Working generic object pooling, pool monitor editor tool and batch component adder editor tool
This commit is contained in:
227
Assets/Editor/Utilities/BatchComponentAdder.cs
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227
Assets/Editor/Utilities/BatchComponentAdder.cs
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@@ -0,0 +1,227 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Editor.Utilities
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{
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public class BatchComponentAdder : EditorWindow
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{
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private Vector2 scrollPosition;
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private List<GameObject> selectedPrefabs = new List<GameObject>();
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private string searchText = "";
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private List<Type> availableComponentTypes = new List<Type>();
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private List<Type> filteredComponentTypes = new List<Type>();
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private int selectedComponentIndex = -1;
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private bool showScriptsOnly = true;
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private bool showBuiltInComponents = false;
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[MenuItem("Tools/Batch Component Adder")]
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public static void ShowWindow()
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{
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GetWindow<BatchComponentAdder>("Batch Component Adder");
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}
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private void OnEnable()
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{
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// Get all component types when the window is opened
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RefreshComponentTypes();
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}
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private void RefreshComponentTypes()
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{
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// Get all types that derive from Component
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availableComponentTypes = AppDomain.CurrentDomain.GetAssemblies()
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.SelectMany(assembly => assembly.GetTypes())
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.Where(type => type.IsSubclassOf(typeof(Component)) && !type.IsAbstract)
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.OrderBy(type => type.Name)
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.ToList();
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// Apply initial filtering
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FilterComponentTypes();
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}
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private void FilterComponentTypes()
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{
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filteredComponentTypes = availableComponentTypes
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.Where(type => {
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if (!showBuiltInComponents && type.Namespace != null && type.Namespace.StartsWith("UnityEngine"))
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return false;
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if (showScriptsOnly && type.Namespace != null && type.Namespace.StartsWith("UnityEngine"))
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return false;
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if (!string.IsNullOrEmpty(searchText))
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return type.Name.ToLower().Contains(searchText.ToLower());
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return true;
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})
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.ToList();
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// Reset selection if it's no longer valid
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if (selectedComponentIndex >= filteredComponentTypes.Count)
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selectedComponentIndex = -1;
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}
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private void OnGUI()
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{
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EditorGUILayout.BeginVertical();
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EditorGUILayout.LabelField("Batch Component Adder", EditorStyles.boldLabel);
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EditorGUILayout.HelpBox("Select multiple prefabs, choose a component type, and add it to the root of all selected prefabs.", MessageType.Info);
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EditorGUILayout.Space();
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// Prefab selection section
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EditorGUILayout.LabelField("Selected Prefabs", EditorStyles.boldLabel);
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if (GUILayout.Button("Add Selected Assets"))
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{
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AddSelectedAssets();
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}
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scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(150));
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for (int i = 0; i < selectedPrefabs.Count; i++)
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{
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EditorGUILayout.BeginHorizontal();
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selectedPrefabs[i] = (GameObject)EditorGUILayout.ObjectField(selectedPrefabs[i], typeof(GameObject), false);
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if (GUILayout.Button("X", GUILayout.Width(20)))
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{
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selectedPrefabs.RemoveAt(i);
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i--;
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}
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EditorGUILayout.EndHorizontal();
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}
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EditorGUILayout.EndScrollView();
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if (GUILayout.Button("Clear All"))
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{
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selectedPrefabs.Clear();
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}
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EditorGUILayout.Space();
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// Component selection section
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EditorGUILayout.LabelField("Component to Add", EditorStyles.boldLabel);
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EditorGUILayout.BeginHorizontal();
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showScriptsOnly = EditorGUILayout.Toggle("Scripts Only", showScriptsOnly);
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showBuiltInComponents = EditorGUILayout.Toggle("Show Built-in Components", showBuiltInComponents);
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EditorGUILayout.EndHorizontal();
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string newSearchText = EditorGUILayout.TextField("Search", searchText);
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if (newSearchText != searchText)
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{
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searchText = newSearchText;
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FilterComponentTypes();
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}
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string[] componentNames = filteredComponentTypes.Select(t => t.Name).ToArray();
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selectedComponentIndex = EditorGUILayout.Popup("Component Type", selectedComponentIndex, componentNames);
