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- using System;
- using System.Collections.Generic;
- using System.Reflection;
- using CombatLibrary.CombatLibrary.CombatCore.Utility;
- using Fort23.Core;
- #if !COMBAT_SERVER
- using Core.Pool.GPool;
- using UnityEngine;
- using Object = UnityEngine.Object;
- #endif
- namespace Fort23.UTool
- {
- public class GameObjectQueue
- {
- public string poolName
- {
- get { return _poolName; }
- }
- private bool _isDis;
- private string _poolName;
- private string _prefabName;
- private int maxCount = -1;
- #if !COMBAT_SERVER
- /// <summary>
- /// 池子的父亲
- /// </summary>
- private AssetHandle _PoolObjectFather;
- public bool isOne;
- private readonly List<IGObjectPoolInterface> _usePool = new List<IGObjectPoolInterface>();
- private readonly List<IGObjectPoolInterface> _queue = new List<IGObjectPoolInterface>();
- private readonly List<IGObjectPoolInterface> _destroyPool = new List<IGObjectPoolInterface>();
- private readonly List<IGObjectPoolInterface> _delayHide = new List<IGObjectPoolInterface>();
- public int initCopunt;
- private bool _isSetMaxCount;
- public void Init(string poolName, string prefabName)
- {
- _poolName = poolName;
- _prefabName = prefabName;
- }
- public async CTask Enqueue(IGObjectPoolInterface poolInterface, bool isNotAwaitDelay = false)
- {
- if (poolInterface == null || poolInterface.own == null)
- {
- return;
- }
- if (_queue.Contains(poolInterface))
- {
- return;
- }
- if (_delayHide.Contains(poolInterface))
- {
- return;
- }
- _delayHide.Add(poolInterface);
- if (!isNotAwaitDelay)
- {
- await poolInterface.DelayHide();
- }
- if (_isDis)
- {
- return;
- }
- _delayHide.Remove(poolInterface);
- poolInterface.isUse = false;
- _usePool.Remove(poolInterface);
- if (poolInterface.own != null)
- {
- poolInterface.DormancyObj();
- this._queue.Add(poolInterface);
- }
- }
- public void AddDestroy(IGObjectPoolInterface poolInterface, bool immediately = false)
- {
- if (poolInterface.own == null)
- {
- return;
- }
- if (!_destroyPool.Contains(poolInterface))
- {
- if (immediately)
- {
- poolInterface.DestroyTimer = null;
- GameObjectDestroyPool.Instance.DestroyObject(poolInterface.own);
- }
- else
- {
- TimerComponent.Instance.Remove(poolInterface.DestroyTimer);
- poolInterface.DestroyTimer =
- TimerComponent.Instance.AddTimer(6000, delegate
- {
- _destroyPool.Remove(poolInterface);
- poolInterface.DestroyTimer = null;
- GameObjectDestroyPool.Instance.DestroyObject(poolInterface.own);
- });
- _destroyPool.Add(poolInterface);
- }
- }
- }
- public void DormancyPool()
- {
- List<IGObjectPoolInterface> alliG = new List<IGObjectPoolInterface>();
- IGObjectPoolInterface[] all = _usePool.ToArray();
- if (all != null)
- {
- alliG.AddRange(all);
- }
- for (int i = 0; i < alliG.Count; i++)
- {
- IGObjectPoolInterface poolInterface = alliG[i];
- Enqueue(poolInterface);
- }
- // _usePool.Clear();
- }
- public async CTask Preset<T>(Clock clock, bool isUseSynchronous) where T : IGObjectPoolInterface
- {
- DormancyPool();
- for (int i = 0; i < Count; i++)
- {
- IGObjectPoolInterface poolInterface = _queue[i];
- DisposePoolEntity(poolInterface);
- poolInterface.Preset();
- }
- for (int i = 0; i < _usePool.Count; i++)
- {
- IGObjectPoolInterface poolInterface = _usePool[i];
- DisposePoolEntity(poolInterface);
- poolInterface.Preset();
- }
- for (int i = 0; i < _destroyPool.Count; i++)
- {
- DisposePoolEntity(_destroyPool[i]);
- }
- _destroyPool.Clear();
- T OBJ = await Dequeue<T>(true, clock, isUseSynchronous);
- Enqueue(OBJ, true);
- }
