Working generic object pooling, pool monitor editor tool and batch component adder editor tool
This commit is contained in:
@@ -1,11 +1,12 @@
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using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
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/// </summary>
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public class Bubble : MonoBehaviour
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public class Bubble : MonoBehaviour, IPoolableWithReference<BubblePool>
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{
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public float speed = 1f;
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public float wobbleSpeed = 1f;
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@@ -87,6 +88,22 @@ namespace Minigames.DivingForPictures
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parentPool = pool;
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}
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/// <summary>
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/// Called when the object is retrieved from the pool.
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/// </summary>
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public void OnSpawn()
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{
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ResetState();
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}
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/// <summary>
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/// Called when the object is returned to the pool.
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/// </summary>
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public void OnDespawn()
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{
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// Nothing to do here for now, but we could clean up resources
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}
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/// <summary>
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/// Sets the main sprite for the bubble.
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/// </summary>
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@@ -1,82 +1,23 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Manages a pool of bubble objects to reduce garbage collection overhead.
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/// </summary>
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public class BubblePool : MonoBehaviour
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public class BubblePool : BaseObjectPool<Bubble>
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{
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[Tooltip("Initial number of bubbles to pre-instantiate")]
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public int initialPoolSize = 10;
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[Tooltip("Maximum number of bubbles to keep in the pool")]
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public int maxPoolSize = 30;
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private Stack<Bubble> pooledBubbles = new Stack<Bubble>();
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private Bubble bubblePrefab;
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private int totalBubblesCreated = 0;
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private int totalBubblesReturned = 0;
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/// <summary>
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/// Initialize the pool with the bubble prefab
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/// </summary>
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/// <param name="prefab">The bubble prefab to use</param>
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public void Initialize(Bubble prefab)
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{
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bubblePrefab = prefab;
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// Pre-instantiate bubbles
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for (int i = 0; i < initialPoolSize; i++)
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{
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CreateNewBubble();
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}
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Debug.Log($"BubblePool initialized with {initialPoolSize} bubbles");
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}
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/// <summary>
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/// Creates a new bubble instance and adds it to the pool
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/// </summary>
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private Bubble CreateNewBubble()
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{
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if (bubblePrefab == null)
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{
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Debug.LogError("BubblePool: bubblePrefab is null! Call Initialize first.");
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return null;
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}
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Bubble bubble = Instantiate(bubblePrefab, transform);
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bubble.gameObject.SetActive(false);
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// Set the pool reference so the bubble knows where to return
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bubble.SetPool(this);
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pooledBubbles.Push(bubble);
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totalBubblesCreated++;
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return bubble;
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}
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/// <summary>
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/// Gets a bubble from the pool, or creates a new one if the pool is empty
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/// </summary>
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/// <returns>A bubble instance ready to use</returns>
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public Bubble GetBubble()
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{
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Bubble bubble;
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Bubble bubble = Get();
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if (pooledBubbles.Count > 0)
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{
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bubble = pooledBubbles.Pop();
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}
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else
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{
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bubble = CreateNewBubble();
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}
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// Ensure the bubble has a reference to this pool
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// Set reference to this pool so the bubble can return itself
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bubble.SetPool(this);
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bubble.gameObject.SetActive(true);
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bubble.ResetState();
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return bubble;
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}
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@@ -87,31 +28,15 @@ namespace Minigames.DivingForPictures
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/// <param name="bubble">The bubble to return to the pool</param>
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public void ReturnBubble(Bubble bubble)
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{
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if (bubble == null) return;
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// Only add to pool if we're under the maximum size
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if (pooledBubbles.Count < maxPoolSize)
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{
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// Deactivate and reparent
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bubble.gameObject.SetActive(false);
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bubble.transform.SetParent(transform);
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// Add to pool
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pooledBubbles.Push(bubble);
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totalBubblesReturned++;
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}
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else
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{
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Destroy(bubble.gameObject);
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}
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Return(bubble);
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}
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/// <summary>
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/// Logs pool statistics
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/// </summary>
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public void LogPoolStats()
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public override void LogPoolStats()
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{
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Debug.Log($"[BubblePool] Pooled bubbles: {pooledBubbles.Count}/{maxPoolSize} (Created: {totalBubblesCreated}, Returned: {totalBubblesReturned})");
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Debug.Log($"[BubblePool] Pooled bubbles: {pooledObjects.Count}/{maxPoolSize} (Created: {totalCreated}, Returned: {totalReturned})");
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}
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}
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}
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@@ -1,4 +1,5 @@
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using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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@@ -43,6 +44,11 @@ namespace Minigames.DivingForPictures
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_bubblePool.initialPoolSize = initialPoolSize;
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_bubblePool.maxPoolSize = maxPoolSize;
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_bubblePool.Initialize(bubblePrefab);
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// Periodically check for pool statistics in debug builds
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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InvokeRepeating(nameof(LogPoolStats), 5f, 30f);
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#endif
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}
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}
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@@ -112,5 +118,16 @@ namespace Minigames.DivingForPictures
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// Pass min/max scale for wobble clamping
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bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale);
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}
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/// <summary>
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/// Logs the current pool statistics for debugging
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/// </summary>
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private void LogPoolStats()
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{
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if (_bubblePool != null)
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{
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_bubblePool.LogPoolStats();
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}
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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@@ -7,238 +8,38 @@ namespace Minigames.DivingForPictures
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/// Manages a pool of trench tile objects to reduce garbage collection overhead.
