
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public GameObject GameObjectToPool; |
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/// 对象池大小 |
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[DisableInPlayMode] |
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public int PoolSize = 20; |
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/// true:当物体全部被取出,而继续获取物体时,允许对象池扩容 |
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[DisableInPlayMode] |
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public bool PoolCanExpand = true; |
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/// <summary> 填充对象池 </summary> |
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protected override void FillObjectPool() |
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{ |
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if (GameObjectToPool == null) return; |
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// 如果已经创建了对象池,则退出 |
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if (_objectPool != null && _objectPool.PooledGameObjects.Count > PoolSize) return; |
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CreateWaitingPool(); |
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int objectsTpSpawn = _objectPool == null ? PoolSize : PoolSize - _objectPool.PooledGameObjects.Count; |
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for (int i = 0; i < objectsTpSpawn; i++) |
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{ |
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AddOneObjectToThePool(); |
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} |
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} |
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protected override string DetermineObjectPoolName() => $"[SimpleObjectPooler] {GameObjectToPool.name}"; |
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public override GameObject GetPooledGameObject() |
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{ |
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// 在待机池中寻找一个空闲的对象 |
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foreach (var o in _objectPool.PooledGameObjects.Where(o => !o.activeInHierarchy)) |
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{ |
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return o; |
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} |
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// 如果没有空闲的对象,并且允许扩容,则创建一个新对象 |
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if (PoolCanExpand) |
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{ |
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return AddOneObjectToThePool(); |
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} |
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// 没有空闲的对象,并且不允许扩容,则返回null |
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return null; |
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} |
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/// <summary> |
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/// 添加一个新对象到对象池 |
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/// </summary> |
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private GameObject AddOneObjectToThePool() |
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{ |
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if (GameObjectToPool == null) throw new System.NullReferenceException("GameObjectToPool is null"); |
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bool initialStatus = GameObjectToPool.activeSelf; |
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GameObjectToPool.SetActive(false); |
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GameObject newGameObject = Instantiate(GameObjectToPool); |
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GameObjectToPool.SetActive(initialStatus); |
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SceneManager.MoveGameObjectToScene(newGameObject, this.gameObject.scene); |
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if (NestWaitingPool) |
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newGameObject.transform.SetParent(_waitingPool.transform); |
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newGameObject.name = $"{GameObjectToPool.name}-{_objectPool.PooledGameObjects.Count}"; |
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_objectPool.PooledGameObjects.Add(newGameObject); |
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return newGameObject; |
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} |
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} |
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} |
@ -1,3 +0,0 @@
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fileFormatVersion: 2 |
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guid: d96f815f5f2d44d0be75764eb22eadb3 |
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timeCreated: 1730666668 |
@ -1,7 +1,7 @@
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using System; |
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using UnityEngine; |
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|
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namespace Tools.PoolModule2.Sample |
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namespace Tools.PoolModule.Sample |
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{ |
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public class Item : MonoBehaviour, IPoolable, IPoolableString |
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{ |
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namespace Tools.PoolModule2.Sample |
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namespace Tools.PoolModule.Sample |
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{ |
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public class ItemA : Item |
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{ |
@ -1,4 +1,4 @@
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namespace Tools.PoolModule2.Sample |
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namespace Tools.PoolModule.Sample |
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{ |
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public class ItemB : Item |
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{ |
@ -1,6 +1,6 @@
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using Cysharp.Threading.Tasks; |
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namespace Tools.PoolModule2.Sample |
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namespace Tools.PoolModule.Sample |
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{ |
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public class ItemFactory : ObjectPoolFactory<Item> |
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{ |
@ -1,8 +0,0 @@
|
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fileFormatVersion: 2 |
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@ -1,28 +0,0 @@
|
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using UnityEngine; |
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|
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namespace Tools.PoolModule1.Sample |
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{ |
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public class Bullet : MonoBehaviour |
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{ |
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[Knob(0f, 100f)] |
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public float speed = 10f; |
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public Vector3 direction = Vector3.forward; |
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public float lifeTime = 10f; |
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|
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private void OnEnable() |
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{ |
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transform.position = new Vector3(Random.Range(-5f, 5f), 0f, 0f); |
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Invoke(nameof(DelayDisable), lifeTime); |
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} |
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|
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private void FixedUpdate() |
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{ |
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transform.position += direction * speed * Time.fixedDeltaTime; |
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} |
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|
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private void DelayDisable() |
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{ |
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gameObject.SetActive(false); |
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} |
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} |
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} |
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@ -1,25 +0,0 @@
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using System; |
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using UnityEngine; |
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|
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namespace Tools.PoolModule1.Sample |
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{ |
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public class Player : MonoBehaviour |
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{ |
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public SimpleObjectPooler SimplePooler; |
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|
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private void Update() |
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{ |
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if (Input.GetKeyDown(KeyCode.A)) |
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{ |
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// var bullet = SimpleObjectPooler.Instance.GetPooledGameObject(); |
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// bullet.SetActive(true); |
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} |
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|
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if (Input.GetKeyDown(KeyCode.S)) |
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{ |
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Reference in new issue