- private async CTask<AssetHandle> LoadAsset(Clock clock, bool isUseSynchronous)
- {
- if (AssetBundleLoadManager.Instance != null)
- {
- CTask<AssetHandle> cTask =
- AssetBundleLoadManager.Instance.LoadAssetAsyncTask<GameObject>(_prefabName, clock: clock,
- isUseSynchronous: isUseSynchronous);
- AssetHandle assetHandle = await cTask;
- return assetHandle;
- }
- return null;
- }
- public T DequeuForSynchronize<T>(GameObject gameObject, bool isActive) where T : IGObjectPoolInterface
- {
- if (_queue.Count <= 0)
- {
- return CreateInstance<T>(isActive, gameObject);
- }
- if (_destroyPool.Count > 0)
- {
- for (int i = 0; i < _destroyPool.Count; i++)
- {
- DisposePoolEntity(_destroyPool[i]);
- }
- _destroyPool.Clear();
- }
- for (int i = 0; i < _queue.Count; i++)
- {
- if (_queue[i].own == null)
- {
- _queue.RemoveAt(i);
- i--;
- continue;
- }
- else
- {
- IGObjectPoolInterface objectPoolInterface = this._queue[0];
- _queue.RemoveAt(0);
- UseObject(objectPoolInterface, isActive);
- return (T)objectPoolInterface;
- }
- }
- return CreateInstance<T>(isActive, gameObject);
- }
- public async CTask<T> Dequeue<T>(bool isActive, Clock clock, bool isUseSynchronous)
- where T : IGObjectPoolInterface
- {
- if (maxCount > 0 && _usePool.Count > maxCount)
- {
- return default;
- }
- for (int i = 0; i < _queue.Count; i++)
- {
- if (_queue[i].own == null)
- {
- _queue.RemoveAt(i);
- i--;
- continue;
- }
- else
- {
- IGObjectPoolInterface objectPoolInterface = this._queue[i];
- if (objectPoolInterface.own == null)
- {
- continue;
- }
- _queue.RemoveAt(i);
- UseObject(objectPoolInterface, isActive);
- return (T)objectPoolInterface;
- }
- }
- bool isUsePoolObject = false;
- if ((_PoolObjectFather == null || _PoolObjectFather.IsNull()) && !string.IsNullOrEmpty(_prefabName))
- {
- using (await CoroutineLockComponent.Instance.Wait(poolName, 20000))
- {
- if (_PoolObjectFather == null)
- {
- _PoolObjectFather = await LoadAsset(clock, isUseSynchronous);
- isUsePoolObject = true;
- }
- }
- }
- // if (clock != null && clock.isBreak)
- // {
- // if (isUsePoolObject)
- // {
- // Debug.LogError("已打断,但是有初始化数据" + _PoolObjectFather);
- // }
- // // return default;
- // }
- if (_queue.Count <= 0)
- {
- AssetHandle assetHandle = _PoolObjectFather;
- if (!isUsePoolObject)
- {
- assetHandle = await _PoolObjectFather.InstantiateSync(isUseSynchronous);
- }
- // AssetHandle assetHandle = isUsePoolObject ? _PoolObjectFather : _PoolObjectFather;
- return CreateInstance<T>(isActive, assetHandle);
- }
- if (_destroyPool.Count > 0)
- {
- for (int i = 0; i < _destroyPool.Count; i++)
- {
- DisposePoolEntity(_destroyPool[i]);
- }
- _destroyPool.Clear();
- }
- AssetHandle assetHandle2 = _PoolObjectFather;
- if (!isUsePoolObject)
- {
- assetHandle2 = await _PoolObjectFather.InstantiateSync(isUseSynchronous);
- }
- assetHandle2 = await assetHandle2.InstantiateSync(isUseSynchronous);
- return CreateInstance<T>(isActive, assetHandle2);
- }
- private T CreateInstance<T>(bool isActive, AssetHandle assetHandle) where T : IGObjectPoolInterface
- {
- if (assetHandle == null)
- {
- return default;
- }
- T poolInerface = Activator.CreateInstance<T>();
- GameObject go = assetHandle.AssetObject<GameObject>();
- GameObjectEntity objectEntity = go.GetComponent<GameObjectEntity>();
- if (objectEntity == null)
- {
- objectEntity = go.AddComponent<GameObjectEntity>();
- }
- objectEntity.IgObjectPoolInterface = poolInerface;
- objectEntity.OnDestroyCallBack = DestroyEntity;
- poolInerface.SetGameObject(go);
- poolInerface.poolObjName = _poolName;
- poolInerface.AssetHandle = assetHandle;