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/// Optimized for handling a large number of different prefab types.
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/// </summary>
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public class TrenchTilePool : MonoBehaviour
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public class TrenchTilePool : MultiPrefabPool<Tile>
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{
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[Tooltip("Whether to pre-instantiate tiles during initialization or create them on demand")]
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public bool preInstantiateTiles = false;
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[Tooltip("Initial number of tiles to pre-instantiate per prefab (if preInstantiateTiles is true)")]
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public int initialTilesPerPrefab = 2;
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[Tooltip("Maximum number of tiles to keep in the pool across all prefab types")]
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public int totalMaxPoolSize = 50;
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[Tooltip("Maximum number of inactive instances to keep per prefab type")]
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public int maxPerPrefabPoolSize = 5;
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[Tooltip("Maximum number of tiles to keep in the pool (legacy, use maxPerPrefabPoolSize instead)")]
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public int maxPoolSize = 5;
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private Dictionary<int, Stack<GameObject>> pooledTiles = new Dictionary<int, Stack<GameObject>>();
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private Dictionary<int, int> prefabUsageCount = new Dictionary<int, int>();
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private List<GameObject> tilePrefabs;
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private int totalPooledCount = 0;
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/// <summary>
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/// Initialize the pool with the tile prefabs
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/// Returns a tile to the pool
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/// </summary>
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/// <param name="prefabs">List of tile prefabs to use</param>
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public void Initialize(List<GameObject> prefabs)
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/// <param name="tile">The tile to return to the pool</param>
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/// <param name="prefabIndex">The index of the prefab this tile was created from</param>
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public void ReturnTile(GameObject tile, int prefabIndex)
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{
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tilePrefabs = prefabs;
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// Initialize usage tracking
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for (int i = 0; i < prefabs.Count; i++)
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if (tile != null)
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{
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prefabUsageCount[i] = 0;
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pooledTiles[i] = new Stack<GameObject>();
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}
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// Pre-instantiate tiles only if enabled
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if (preInstantiateTiles)
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{
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// Calculate how many to pre-instantiate based on available pool size
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int totalToCreate = Mathf.Min(totalMaxPoolSize, prefabs.Count * initialTilesPerPrefab);
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int perPrefab = Mathf.Max(1, totalToCreate / prefabs.Count);
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for (int i = 0; i < prefabs.Count; i++)
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Tile tileComponent = tile.GetComponent<Tile>();
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if (tileComponent != null)
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{
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for (int j = 0; j < perPrefab; j++)
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{
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if (totalPooledCount >= totalMaxPoolSize) break;
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CreateNewTile(i);
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}
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Return(tileComponent, prefabIndex);
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}
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else
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{
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Debug.LogWarning($"Attempted to return a GameObject without a Tile component: {tile.name}");
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Destroy(tile);
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}
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}
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}
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/// <summary>
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/// Creates a new tile instance and adds it to the pool
