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using System.Collections.Generic;
using UnityEngine;
using System;
using Cysharp.Threading.Tasks;
 
 
public class GameObjectPoolManager : SingletonMonobehaviour<GameObjectPoolManager>
{
#if UNITY_EDITOR
    private bool m_ShowDebugPanel = false;
    private Vector2 m_ScrollPosition = Vector2.zero;
 
    private void OnGUI()
    {
        if (!m_ShowDebugPanel) return;
 
        GUILayout.BeginArea(new Rect(10, 10, 400, 600));
        GUILayout.BeginVertical("Box");
        m_ScrollPosition = GUILayout.BeginScrollView(m_ScrollPosition, GUILayout.Width(380), GUILayout.Height(580));
 
        GUILayout.Label("对象池调试面板", GUILayout.Height(30));
        GUILayout.Space(10);
 
        foreach (var poolEntry in m_PoolDict)
        {
            int prefabInstanceId = poolEntry.Key;
            GameObjectPool pool = poolEntry.Value;
 
            GUILayout.BeginVertical("Box");
            GUILayout.Label($"池名称: {pool.Prefab.name}");
            GUILayout.Label($"活跃对象数: {pool.m_ActiveHashSet.Count}");
            GUILayout.Label($"空闲对象数: {pool.m_FreeQueue.Count}");
            int count = m_PoolUsageFrequency.TryGetValue(prefabInstanceId, out int frequency) ? frequency : 0;
            GUILayout.Label($"使用频率: {count}");
            GUILayout.EndVertical();
            GUILayout.Space(5);
        }
 
        GUILayout.EndScrollView();
        GUILayout.EndVertical();
        GUILayout.EndArea();
    }
 
    [UnityEditor.MenuItem("Tools/对象池/显示调试面板")]
    private static void ToggleDebugPanel()
    {
        if (Instance != null)
        {
            Instance.m_ShowDebugPanel = !Instance.m_ShowDebugPanel;
        }
    }
#endif
    // 池统计数据
    public Dictionary<int, PoolStats> PoolStatistics { get; private set; } = new Dictionary<int, PoolStats>();
 
    public class PoolStats
    {
        public int TotalObjects { get; set; }
        public int ActiveObjects { get; set; }
        public int FreeObjects { get; set; }
        public int UsageFrequency { get; set; }
    }
 
    // 更新池统计数据
    private void UpdatePoolStats()
    {
        if (m_PoolDict == null)
            return;
            
        foreach (var poolEntry in m_PoolDict)
        {
            int prefabInstanceId = poolEntry.Key;
            GameObjectPool pool = poolEntry.Value;
 
            if (!PoolStatistics.ContainsKey(prefabInstanceId))
            {
                PoolStatistics[prefabInstanceId] = new PoolStats();
            }
 
            PoolStats stats = PoolStatistics[prefabInstanceId];
            stats.TotalObjects = pool.m_ActiveHashSet.Count + pool.m_FreeQueue.Count;
            stats.ActiveObjects = pool.m_ActiveHashSet.Count;
            stats.FreeObjects = pool.m_FreeQueue.Count;
            stats.UsageFrequency = m_PoolUsageFrequency.TryGetValue(prefabInstanceId, out int frequency) ? frequency : 0;
        }
    }
 
 
    private Dictionary<int, GameObjectPool> m_PoolDict = null;
 
    // 不需要销毁的对象列表
    private List<int> dontDestoryGoInstIDList = null;
 
    private Transform m_TargetContainer;
 
    // 定期检查池的时间间隔(秒)
    private float m_PoolCheckInterval = 600f;
 
    // 记录每个池的使用频率
    private Dictionary<int, int> m_PoolUsageFrequency = new Dictionary<int, int>();
 
    //需要动态卸载的预制体,例如切换场景时
    public List<GameObject> needDestroyPrefabList = new List<GameObject>();
 
    public void Initialize()
    {
        if (m_PoolDict == null)
        {
            m_PoolDict = new Dictionary<int, GameObjectPool>();
        }
 
        if (!m_TargetContainer)
        {
            m_TargetContainer = new GameObject("Container").transform;
            m_TargetContainer.SetParent(transform);
        }
 
        if (dontDestoryGoInstIDList == null)
        {
            dontDestoryGoInstIDList = new List<int>();
        }
 
        // 启动定期检查池的协程
        CheckPoolUsage();
    }
 
    private async UniTask CheckPoolUsage()
    {
        while (true)
        {
            await UniTask.Delay(TimeSpan.FromSeconds(m_PoolCheckInterval));
 
            foreach (var poolEntry in m_PoolDict)
            {
                int prefabInstanceId = poolEntry.Key;
                GameObjectPool pool = poolEntry.Value;
 