- UseObject(poolInerface, isActive);
- initCopunt++;
- return poolInerface;
- }
- private T CreateInstance<T>(bool isActive, GameObject gameObject) where T : IGObjectPoolInterface
- {
- if (gameObject == null)
- {
- return default;
- }
- T poolInerface = Activator.CreateInstance<T>();
- GameObject go = GameObject.Instantiate(gameObject);
- GameObjectEntity objectEntity = go.GetComponent<GameObjectEntity>();
- if (objectEntity == null)
- {
- objectEntity = go.AddComponent<GameObjectEntity>();
- }
- objectEntity.IgObjectPoolInterface = poolInerface;
- objectEntity.OnDestroyCallBack = DestroyEntity;
- poolInerface.SetGameObject(go);
- poolInerface.poolObjName = _poolName;
- poolInerface.AssetHandle = null;
- UseObject(poolInerface, isActive);
- initCopunt++;
- return poolInerface;
- }
- private void DestroyEntity(IGObjectPoolInterface poolInterface)
- {
- if (poolInterface != null)
- {
- _queue.Remove(poolInterface);
- _usePool.Remove(poolInterface);
- }
- else
- {
- return;
- }
- DisposePoolEntity(poolInterface);
- // poolInterface.DormancyObj();
- poolInterface.DestroyObj();
- poolInterface.AssetHandle?.Release();
- if (poolInterface.AssetHandle == _PoolObjectFather)
- {
- _PoolObjectFather = null;
- if (_queue.Count > 0)
- {
- _PoolObjectFather = _queue[0].AssetHandle;
- }
- }
- if (_queue.Count <= 0 && _usePool.Count <= 0) //池子已经被释放完,把父物体也释掉
- {
- GObjectPool.Instance.DestroyPool(poolName);
- }
- }
- private void UseObject(IGObjectPoolInterface objectPoolInterface, bool isActive)
- {
- if (!_isSetMaxCount)
- {
- _isSetMaxCount = true;
- GObjectPoolMaxConfig gObjectPoolMaxConfig =
- objectPoolInterface.own.GetComponent<GObjectPoolMaxConfig>();
- if (gObjectPoolMaxConfig != null)
- {
- maxCount = gObjectPoolMaxConfig.maxCount;
- }
- }
- _usePool.Add(objectPoolInterface);
- DisposePoolEntity(objectPoolInterface);
- // TimerComponent.Instance.Remove(objectPoolInterface.DestroyTimer);
- // GameObjectDestroyPool.Instance.RomoveDestroyObject(objectPoolInterface.own);
- objectPoolInterface.isUse = true;
- objectPoolInterface.ResetData();
- if (isActive)
- {
- objectPoolInterface.ActiveObj();
- }
- }
- public int Count => this._queue.Count;
- public void Dispose()
- {
- _isDis = true;
- for (int i = 0; i < Count; i++)
- {
- IGObjectPoolInterface poolInterface = _queue[i];
- DisposePoolEntity(poolInterface);
- if (poolInterface.own != null)
- {
- GameObjectEntity gameObjectEntity = poolInterface.own.GetComponent<GameObjectEntity>();
- if (gameObjectEntity != null)
- {
- gameObjectEntity.IgObjectPoolInterface = null;
- gameObjectEntity.OnDestroyCallBack = null;
- }
- poolInterface.own.SetActive(false);
- poolInterface.DormancyObj();
- poolInterface.DestroyObj();
- poolInterface.AssetHandle?.Release();
- GameObjectDestroyPool.Instance.DestroyObject(poolInterface.own);
- }
- }
- for (int i = 0; i < _delayHide.Count; i++)
- {
- IGObjectPoolInterface poolInterface = _delayHide[i];
- DisposePoolEntity(poolInterface);
- if (poolInterface.own != null)
- {
- GameObjectEntity gameObjectEntity = poolInterface.own.GetComponent<GameObjectEntity>();
- if (gameObjectEntity != null)
- {
- gameObjectEntity.IgObjectPoolInterface = null;
- gameObjectEntity.OnDestroyCallBack = null;
- }
- poolInterface.own.SetActive(false);
- poolInterface.DormancyObj();
- poolInterface.DestroyObj();
- poolInterface.AssetHandle?.Release();
- GameObjectDestroyPool.Instance.DestroyObject(poolInterface.own);
- }
- }
- for (int i = 0; i < _usePool.Count; i++)
- {
- IGObjectPoolInterface poolInterface = _usePool[i];
- DisposePoolEntity(poolInterface);
