| | |
| | | using System.Collections.Generic; |
| | | using System.Collections.Generic; |
| | | using UnityEngine; |
| | | using System; |
| | | |
| | |
| | | private List<int> dontDestoryGoInstIDList = null; |
| | | |
| | | private Transform m_TargetContainer; |
| | | |
| | | //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() |
| | | { |
| | |
| | | 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 (GAMgr.Instance.needDestroyPrefabList.Contains(_pool.Prefab)) |
| | | // { |
| | | if (needDestroyPrefabList.Contains(_pool.Prefab)) |
| | | { |
| | | _pool.Clear(); |
| | | _removeList.Add(_pool.PrefabInstanceId); |
| | | // } |
| | | } |
| | | } |
| | | |
| | | for (int i = 0; i < _removeList.Count; ++i) |
| | |
| | | return m_Prefab; |
| | | } |
| | | } |
| | | |
| | | //预制体实例id,用于检索池 |
| | | public int PrefabInstanceId |
| | | { |
| | | get; private set; |
| | | } |
| | | |
| | | public List<GameObject> m_ActiveList = null; |
| | | private List<GameObject> m_FreeList = null; |
| | | public HashSet<GameObject> m_ActiveHashSet = new HashSet<GameObject>(); |
| | | private Queue<GameObject> m_FreeQueue = null; |
| | | private int Pool_FreeList_Warning_Threshold = 8; |
| | | |
| | | Action<GameObject> releaseCallBack; |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | |
| | | { |
| | | m_Prefab = prefab; |
| | | PrefabInstanceId = m_Prefab.GetInstanceID(); |
| | | m_ActiveList = new List<GameObject>(); |
| | | m_FreeList = new List<GameObject>(); |
| | | m_ActiveHashSet = new HashSet<GameObject>(); |
| | | m_FreeQueue = new Queue<GameObject>(); |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | m_DebugContainer = new GameObject(prefab.name).transform; |
| | |
| | | for (int i = 0; i < count; ++i) |
| | | { |
| | | _go = Instantiate(m_Prefab, Constants.Special_Hide_Position, Quaternion.identity); |
| | | m_FreeList.Add(_go); |
| | | m_FreeQueue.Enqueue(_go); |
| | | _go.transform.SetParent(Instance.m_TargetContainer); |
| | | _go.transform.position = Constants.Special_Hide_Position; |
| | | |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | // 检查空闲列表数量是否超过阈值 |
| | | if (m_FreeList.Count > Pool_FreeList_Warning_Threshold) |
| | | { |
| | | Debug.LogWarning($"GameObjectPool {m_Prefab.name} 的空闲对象数量 ({m_FreeList.Count}) 超过阈值 ({Pool_FreeList_Warning_Threshold}),请检查是否需要清理。"); |
| | | } |
| | | |
| | | DebugItem _debugItem = new GameObject(_go.GetInstanceID().ToString()).AddMissingComponent<DebugItem>(); |
| | | _debugItem.transform.SetParent(m_DebugFree); |
| | |
| | | { |
| | | GameObject _go = null; |
| | | |
| | | while (m_FreeList.Count > 0) |
| | | if (m_FreeQueue.Count > 0) |
| | | { |
| | | if (m_FreeList[0] != null) |
| | | { |
| | | _go = m_FreeList[0]; |
| | | _go = m_FreeQueue.Dequeue(); |
| | | |
| | | m_ActiveList.Add(_go); |
| | | m_FreeList.RemoveAt(0); |
| | | m_ActiveHashSet.Add(_go); |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | if (Instance.m_DebugInstIDDict.ContainsKey(_go.GetInstanceID())) |
| | | { |
| | | DebugItem _debugItem = Instance.m_DebugInstIDDict[_go.GetInstanceID()]; |