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/// </summary>
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private GameObject CreateNewTile(int prefabIndex)
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{
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if (tilePrefabs == null || prefabIndex >= tilePrefabs.Count)
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{
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Debug.LogError("TrenchTilePool: Invalid prefab index or tilePrefabs is null!");
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return null;
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}
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GameObject prefab = tilePrefabs[prefabIndex];
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GameObject tile = Instantiate(prefab, transform);
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tile.SetActive(false);
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if (!pooledTiles.ContainsKey(prefabIndex))
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{
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pooledTiles[prefabIndex] = new Stack<GameObject>();
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}
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pooledTiles[prefabIndex].Push(tile);
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totalPooledCount++;
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return tile;
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}
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/// <summary>
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/// Gets a tile from the pool, or creates a new one if the pool is empty
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/// </summary>
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/// <returns>A tile instance ready to use</returns>
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public GameObject GetTile(int prefabIndex)
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{
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GameObject tile;
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// Track usage frequency
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if (prefabUsageCount.ContainsKey(prefabIndex))
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{
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prefabUsageCount[prefabIndex]++;
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}
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else
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{
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prefabUsageCount[prefabIndex] = 1;
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}
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if (pooledTiles.ContainsKey(prefabIndex) && pooledTiles[prefabIndex].Count > 0)
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{
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tile = pooledTiles[prefabIndex].Pop();
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totalPooledCount--;
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}
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else
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{
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// Create new tile without adding to pool
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GameObject prefab = tilePrefabs[prefabIndex];
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tile = Instantiate(prefab, transform);
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}
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tile.SetActive(true);
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return tile;
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Tile tileComponent = Get(prefabIndex);
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return tileComponent.gameObject;
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}
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/// <summary>
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/// Returns a tile to the pool
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/// </summary>
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/// <param name="tile">The tile to return to the pool</param>
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/// <param name="prefabIndex">The index of the prefab this tile was created from</param>
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public void ReturnTile(GameObject tile, int prefabIndex)
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{
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if (tile == null) return;
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// Check if we're under the maximum pool size for this prefab type
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bool keepTile = totalPooledCount < totalMaxPoolSize;
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// Additional constraint: don't keep too many of any single prefab type
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if (pooledTiles.ContainsKey(prefabIndex) &&
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pooledTiles[prefabIndex].Count >= maxPerPrefabPoolSize)
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{
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keepTile = false;
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}
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if (keepTile)
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{
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tile.SetActive(false);
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tile.transform.SetParent(transform);