                // 如果池的使用频率低于阈值,减少池的大小
                if (m_PoolUsageFrequency.TryGetValue(prefabInstanceId, out int usageCount) && usageCount < 5)
                {
                    // 保留至少一个对象,避免频繁创建和销毁
                    int targetSize = Mathf.Max(1, pool.m_FreeQueue.Count / 2);
                    while (pool.m_FreeQueue.Count > targetSize)
                    {
                        GameObject obj = pool.m_FreeQueue.Dequeue();
                        if (!dontDestoryGoInstIDList.Contains(obj.GetInstanceID()))
                        {
                            Destroy(obj);
                        }
                    }
                }
 
                // 重置使用频率
                m_PoolUsageFrequency[prefabInstanceId] = 0;
            }
        }
    }
 
    public void AddDontDestroyGoInstID(int id)
    {
        if (!dontDestoryGoInstIDList.Contains(id))
        {
            dontDestoryGoInstIDList.Add(id);
        }
    }
 
    public bool ExistPool(GameObject prefab)
    {
        if (prefab == null)
        {
            return false;
        }
 
        if (m_PoolDict.ContainsKey(prefab.GetInstanceID()))
        {
            return true;
        }
 
        return false;
    }
 
    /// <summary>
    /// 传入的为预制体,而非组件,否则会导致GetInstanceID管理混乱,每次实例化都会改变
    /// </summary>
    /// <param name="prefab"></param>
    /// <returns></returns>
    public GameObjectPool RequestPool(GameObject prefab)
    {
        if (prefab == null)
        {
            return null;
        }
 
#if UNITY_EDITOR
        if (UnityEditor.PrefabUtility.GetPrefabAssetType(prefab) == UnityEditor.PrefabAssetType.NotAPrefab)
        {
            Debug.LogError($"{prefab.name}不是一个预制体!");
            return null;
        }
#endif
 
 
        int _prefabInstanceId = prefab.GetInstanceID();
 
        GameObjectPool _pool = null;
        if (m_PoolDict.TryGetValue(_prefabInstanceId, out _pool))
        {
            return _pool;
        }
 
        _pool = new GameObjectPool(prefab);
        m_PoolDict[_prefabInstanceId] = _pool;
 
        return _pool;
    }
 
 
    public void CacheGameObject(GameObject prefab, int count, bool _prefabActive)
    {
        if (prefab == null)
        {
            return;
        }
 
        RequestPool(prefab).Cache(count, _prefabActive);
    }
 
 
    public GameObject RequestGameObject(GameObject prefab)
    {
        if (prefab == null)
        {
            return null;
        }
 
#if UNITY_EDITOR
        if (UnityEditor.PrefabUtility.GetPrefabAssetType(prefab) == UnityEditor.PrefabAssetType.NotAPrefab)
        {
            Debug.LogError($"{prefab.name}不是一个预制体!");
            return null;
        }
#endif
        return RequestPool(prefab).Request();
    }
 
 
    //特定情况下需要动态卸载的,如切换场景时
    public void UnLoadAll(bool force = false)
    {
        List<int> _removeList = new List<int>();
        foreach (var _pool in m_PoolDict.Values)
        {
            if (needDestroyPrefabList.Contains(_pool.Prefab))
            {
                _pool.Clear();
                _removeList.Add(_pool.PrefabInstanceId);
            }
        }
 
        for (int i = 0; i < _removeList.Count; ++i)
        {
            m_PoolDict.Remove(_removeList[i]);
        }
    }
 
    public class GameObjectPool
    {
        private GameObject m_Prefab = null;
        public GameObject Prefab
        {
            get
            {
                return m_Prefab;
            }
        }
 
        //预制体实例id,用于检索池
        public int PrefabInstanceId
        {
            get; private set;
        }
 
        public HashSet<GameObject> m_ActiveHashSet = new HashSet<GameObject>();
        public Queue<GameObject> m_FreeQueue = null;
        private int Pool_FreeList_Warning_Threshold = 10;    //当空闲对象高于此值时,会进行日志输出提醒
 
        Action<GameObject> releaseCallBack;
 
 
        public string assetBundleName;
        public string assetName;
 
        internal protected GameObjectPool(GameObject prefab)
        {
            m_Prefab = prefab;
            PrefabInstanceId = m_Prefab.GetInstanceID();
            m_ActiveHashSet = new HashSet<GameObject>();
            m_FreeQueue = new Queue<GameObject>();
 
        }
 
        public void AddReleaseListener(Action<GameObject> _callBack)
        {
            releaseCallBack = _callBack;
        }
 
        public void RemoveReleaseListener()
        {
            releaseCallBack = null;
        }
 
        public void Cache(int count, bool _prefabActive)
        {
            GameObject _go;
            for (int i = 0; i < count; ++i)
            {
                _go = Instantiate(m_Prefab, Constants.Special_Hide_Position, Quaternion.identity);
                m_FreeQueue.Enqueue(_go);
                _go.transform.SetParent(Instance.m_TargetContainer);
                _go.transform.position = Constants.Special_Hide_Position;
 
