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