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if (!pooledTiles.ContainsKey(prefabIndex))
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{
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pooledTiles[prefabIndex] = new Stack<GameObject>();
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}
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pooledTiles[prefabIndex].Push(tile);
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totalPooledCount++;
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}
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else
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{
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Destroy(tile);
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}
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}
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/// <summary>
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/// Trims the pool to remove excess objects
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/// Can be called periodically or when memory pressure is high
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/// </summary>
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public void TrimExcess()
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{
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// If we're under the limit, no need to trim
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if (totalPooledCount <= totalMaxPoolSize) return;
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// Calculate how many to remove
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int excessCount = totalPooledCount - totalMaxPoolSize;
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// Get prefab indices sorted by usage (least used first)
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List<KeyValuePair<int, int>> sortedUsage = new List<KeyValuePair<int, int>>(prefabUsageCount);
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sortedUsage.Sort((a, b) => a.Value.CompareTo(b.Value));
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// Remove tiles from least used prefabs first
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foreach (var usage in sortedUsage)
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{
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int prefabIndex = usage.Key;
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if (!pooledTiles.ContainsKey(prefabIndex) || pooledTiles[prefabIndex].Count == 0) continue;
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// How many to remove from this prefab type
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int toRemove = Mathf.Min(pooledTiles[prefabIndex].Count, excessCount);
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for (int i = 0; i < toRemove; i++)
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{
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if (pooledTiles[prefabIndex].Count == 0) break;
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GameObject tile = pooledTiles[prefabIndex].Pop();
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Destroy(tile);
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totalPooledCount--;
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excessCount--;
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if (excessCount <= 0) return;
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}
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}
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}
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/// <summary>
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/// Logs pool statistics to the console
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/// </summary>
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public void LogPoolStats()
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{
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Debug.Log($"[TrenchTilePool] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
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string prefabDetails = "";
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int index = 0;
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foreach (var entry in pooledTiles)
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{
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int prefabIndex = entry.Key;
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int count = entry.Value.Count;
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int usageCount = prefabUsageCount.ContainsKey(prefabIndex) ? prefabUsageCount[prefabIndex] : 0;
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string prefabName = prefabIndex < tilePrefabs.Count ? tilePrefabs[prefabIndex].name : "Unknown";
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prefabDetails += $"\n - {prefabName}: {count} pooled, {usageCount} usages";
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// Limit the output to avoid too much text
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if (++index >= 10 && pooledTiles.Count > 10)
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{
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prefabDetails += $"\n - ...and {pooledTiles.Count - 10} more prefab types";
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break;
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}
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}
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Debug.Log($"[TrenchTilePool] Pool details:{prefabDetails}");
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}
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#if UNITY_EDITOR
