chore: initial commit
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214
Assets/Scripts/Core/Pool/GlobalObjectPool.cs
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214
Assets/Scripts/Core/Pool/GlobalObjectPool.cs
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using System.Collections;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace BaseGames.Core.Pool
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{
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/// <summary>
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/// 全局对象池(Persistent 场景)。
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/// 先调用 <see cref="WarmupAsync"/> 预热后,再通过 <see cref="Spawn"/> 取出对象。
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/// </summary>
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[DefaultExecutionOrder(-800)]
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public class GlobalObjectPool : MonoBehaviour
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{
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public static GlobalObjectPool Instance { get; private set; }
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[System.Serializable]
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public struct PoolConfig
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{
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public string AddressKey;
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public int InitialCount;
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/// <summary>0 = 无上限;> 0 强制限制池中 + 活跃对象总数。</summary>
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public int MaxCount;
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}
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[SerializeField] private PoolConfig[] _warmupConfigs;
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private readonly Dictionary<string, Queue<PooledObject>> _pools = new();
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private readonly Dictionary<string, List<PooledObject>> _alive = new();
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private readonly Dictionary<string, GameObject> _prefabCache = new();
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private readonly Dictionary<string, int> _maxCounts = new();
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private void Awake()
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{
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if (Instance != null) { Destroy(gameObject); return; }
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Instance = this;
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}
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// ── 预热 ──────────────────────────────────────────────────────────
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/// <summary>在场景加载完成后(StartCoroutine)调用预热。</summary>
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public IEnumerator WarmupCoroutine()
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{
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foreach (var cfg in _warmupConfigs)
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{
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_maxCounts[cfg.AddressKey] = cfg.MaxCount;
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yield return WarmupSingleCoroutine(cfg.AddressKey, cfg.InitialCount);
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}
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}
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/// <summary>async Task 版本(可 await,供非 MonoBehaviour 调用)。</summary>
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public async Task WarmupAsync()
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{
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foreach (var cfg in _warmupConfigs)
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{
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_maxCounts[cfg.AddressKey] = cfg.MaxCount;
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await WarmupSingleAsync(cfg.AddressKey, cfg.InitialCount);
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}
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}
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private IEnumerator WarmupSingleCoroutine(string key, int count)
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{
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var loadOp = Addressables.LoadAssetAsync<GameObject>(key);
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yield return loadOp;
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var prefab = loadOp.Result;
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_prefabCache[key] = prefab;
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EnsureCollections(key, count);
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for (int i = 0; i < count; i++)
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EnqueueNew(key, prefab);
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}
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private async Task WarmupSingleAsync(string key, int count)
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{
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var prefab = await Addressables.LoadAssetAsync<GameObject>(key).Task;
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_prefabCache[key] = prefab;
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EnsureCollections(key, count);
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for (int i = 0; i < count; i++)
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EnqueueNew(key, prefab);
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}
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private void EnsureCollections(string key, int capacity)
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{
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if (!_pools.ContainsKey(key)) _pools[key] = new Queue<PooledObject>(capacity);
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if (!_alive.ContainsKey(key)) _alive[key] = new List<PooledObject>();
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}
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private void EnqueueNew(string key, GameObject prefab)
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{
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var go = Instantiate(prefab);
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var po = go.GetComponent<PooledObject>();
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if (po == null) po = go.AddComponent<PooledObject>();
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po.Setup(key, this);
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go.SetActive(false);
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_pools[key].Enqueue(po);
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}
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// ── Spawn ─────────────────────────────────────────────────────────
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public T Spawn<T>(string key, Vector3 position, Quaternion rotation) where T : Component
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=> SpawnInternal(key, position, rotation)?.GetComponentCached<T>();
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public GameObject Spawn(string key, Vector3 position, Quaternion rotation)
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=> SpawnInternal(key, position, rotation)?.gameObject;
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private PooledObject SpawnInternal(string key, Vector3 pos, Quaternion rot)
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{
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if (!_pools.TryGetValue(key, out var queue))
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{
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Debug.LogError($"[GlobalObjectPool] '{key}' 未预热,请先调用 WarmupAsync/WarmupCoroutine。");
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return null;
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}
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PooledObject po;
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var aliveList = GetAliveList(key);
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int maxCount = _maxCounts.GetValueOrDefault(key, 0);
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if (queue.Count > 0)
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{
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po = queue.Dequeue();
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}
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else if (maxCount > 0 && aliveList.Count >= maxCount)
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{
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// 已达上限:LRU 回收最早 Spawn 的活跃对象
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po = aliveList[0];
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aliveList.RemoveAt(0);
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po.ForceReturnToPool();
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Debug.LogWarning($"[GlobalObjectPool] '{key}' 已达 MaxCount={maxCount},LRU 回收中。");
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}
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else
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{
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// 池空且未达上限:同步实例化,并在后台协程补池
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if (!_prefabCache.TryGetValue(key, out var pfx))
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{
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Debug.LogError($"[GlobalObjectPool] '{key}' Prefab 未缓存。");
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return null;
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}
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var go = Instantiate(pfx);
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po = go.GetComponent<PooledObject>();
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if (po == null) po = go.AddComponent<PooledObject>();
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po.Setup(key, this);
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StartCoroutine(BackgroundRefillCoroutine(key, 1));
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}
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po.transform.SetPositionAndRotation(pos, rot);
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po.gameObject.SetActive(true);
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po.OnSpawn();
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aliveList.Add(po);
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return po;
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}
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// ── Despawn ───────────────────────────────────────────────────────
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public void Despawn(string key, PooledObject po)
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{
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var aliveList = GetAliveList(key);
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aliveList.Remove(po);
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po.gameObject.SetActive(false);
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po.OnDespawn();
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int maxCount = _maxCounts.GetValueOrDefault(key, 0);
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int queueSize = _pools.TryGetValue(key, out var queue) ? queue.Count : 0;
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if (maxCount > 0 && queueSize + aliveList.Count >= maxCount)
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{
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Destroy(po.gameObject);
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return;
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}
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if (queue == null) { _pools[key] = queue = new Queue<PooledObject>(); }
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queue.Enqueue(po);
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}
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// ── 后台补池 ──────────────────────────────────────────────────────
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private IEnumerator BackgroundRefillCoroutine(string key, int count)
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{
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if (!_prefabCache.TryGetValue(key, out var pfx)) yield break;
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for (int i = 0; i < count; i++)
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{
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yield return null; // 下一帧
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var go = Instantiate(pfx);
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var po = go.GetComponent<PooledObject>();
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if (po == null) po = go.AddComponent<PooledObject>();
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po.Setup(key, this);
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go.SetActive(false);
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if (_pools.TryGetValue(key, out var q)) q.Enqueue(po);
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}
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}
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// ── 清空 ──────────────────────────────────────────────────────────
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public void ClearPool(string key)
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{
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if (_pools.TryGetValue(key, out var queue))
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{
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while (queue.Count > 0)
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{
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var po = queue.Dequeue();
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if (po != null) Destroy(po.gameObject);
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}
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_pools.Remove(key);
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}
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_alive.Remove(key);
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if (_prefabCache.TryGetValue(key, out var pfx))
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{
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Addressables.Release(pfx);
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_prefabCache.Remove(key);
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}
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}
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private List<PooledObject> GetAliveList(string key)
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{
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if (!_alive.TryGetValue(key, out var list))
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_alive[key] = list = new List<PooledObject>();
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return list;
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}
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}
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}
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