| | | _debugItem.transform.SetParent(m_DebugActive); |
| | | } |
| | | #endif |
| | | break; |
| | | } |
| | | else |
| | | if (Instance.m_DebugInstIDDict.ContainsKey(_go.GetInstanceID())) |
| | | { |
| | | m_FreeList.RemoveAt(0); |
| | | DebugItem _debugItem = Instance.m_DebugInstIDDict[_go.GetInstanceID()]; |
| | | _debugItem.transform.SetParent(m_DebugActive); |
| | | } |
| | | #endif |
| | | } |
| | | |
| | | |
| | | if (_go == null) |
| | | { |
| | | _go = Instantiate(m_Prefab, Constants.Special_Hide_Position, Quaternion.identity); |
| | | m_ActiveList.Add(_go); |
| | | m_ActiveHashSet.Add(_go); |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | DebugItem _debugItem = new GameObject(_go.GetInstanceID().ToString()).AddMissingComponent<DebugItem>(); |
| | |
| | | { |
| | | return; |
| | | } |
| | | if (m_ActiveList.Contains(go)) |
| | | { |
| | | m_ActiveList.Remove(go); |
| | | } |
| | | if (m_FreeList.Contains(go)) |
| | | { |
| | | return; |
| | | } |
| | | m_ActiveHashSet.Remove(go); |
| | | |
| | | m_FreeList.Add(go); |
| | | m_FreeQueue.Enqueue(go); |
| | | go.transform.SetParent(Instance.m_TargetContainer); |
| | | go.transform.position = Constants.Special_Hide_Position; |
| | | |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | // 检查空闲列表数量是否超过阈值 |
| | | if (m_FreeList.Count > Pool_FreeList_Warning_Threshold) |
| | | { |
| | | Debug.LogWarning($"GameObjectPool {m_Prefab.name} 的空闲对象数量 ({m_FreeList.Count}) 超过阈值 ({Pool_FreeList_Warning_Threshold}),请检查是否需要清理。"); |
| | | } |
| | | if (Instance.m_DebugInstIDDict.ContainsKey(go.GetInstanceID())) |
| | | { |
| | | DebugItem _debugItem = Instance.m_DebugInstIDDict[go.GetInstanceID()]; |
| | |
| | | |
| | | public void ReleaseAll() |
| | | { |
| | | for (int i = m_ActiveList.Count - 1; i >= 0; i--) |
| | | //释放 m_ActiveHashSet中 的GameObject,排除 |
| | | foreach (GameObject go in m_ActiveHashSet) |
| | | { |
| | | var _go = m_ActiveList[i]; |
| | | m_ActiveList.Remove(_go); |
| | | |
| | | if (!m_FreeList.Contains(_go)) |
| | | if (go != null) |
| | | { |
| | | m_FreeList.Add(_go); |
| | | } |
| | | m_FreeQueue.Enqueue(go); |
| | | go.transform.SetParent(Instance.m_TargetContainer); |
| | | go.transform.position = Constants.Special_Hide_Position; |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | DebugItem _debugItem = Instance.m_DebugInstIDDict[_go.GetInstanceID()]; |
| | | _debugItem.transform.SetParent(m_DebugFree); |
| | | if (Instance.m_DebugInstIDDict.ContainsKey(go.GetInstanceID())) |
| | | { |
| | | DebugItem _debugItem = Instance.m_DebugInstIDDict[go.GetInstanceID()]; |
| | | _debugItem.transform.SetParent(m_DebugFree); |
| | | } |
| | | #endif |
| | | _go.transform.SetParent(Instance.m_TargetContainer); |
| | | _go.transform.position = Constants.Special_Hide_Position; |
| | | |
| | | if (releaseCallBack != null) |
| | | { |
| | | releaseCallBack(_go); |
| | | if (releaseCallBack != null) |
| | | { |
| | | releaseCallBack(go); |
| | | } |
| | | } |
| | | |
| | | } |
| | | m_ActiveHashSet.Clear(); |
