chore: initial commit
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131
Assets/Scripts/VFX/VFXPool.cs
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131
Assets/Scripts/VFX/VFXPool.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace BaseGames.VFX
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{
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/// <summary>
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/// ParticleSystem 专用对象池。挂在 Persistent 场景 [VFXPool] GameObject 上。
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/// 粒子播放完成(或超过 MaxLifetime)后自动回池,调用方无需手动归还。
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/// 不依赖 UniTask,使用 Coroutine 驱动回收。
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/// </summary>
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public class VFXPool : MonoBehaviour
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{
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public static VFXPool Instance { get; private set; }
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/// <summary>全局兜底超时(秒)。防止循环粒子永不回池。</summary>
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[SerializeField, Min(1f)] private float _globalMaxLifetime = 10f;
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private readonly Dictionary<AssetReferenceGameObject, Queue<ParticleSystem>> _pools
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= new Dictionary<AssetReferenceGameObject, Queue<ParticleSystem>>();
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private void Awake() => Instance = this;
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/// <summary>
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/// 在世界坐标播放一次特效(Fire-and-forget,Coroutine 自动回池)。
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/// </summary>
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/// <param name="maxLifetime">>0 时覆盖全局超时;≤0 时使用 _globalMaxLifetime。</param>
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public void Play(AssetReferenceGameObject vfxRef,
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Vector3 position,
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Quaternion rotation = default,
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float maxLifetime = 0f)
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{
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StartCoroutine(PlayCoroutine(vfxRef, position, rotation, maxLifetime));
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}
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/// <summary>预热:预先创建若干实例避免首次播放卡顿。</summary>
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public void Warmup(AssetReferenceGameObject vfxRef, int count)
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{
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StartCoroutine(WarmupCoroutine(vfxRef, count));
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}
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// ── 内部实现 ─────────────────────────────────────────────────────────────
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private IEnumerator PlayCoroutine(AssetReferenceGameObject vfxRef,
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Vector3 position,
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Quaternion rotation,
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float maxLifetime)
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{
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ParticleSystem ps = null;
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// 从池中取或异步创建
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if (TryDequeue(vfxRef, out ps))
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{
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// 直接使用
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}
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else
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{
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// 异步加载并实例化
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var op = Addressables.InstantiateAsync(vfxRef, transform);
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yield return op;
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if (op.Result == null)
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{
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Debug.LogError($"[VFXPool] Failed to instantiate VFX: {vfxRef.RuntimeKey}");
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yield break;
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}
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ps = op.Result.GetComponent<ParticleSystem>();
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if (ps == null)
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{
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Debug.LogError($"[VFXPool] No ParticleSystem on VFX prefab: {vfxRef.RuntimeKey}");
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Addressables.ReleaseInstance(op.Result);
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yield break;
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}
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ps.gameObject.SetActive(false);
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}
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// 播放
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ps.transform.SetPositionAndRotation(position, rotation);
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ps.gameObject.SetActive(true);
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ps.Play();
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float limit = maxLifetime > 0f ? maxLifetime : _globalMaxLifetime;
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float elapsed = 0f;
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// 等待粒子结束或超时
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while (elapsed < limit && ps.IsAlive(true))
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{
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elapsed += Time.deltaTime;
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yield return null;
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}
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if (ps.IsAlive(true))
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{
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ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);
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Debug.LogWarning(
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$"[VFXPool] '{vfxRef.RuntimeKey}' 超过 {limit:F1}s 强制回收。" +
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" 请检查粒子是否设为 Loop 或 Duration 过长。");
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}
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ps.gameObject.SetActive(false);
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Enqueue(vfxRef, ps);
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}
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private IEnumerator WarmupCoroutine(AssetReferenceGameObject vfxRef, int count)
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{
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for (int i = 0; i < count; i++)
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{
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var op = Addressables.InstantiateAsync(vfxRef, transform);
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yield return op;
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if (op.Result == null) continue;
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var ps = op.Result.GetComponent<ParticleSystem>();
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if (ps == null) { Addressables.ReleaseInstance(op.Result); continue; }
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ps.gameObject.SetActive(false);
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Enqueue(vfxRef, ps);
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}
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}
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private bool TryDequeue(AssetReferenceGameObject key, out ParticleSystem ps)
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{
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ps = null;
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return _pools.TryGetValue(key, out var q) && q.Count > 0 && (ps = q.Dequeue()) != null;
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}
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private void Enqueue(AssetReferenceGameObject key, ParticleSystem ps)
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{
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if (!_pools.ContainsKey(key))
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_pools[key] = new Queue<ParticleSystem>();
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_pools[key].Enqueue(ps);
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}
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}
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}
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