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private float _lastLogTime = 0f;
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void Update()
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{
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// Log pool stats every 5 seconds if in the editor
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if (Time.time - _lastLogTime > 5f)
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{
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LogPoolStats();
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_lastLogTime = Time.time;
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}
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}
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#endif
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}
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}
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@@ -2,6 +2,7 @@
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.Serialization;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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@@ -12,50 +13,105 @@ namespace Minigames.DivingForPictures
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{
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[Header("Tile Prefabs")]
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[Tooltip("List of possible trench tile prefabs.")]
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public List<GameObject> tilePrefabs;
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[SerializeField] private List<GameObject> tilePrefabs;
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[Header("Tile Settings")]
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private Dictionary<GameObject, float> _tileHeights = new Dictionary<GameObject, float>();
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public int initialTileCount = 3;
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public float tileSpawnBuffer = 1f;
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[SerializeField] private int initialTileCount = 3;
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[SerializeField] private float tileSpawnBuffer = 1f;
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[Header("Movement Settings")]
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public float moveSpeed = 3f;
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public float speedUpFactor = 0.2f;
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public float speedUpInterval = 10f;
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public float maxMoveSpeed = 12f; // Added a cap to the movement speed
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[SerializeField] private float moveSpeed = 3f;
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[SerializeField] private float speedUpFactor = 0.2f;
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[SerializeField] private float speedUpInterval = 10f;
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[SerializeField] private float maxMoveSpeed = 12f;
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[Header("Object Pooling")]
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public bool useObjectPooling = true;
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public bool preInstantiateTiles = false; // Added option to control pre-instantiation
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public int initialTilesPerPrefab = 2;
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public int maxPerPrefabPoolSize = 2;
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public int totalMaxPoolSize = 10; // Total pool size across all prefab types
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[SerializeField] private bool useObjectPooling = true;
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[SerializeField] private int maxPerPrefabPoolSize = 2;
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[SerializeField] private int totalMaxPoolSize = 10;
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[FormerlySerializedAs("OnTileSpawned")] [Header("Events")]
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[Header("Events")]
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[FormerlySerializedAs("OnTileSpawned")]
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public UnityEvent<GameObject> onTileSpawned;
|
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[FormerlySerializedAs("OnTileDestroyed")]
|
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public UnityEvent<GameObject> onTileDestroyed;
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// Private fields
|
||||
private readonly Dictionary<GameObject, float> _tileHeights = new Dictionary<GameObject, float>();
|
||||
private readonly List<GameObject> _activeTiles = new List<GameObject>();
|
||||
private readonly Dictionary<int, int> _tileLastUsed = new Dictionary<int, int>();
|
||||
|
||||
private int _spawnCounter;
|
||||
private float _speedUpTimer;
|
||||
|
||||
private Camera _mainCamera;
|
||||
private float _screenBottom;
|
||||
private float _screenTop;
|
||||
private TrenchTilePool _tilePool;
|
||||
|
||||
private const float TileSpawnZ = -1f; // All spawned tiles should have z = -1
|
||||
private const float TileSpawnZ = -1f;
|
||||
private const float DefaultTileHeight = 5f;
|
||||
|
||||
void Awake()
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
|
||||
// Calculate tile heights for each prefab
|
||||
CalculateTileHeights();
|
||||
|
||||
// Ensure all prefabs have Tile components
|
||||
ValidateTilePrefabs();
|
||||
|
||||
if (useObjectPooling)
|
||||
{
|
||||
InitializeObjectPool();
|
||||
}
|
||||
}
|
||||