| | | } |
| | | |
| | | public void Clear() |
| | | { |
| | | for (int i = m_ActiveList.Count - 1; i >= 0; --i) |
| | | foreach (GameObject go in m_ActiveHashSet) |
| | | { |
| | | if (m_ActiveList[i] == null |
| | | || Instance.dontDestoryGoInstIDList.Contains(m_ActiveList[i].GetInstanceID())) |
| | | continue; |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | Destroy(Instance.m_DebugInstIDDict[m_ActiveList[i].GetInstanceID()].gameObject); |
| | | #endif |
| | | Destroy(m_ActiveList[i]); |
| | | m_ActiveList.RemoveAt(i); |
| | | } |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | if (m_ActiveList.Count != 0) |
| | | { |
| | | Debug.LogWarningFormat("{0} 池清理后, 还有 {1} 个活跃对象. ", m_Prefab.name, m_ActiveList.Count); |
| | | for (int i = 0; i < m_ActiveList.Count; ++i) |
| | | if (go != null) |
| | | { |
| | | Debug.LogWarningFormat(" |-- {0}", m_ActiveList[i].name); |
| | | if (!Instance.dontDestoryGoInstIDList.Contains(go.GetInstanceID())) |
| | | { |
| | | m_ActiveHashSet.Remove(go); |
| | | Destroy(go); |
| | | } |
| | | |
| | | } |
| | | |
| | | } |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | 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 |
| | | |
| | | for (int i = m_FreeList.Count - 1; i >= 0; --i) |
| | | Queue<GameObject> tempQueue = new Queue<GameObject>(); |
| | | while (m_FreeQueue.Count > 0) |
| | | { |
| | | if (m_FreeList[i] == null |
| | | || Instance.dontDestoryGoInstIDList.Contains(m_FreeList[i].GetInstanceID())) |
| | | continue; |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | Destroy(Instance.m_DebugInstIDDict[m_FreeList[i].GetInstanceID()].gameObject); |
| | | #endif |
| | | Destroy(m_FreeList[i]); |
| | | m_FreeList.RemoveAt(i); |
| | | GameObject obj = m_FreeQueue.Dequeue(); |
| | | if (Instance.dontDestoryGoInstIDList.Contains(obj.GetInstanceID())) |
| | | tempQueue.Enqueue(obj); |
| | | else |
| | | Destroy(obj); |
| | | } |
| | | m_FreeQueue = tempQueue; |
| | | |
| | | |
| | | #if UNITY_EDITOR && !UNITY_ANDROID && !UNITY_IOS |
| | | if (m_FreeList.Count != 0) |
| | | { |
| | | Debug.LogWarningFormat("{0} 池清理后, 还有 {1} 个空闲对象. ", m_Prefab.name, m_FreeList.Count); |
| | | for (int i = 0; i < m_FreeList.Count; ++i) |
| | | { |
| | | Debug.LogWarningFormat(" |-- {0}", m_FreeList[i].name); |
| | | } |
| | | // for (int i = 0; i < m_FreeList.Count; ++i) |
| | | // { |
| | | // Debug.LogWarningFormat(" |-- {0}", m_FreeList[i].name); |
| | | // } |
| | | } |
| | | #endif |
| | | if (IsEmpty()) |
| | |
| | | if (!string.IsNullOrEmpty(assetBundleName) && !string.IsNullOrEmpty(assetName)) |
| | | { |
| | | ResManager.Instance.UnloadAsset(assetBundleName, assetName); |
| | | ResManager.Instance.UnloadAssetBundle(assetBundleName, true, false); |
| | | // ResManager.Instance.UnloadAssetBundle(assetBundleName, true, false); |
| | | } |
| | | } |
| | | |
| | | public bool IsEmpty() |
| | | { |
| | | return m_ActiveList.Count == 0 && m_FreeList.Count == 0; |
| | | return m_ActiveHashSet.Count == 0 && m_FreeQueue.Count == 0; |
| | | } |
| | | } |
| | | } |