- if (poolInterface.own != null)
- {
- GameObjectEntity gameObjectEntity = poolInterface.own.GetComponent<GameObjectEntity>();
- if (gameObjectEntity != null)
- {
- gameObjectEntity.IgObjectPoolInterface = null;
- gameObjectEntity.OnDestroyCallBack = null;
- }
- poolInterface.own.SetActive(false);
- poolInterface.DormancyObj();
- poolInterface.DestroyObj();
- GameObjectDestroyPool.Instance.DestroyObject(poolInterface.own);
- }
- }
- _PoolObjectFather = null;
- _delayHide.Clear();
- _queue.Clear();
- _destroyPool.Clear();
- _usePool.Clear();
- }
- private void DisposePoolEntity(IGObjectPoolInterface poolInterface)
- {
- _destroyPool.Remove(poolInterface);
- TimerComponent.Instance.Remove(poolInterface.DestroyTimer);
- GameObjectDestroyPool.Instance.RomoveDestroyObject(poolInterface.own);
- poolInterface.DestroyTimer = null;
- }
- #endif
- }
- public class GObjectPool
- {
- private static GObjectPool _instance;
- public static GObjectPool Instance
- {
- get
- {
- if (_instance == null)
- {
- _instance = new GObjectPool();
- }
- return _instance;
- }
- }
- /// <summary>
- /// key是gameObject.name.GetHashCode();
- /// </summary>
- private readonly Dictionary<string, GameObjectQueue> _dictionary = new Dictionary<string, GameObjectQueue>();
- /// <summary>
- /// 在ab包里面的东西,都可以通过这个方法获取
- /// </summary>
- /// <param name="prefabName"></param>
- /// <param name="callBack"></param>
- /// <param name="clock"></param>
- /// <param name="Prestore"></param>
- /// <param name="poolName"></param>
- /// <typeparam name="T"></typeparam>
- /// <returns></returns>
- public async CTask<T> FetchAsync<T>(string prefabName, System.Action<T> callBack = null, Clock clock = null,
- bool Prestore = false, string poolName = null, bool isUseSynchronous = false)
- where T : IGObjectPoolInterface
- {
- if (!prefabName.Contains(".prefab"))
- {
- prefabName += ".prefab";
- }
- T poolInerface = await FetchObjectAsync<T>(prefabName, clock, Prestore, poolName,
- isUseSynchronous: isUseSynchronous);
- if (Prestore)
- {
- callBack?.Invoke(default);
- return default;
- }
- if (poolInerface == null)
- {
- callBack?.Invoke(default);
- return default;
- }
- if (clock != null && clock.isBreak)
- {
- Recycle(poolInerface);
- callBack?.Invoke(default);
- return default;
- }
- callBack?.Invoke(poolInerface);
- return poolInerface;
- }
- private string GetPoolName<T>(string name)
- {
- return name + typeof(T);
- }
- #if !COMBAT_SERVER
- public T FetchAsyncForGameObject<T>(GameObject gameObject, string poolName
- ) where T : IGObjectPoolInterface
- {
- T poolInerface = Fetch<T>(poolName, gameObject);
- if (poolInerface == null)
- {
- return default;
- }
- return poolInerface;
- }
- public T Fetch<T>(string poolName, GameObject gameObject, bool isActive = true) where T : IGObjectPoolInterface
- {
- string newPoolName = GetPoolName<T>(poolName);
- GameObjectQueue gameObjectQueue = null;
- if (!this._dictionary.TryGetValue(newPoolName, out gameObjectQueue))
- {
- gameObjectQueue = EnterPool<T>(newPoolName, null);
- }
- return gameObjectQueue.DequeuForSynchronize<T>(gameObject, isActive);
- }
- #endif
- private async CTask<T> FetchObjectAsync<T>(string prefabName, Clock clock, bool Prestore, string poolName,
- bool isActive = true, bool isUseSynchronous = false) where T : IGObjectPoolInterface
- {
- #if !COMBAT_SERVER
- try
- {
- GameObjectQueue gameObjectQueue = null;
- poolName = poolName == null ? prefabName : poolName;
- poolName = GetPoolName<T>(poolName);
- // 加一个协程锁,让同时加载资源的时候lock住
- // using (await CoroutineLockComponent.Instance.Wait(poolName,20000))
- {