|
||||
// Validate that all prefabs have Tile components
|
||||
private void ValidateTilePrefabs()
|
||||
{
|
||||
for (int i = 0; i < tilePrefabs.Count; i++)
|
||||
{
|
||||
if (tilePrefabs[i] == null) continue;
|
||||
|
||||
// Check if the prefab has a Tile component
|
||||
if (tilePrefabs[i].GetComponent<Tile>() == null)
|
||||
{
|
||||
Debug.LogWarning($"Prefab {tilePrefabs[i].name} does not have a Tile component. Adding one automatically.");
|
||||
// Add the Tile component if it doesn't exist
|
||||
tilePrefabs[i].AddComponent<Tile>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
CalculateScreenBounds();
|
||||
SpawnInitialTiles();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
MoveTiles();
|
||||
HandleTileDestruction();
|
||||
HandleTileSpawning();
|
||||
HandleSpeedRamping();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate height values for all tile prefabs
|
||||
/// </summary>
|
||||
private void CalculateTileHeights()
|
||||
{
|
||||
foreach (var prefab in tilePrefabs)
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError("Null prefab found in tilePrefabs list!");
|
||||
continue;
|
||||
}
|
||||
|
||||
Renderer renderer = prefab.GetComponentInChildren<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
@@ -64,31 +120,56 @@ namespace Minigames.DivingForPictures
|
||||
else
|
||||
{
|
||||
// Fallback in case no renderer is found
|
||||
_tileHeights[prefab] = 5f;
|
||||
Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of 5.");
|
||||
_tileHeights[prefab] = DefaultTileHeight;
|
||||
Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of {DefaultTileHeight}.");
|
||||
}
|
||||
}
|
||||
|
||||
if (useObjectPooling)
|
||||
{
|
||||
// Create the tile pool
|
||||
GameObject poolGO = new GameObject("TrenchTilePool");
|
||||
poolGO.transform.SetParent(transform);
|
||||
_tilePool = poolGO.AddComponent<TrenchTilePool>();
|
||||
_tilePool.preInstantiateTiles = preInstantiateTiles;
|
||||
_tilePool.initialTilesPerPrefab = initialTilesPerPrefab;
|
||||
_tilePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
|
||||
_tilePool.totalMaxPoolSize = totalMaxPoolSize;
|
||||
_tilePool.Initialize(tilePrefabs);
|
||||
|
||||
// Periodically trim the pool to optimize memory usage
|
||||
InvokeRepeating(nameof(TrimExcessPooledTiles), 10f, 30f);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
/// <summary>
|
||||
/// Initialize the object pool system
|
||||
/// </summary>
|
||||
private void InitializeObjectPool()
|
||||
{
|
||||
// Create the tile pool
|
||||
GameObject poolGO = new GameObject("TrenchTilePool");
|
||||
poolGO.transform.SetParent(transform);
|
||||
_tilePool = poolGO.AddComponent<TrenchTilePool>();
|
||||
|
||||
// Set up the pool configuration
|
||||
_tilePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
|
||||
_tilePool.totalMaxPoolSize = totalMaxPoolSize;
|
||||
|
||||
// Convert the GameObject list to a Tile list
|
||||
List<Tile> prefabTiles = new List<Tile>(tilePrefabs.Count);
|
||||
foreach (var prefab in tilePrefabs)
|
||||
{
|
||||
if (prefab != null)
|
||||
{
|
||||
Tile tileComponent = prefab.GetComponent<Tile>();
|
||||
if (tileComponent != null)
|
||||
{
|
||||
prefabTiles.Add(tileComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Prefab {prefab.name} is missing a Tile component!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the pool with the tile component list
|
||||
_tilePool.Initialize(prefabTiles);
|
||||
|
||||
// Periodically trim the pool to optimize memory usage
|
||||
InvokeRepeating(nameof(TrimExcessPooledTiles), 10f, 30f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn the initial set of tiles
|
||||
/// </summary>
|
||||
private void SpawnInitialTiles()
|
||||
{
|
||||
CalculateScreenBounds();
|
||||
for (int i = 0; i < initialTileCount; i++)
|
||||
{
|
||||
float y = _screenBottom;
|
||||
@@ -103,22 +184,30 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
{
|
||||
MoveTiles();
|
||||
HandleTileDestruction();
|
||||
HandleTileSpawning();
|
||||
HandleSpeedRamping();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Calculate the screen bounds in world space
|
||||
/// </summary>
|
||||
private void CalculateScreenBounds()
|
||||
{
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
if (_mainCamera == null)
|
||||
{
|
||||
Debug.LogError("No main camera found!");
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
Vector3 bottom = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 0f, _mainCamera.nearClipPlane));
|
||||
Vector3 top = _mainCamera.ViewportToWorldPoint(new Vector3(0.5f, 1f, _mainCamera.nearClipPlane));
|
||||
_screenBottom = bottom.y;
|
||||
_screenTop = top.y;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move all active tiles upward
|
||||
/// </summary>
|
||||
private void MoveTiles()
|
||||
{
|
||||
float moveDelta = moveSpeed * Time.deltaTime;
|
||||
@@ -131,10 +220,20 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check for tiles that have moved off screen and should be destroyed or returned to pool
|
||||
/// </summary>
|
||||
private void HandleTileDestruction()
|
||||
{
|
||||
if (_activeTiles.Count == 0) return;
|
||||
|
||||
GameObject topTile = _activeTiles[0];
|
||||
if (topTile == null)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
return;
|
||||
}
|
||||
|
||||
float tileHeight = GetTileHeight(topTile);
|
||||
if (topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer)
|
||||
{
|
||||
@@ -161,10 +260,20 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if new tiles need to be spawned
|
||||
/// </summary>
|
||||
private void HandleTileSpawning()
|
||||
{
|
||||
if (_activeTiles.Count == 0) return;
|
||||
|
||||
GameObject bottomTile = _activeTiles[^1];
|
||||