 
#if UNITY_EDITOR
                // 检查空闲列表数量是否超过阈值
                if (m_FreeQueue.Count > Pool_FreeList_Warning_Threshold)
                {
                    Debug.LogWarning($"GameObjectPool {m_Prefab.name} 的空闲对象数量 ({m_FreeQueue.Count}) 超过阈值 ({Pool_FreeList_Warning_Threshold}),请检查是否需要清理。");
                }
#endif
                var animator = _go.GetComponent<Animator>();
                if (animator != null)
                {
                    animator.enabled = false;
                }
                _go.SetActive(_prefabActive);
            }
        }
 
        public GameObject Request()
        {
            GameObject _go = null;
 
            if (m_FreeQueue.Count > 0)
            {
                _go = m_FreeQueue.Dequeue();
 
                m_ActiveHashSet.Add(_go);
 
                // 统计池的使用频率
                if (Instance.m_PoolUsageFrequency.ContainsKey(m_Prefab.GetInstanceID()))
                {
                    Instance.m_PoolUsageFrequency[m_Prefab.GetInstanceID()]++;
                }
                else
                {
                    Instance.m_PoolUsageFrequency[m_Prefab.GetInstanceID()] = 1;
                }
 
            }
 
 
            if (_go == null)
            {
                _go = Instantiate(m_Prefab, Constants.Special_Hide_Position, Quaternion.identity);
                m_ActiveHashSet.Add(_go);
 
            }
 
            _go.transform.SetParent(null);
            _go.transform.localScale = Vector3.one;
 
            // 更新池统计数据
            Instance.UpdatePoolStats();
 
            return _go;
        }
 
 
        public void Release(GameObject go)
        {
            if (go == null)
            {
                return;
            }
            m_ActiveHashSet.Remove(go);
 
            m_FreeQueue.Enqueue(go);
            go.transform.SetParent(Instance.m_TargetContainer);
 
            go.transform.position = Constants.Special_Hide_Position;
 
 
#if UNITY_EDITOR
            // 检查空闲列表数量是否超过阈值
            if (m_FreeQueue.Count > Pool_FreeList_Warning_Threshold)
            {
                Debug.LogWarning($"GameObjectPool {m_Prefab.name} 的空闲对象数量 ({m_FreeQueue.Count}) 超过阈值 ({Pool_FreeList_Warning_Threshold}),请检查是否需要清理。");
            }
#endif
 
            if (releaseCallBack != null)
            {
                releaseCallBack(go);
            }
 
            // 更新池统计数据
            Instance.UpdatePoolStats();
        }
 
        public void ReleaseAll()
        {
            //释放 m_ActiveHashSet中 的GameObject,排除
            foreach (GameObject go in m_ActiveHashSet)
            {
                if (go != null)
                {
                    m_FreeQueue.Enqueue(go);
                    go.transform.SetParent(Instance.m_TargetContainer);
                    go.transform.position = Constants.Special_Hide_Position;
 
                    if (releaseCallBack != null)
                    {
                        releaseCallBack(go);
                    }
                }
                
            }
            m_ActiveHashSet.Clear();
 
            // 更新池统计数据
            Instance.UpdatePoolStats();
        }
 
        public void Clear()
        {
            foreach (GameObject go in m_ActiveHashSet)
            {
                if (go != null)
                {
                    if (!Instance.dontDestoryGoInstIDList.Contains(go.GetInstanceID()))
                    {
                        m_ActiveHashSet.Remove(go);
                        Destroy(go);
                    }
 
                }
                
            }
 
#if UNITY_EDITOR
            if (m_ActiveHashSet.Count != 0)
            {
                Debug.LogWarningFormat("{0} 池清理后, 还有 {1} 个活跃对象. ", m_Prefab.name, m_ActiveHashSet.Count);
            }
#endif
 
            Queue<GameObject> tempQueue = new Queue<GameObject>();
            while (m_FreeQueue.Count > 0)
            {
                GameObject obj = m_FreeQueue.Dequeue();
                if (Instance.dontDestoryGoInstIDList.Contains(obj.GetInstanceID()))
                    tempQueue.Enqueue(obj);
                else
                    Destroy(obj);
            }
            m_FreeQueue = tempQueue;
 
 
#if UNITY_EDITOR
            if (m_FreeQueue.Count != 0)
            {
                Debug.LogWarningFormat("{0} 池清理后, 还有 {1} 个空闲对象. ", m_Prefab.name, m_FreeQueue.Count);
                // for (int i = 0; i < m_FreeList.Count; ++i)
                // {
                //     Debug.LogWarningFormat(" |-- {0}", m_FreeList[i].name);
                // }
            }
#endif
            if (IsEmpty())
            {
                m_Prefab = null;
 
            }
 
            if (!string.IsNullOrEmpty(assetBundleName) && !string.IsNullOrEmpty(assetName))
            {
                ResManager.Instance.UnloadAsset(assetBundleName, assetName);
                // ResManager.Instance.UnloadAssetBundle(assetBundleName, true, false);
            }
        }
 
        public bool IsEmpty()
        {
            return m_ActiveHashSet.Count == 0 && m_FreeQueue.Count == 0;
        }
    }
}