- if (clock != null && clock.isBreak)
- {
- return default;
- }
- if (this._dictionary.TryGetValue(poolName, out gameObjectQueue))
- {
- if (Prestore)
- {
- await gameObjectQueue.Preset<T>(clock, isUseSynchronous);
- return default;
- }
- return await gameObjectQueue.Dequeue<T>(isActive, clock, isUseSynchronous);
- }
- if (!this._dictionary.TryGetValue(poolName, out gameObjectQueue))
- {
- gameObjectQueue = EnterPool<T>(poolName, prefabName);
- }
- if (gameObjectQueue == null)
- {
- return default;
- }
- if (Prestore)
- {
- await gameObjectQueue.Preset<T>(clock, isUseSynchronous);
- return default;
- }
- return await gameObjectQueue.Dequeue<T>(isActive, clock, isUseSynchronous);
- }
- }
- catch (Exception e)
- {
- LogTool.Exception(e);
- return default;
- }
- #else
- return default;
- #endif
- }
- #if !COMBAT_SERVER
- private Transform _parent;
- private GameObjectQueue EnterPool<T>(string poolName, string prefabName) where T : IGObjectPoolInterface
- {
- if (_parent == null)
- {
- _parent = new GameObject().transform;
- _parent.gameObject.name = "Pool";
- }
- GameObjectQueue queue = new GameObjectQueue();
- queue.Init(poolName, prefabName);
- _dictionary.Add(poolName, queue);
- return queue;
- }
- #endif
- public void Recycle(IGObjectPoolInterface poolInterface)
- {
- if (poolInterface == null)
- {
- return;
- }
- #if !COMBAT_SERVER
- GameObjectQueue queue;
- if (!this._dictionary.TryGetValue(poolInterface.poolObjName, out queue))
- {
- LogTool.Error("不再池子之中 " + poolInterface.poolObjName);
- return;
- }
- queue.Enqueue(poolInterface);
- #endif
- }
- public async CTask Recycle(IGObjectPoolInterface poolInterface, bool isNotAwaitDelay)
- {
- if (poolInterface == null)
- {
- return;
- }
- #if !COMBAT_SERVER
- GameObjectQueue queue;
- if (!this._dictionary.TryGetValue(poolInterface.poolObjName, out queue))
- {
- LogTool.Error("不再池子之中 " + poolInterface.poolObjName);
- return;
- }
- await queue.Enqueue(poolInterface, isNotAwaitDelay);
- #endif
- }
- public void RecycleForDestroy(IGObjectPoolInterface poolInterface, bool immediately = false)
- {
- if (poolInterface == null)
- {
- return;
- }
- #if !COMBAT_SERVER
- GameObjectQueue queue;
- if (!this._dictionary.TryGetValue(poolInterface.poolObjName, out queue))
- {
- LogTool.Error("不再池子之中 " + poolInterface.poolObjName);
- return;
- }
- queue.Enqueue(poolInterface);
- queue.AddDestroy(poolInterface, immediately);
- #endif
- }
- public void DestroyPool(string poolObjName)
- {
- #if !COMBAT_SERVER
- GameObjectQueue queue;
- if (!this._dictionary.TryGetValue(poolObjName, out queue))
- {
- // LogTool.Warning("没有这个池子 " + poolObjName);
- return;
- }
- _dictionary.Remove(poolObjName);
- queue.Dispose();
- #endif
- }
- /// <summary>
- /// 休眠一个池子
- /// </summary>
- /// <param name="poolName"></param>
- public void DormancyPool<T>(string poolName)
- {
- #if !COMBAT_SERVER
- GameObjectQueue queue;
- if (!this._dictionary.TryGetValue(poolName, out queue))
- {
- string poolObjName = GetPoolName<T>(poolName);
- if (!this._dictionary.TryGetValue(poolObjName, out queue))
- {
- // LogTool.Warning("没有这个池子 " + poolObjName);
- return;
- }
- }
- queue?.DormancyPool();
- #endif
- }
- /// <summary>
- /// 清除所有池子
- /// </summary>
- public void Clear()
- {
- Dispose();
- }
- /// <summary>
- /// 清除所有池子
- /// </summary>
- public void Dispose()
- {
- #if !COMBAT_SERVER
- foreach (KeyValuePair<string, GameObjectQueue> kv in this._dictionary)
- {
- kv.Value.Dispose();
- }
- this._dictionary.Clear();
- _instance = null;
- #endif
- }
- }
- }
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