if (bottomTile == null)
|
||||
{
|
||||
_activeTiles.RemoveAt(_activeTiles.Count - 1);
|
||||
return;
|
||||
}
|
||||
|
||||
float tileHeight = GetTileHeight(bottomTile);
|
||||
float bottomEdge = bottomTile.transform.position.y - tileHeight / 2;
|
||||
if (bottomEdge > _screenBottom - tileSpawnBuffer)
|
||||
@@ -174,6 +283,9 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle increasing the movement speed over time
|
||||
/// </summary>
|
||||
private void HandleSpeedRamping()
|
||||
{
|
||||
_speedUpTimer += Time.deltaTime;
|
||||
@@ -184,15 +296,37 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn a new tile at the specified Y position
|
||||
/// </summary>
|
||||
/// <param name="y">The Y position to spawn at</param>
|
||||
private void SpawnTileAtY(float y)
|
||||
{
|
||||
if (tilePrefabs == null || tilePrefabs.Count == 0)
|
||||
{
|
||||
Debug.LogError("No tile prefabs available for spawning!");
|
||||
return;
|
||||
}
|
||||
|
||||
int prefabIndex = GetWeightedRandomTileIndex();
|
||||
GameObject prefab = tilePrefabs[prefabIndex];
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError($"Tile prefab at index {prefabIndex} is null!");
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject tile;
|
||||
|
||||
if (useObjectPooling && _tilePool != null)
|
||||
{
|
||||
tile = _tilePool.GetTile(prefabIndex);
|
||||
if (tile == null)
|
||||
{
|
||||
Debug.LogError("Failed to get tile from pool!");
|
||||
return;
|
||||
}
|
||||
|
||||
tile.transform.position = new Vector3(0f, y, TileSpawnZ);
|
||||
tile.transform.rotation = prefab.transform.rotation;
|
||||
tile.transform.SetParent(transform);
|
||||
@@ -208,27 +342,40 @@ namespace Minigames.DivingForPictures
|
||||
onTileSpawned?.Invoke(tile);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a weighted random tile index, favoring tiles that haven't been used recently
|
||||
/// </summary>
|
||||
/// <returns>The selected prefab index</returns>
|
||||
private int GetWeightedRandomTileIndex()
|
||||
{
|
||||
// Weight tiles not used recently higher
|
||||
int n = tilePrefabs.Count;
|
||||
List<float> weights = new List<float>(n);
|
||||
for (int i = 0; i < n; i++)
|
||||
int prefabCount = tilePrefabs.Count;
|
||||
List<float> weights = new List<float>(prefabCount);
|
||||
|
||||
for (int i = 0; i < prefabCount; i++)
|
||||
{
|
||||
int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -n;
|
||||
int lastUsed = _tileLastUsed.TryGetValue(i, out var value) ? value : -prefabCount;
|
||||
int age = _spawnCounter - lastUsed;
|
||||
float weight = Mathf.Clamp(age, 1, n * 2); // More unused = higher weight
|
||||
float weight = Mathf.Clamp(age, 1, prefabCount * 2); // More unused = higher weight
|
||||
weights.Add(weight);
|
||||
}
|
||||
float total = 0f;
|
||||
foreach (var w in weights) total += w;
|
||||
float r = Random.value * total;
|
||||
for (int i = 0; i < n; i++)
|
||||
|
||||
float totalWeight = 0f;
|
||||
foreach (var weight in weights)
|
||||
{
|
||||
if (r < weights[i]) return i;
|
||||
r -= weights[i];
|
||||
totalWeight += weight;
|
||||
}
|
||||
return Random.Range(0, n); // fallback
|
||||
|
||||
float randomValue = Random.value * totalWeight;
|
||||
for (int i = 0; i < prefabCount; i++)
|
||||
{
|
||||
if (randomValue < weights[i])
|
||||
{
|
||||
return i;
|
||||
}
|
||||
randomValue -= weights[i];
|
||||
}
|
||||
|
||||
return Random.Range(0, prefabCount); // fallback
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -238,9 +385,17 @@ namespace Minigames.DivingForPictures
|
||||
/// <returns>The height of the tile</returns>
|
||||
private float GetTileHeight(GameObject tile)
|
||||
{
|
||||
if (tile == null)
|
||||
{
|
||||
Debug.LogWarning("Attempted to get height of null tile!");
|
||||
return DefaultTileHeight;
|
||||
}
|
||||
|
||||
// Check if this is a known prefab
|
||||
foreach (var prefab in tilePrefabs)
|
||||
{
|
||||
if (prefab == null) continue;
|
||||
|
||||
// Check if this tile was created from this prefab
|
||||
if (tile.name.StartsWith(prefab.name))
|
||||
{
|
||||
@@ -259,7 +414,7 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
// Fallback
|
||||
return 5f;
|
||||
return DefaultTileHeight;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -269,8 +424,15 @@ namespace Minigames.DivingForPictures
|
||||
/// <returns>The index of the prefab or -1 if not found</returns>
|
||||
private int GetPrefabIndex(GameObject tile)
|
||||
{
|
||||
if (tile == null || tilePrefabs == null)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
for (int i = 0; i < tilePrefabs.Count; i++)
|
||||
{
|
||||
if (tilePrefabs[i] == null) continue;
|
||||
|
||||
if (tile.name.StartsWith(tilePrefabs[i].name))
|
||||
{
|
||||
return i;
|
||||
@@ -291,14 +453,26 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
void OnDrawGizmosSelected()
|
||||
private void OnDrawGizmosSelected()
|
||||
{
|
||||
if (!Application.isPlaying)
|
||||
{
|
||||
// Only try to calculate this if _screenBottom hasn't been set by the game
|
||||
Camera editorCam = Camera.main;
|
||||
if (editorCam != null)
|
||||
{
|
||||
Vector3 bottom = editorCam.ViewportToWorldPoint(new Vector3(0.5f, 0f, editorCam.nearClipPlane));
|
||||
_screenBottom = bottom.y;
|
||||
}
|
||||
}
|
||||
|
||||
// Draw tile bounds for debugging
|
||||
Gizmos.color = Color.cyan;
|
||||
for (int i = 0; i < initialTileCount; i++)
|
||||
{
|
||||
float height = 5f;
|
||||
if (tilePrefabs.Count > 0 && _tileHeights.TryGetValue(tilePrefabs[0], out float h))
|
||||
float height = DefaultTileHeight;
|
||||
if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null &&
|
||||
_tileHeights.TryGetValue(tilePrefabs[0], out float h))
|
||||
{
|
||||
height = h;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user