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EditorGUILayout.Space();
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// Validate and add the component
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GUI.enabled = selectedPrefabs.Count > 0 && selectedComponentIndex >= 0 && selectedComponentIndex < filteredComponentTypes.Count;
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if (GUILayout.Button("Add Component to Prefabs"))
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{
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AddComponentToPrefabs();
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}
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GUI.enabled = true;
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EditorGUILayout.EndVertical();
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}
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private void AddSelectedAssets()
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{
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UnityEngine.Object[] selectedObjects = Selection.objects;
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foreach (var obj in selectedObjects)
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{
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if (obj is GameObject go)
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{
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string path = AssetDatabase.GetAssetPath(go);
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if (!string.IsNullOrEmpty(path) && path.EndsWith(".prefab"))
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{
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if (!selectedPrefabs.Contains(go))
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{
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selectedPrefabs.Add(go);
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}
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}
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}
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}
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}
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private void AddComponentToPrefabs()
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{
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if (selectedComponentIndex < 0 || selectedComponentIndex >= filteredComponentTypes.Count)
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return;
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Type componentType = filteredComponentTypes[selectedComponentIndex];
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int successCount = 0;
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List<string> failedPrefabs = new List<string>();
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// For undo operations
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Undo.RecordObjects(selectedPrefabs.ToArray(), "Add Component To Prefabs");
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foreach (GameObject prefab in selectedPrefabs)
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{
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// Skip null entries
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if (prefab == null) continue;
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try
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{
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// Open the prefab for editing
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string prefabPath = AssetDatabase.GetAssetPath(prefab);
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GameObject prefabRoot = PrefabUtility.LoadPrefabContents(prefabPath);
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// Check if the component already exists
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if (prefabRoot.GetComponent(componentType) == null)
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{
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// Add the component
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prefabRoot.AddComponent(componentType);
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// Save the prefab
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PrefabUtility.SaveAsPrefabAsset(prefabRoot, prefabPath);
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successCount++;
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}
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else
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{
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failedPrefabs.Add($"{prefab.name} (already has component)");
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}
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// Unload the prefab
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PrefabUtility.UnloadPrefabContents(prefabRoot);
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}
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catch (Exception e)
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{
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Debug.LogError($"Error adding component to {prefab.name}: {e.Message}");
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failedPrefabs.Add($"{prefab.name} (error)");
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}
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}
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// Show results
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if (successCount > 0)
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{
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Debug.Log($"Successfully added {componentType.Name} to {successCount} prefabs.");
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}
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if (failedPrefabs.Count > 0)
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{
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Debug.LogWarning($"Failed to add component to {failedPrefabs.Count} prefabs: {string.Join(", ", failedPrefabs)}");
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}
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// Refresh the asset database to show changes
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AssetDatabase.Refresh();
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}
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}
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}
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3
Assets/Editor/Utilities/BatchComponentAdder.cs.meta
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3
Assets/Editor/Utilities/BatchComponentAdder.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 34bcaf56206d4ec29cfa108c96622c37
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timeCreated: 1758027437
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@@ -1,7 +1,10 @@
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using UnityEngine;
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using UnityEditor;
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using System.Collections.Generic;
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using Minigames.DivingForPictures;
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using System;
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using System.Reflection;
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using System.Collections;
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using Pooling;
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namespace Editor.Utilities
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{
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@@ -11,8 +14,8 @@ namespace Editor.Utilities
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private bool autoRefresh = true;
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private float refreshInterval = 1.0f;
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private float lastRefreshTime;
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private bool showTrenchTiles = true;
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private bool showBubbles = true;
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private bool showSinglePrefabPools = true;
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private bool showMultiPrefabPools = true;
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[MenuItem("Tools/Pool Monitor")]
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public static void ShowWindow()
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@@ -42,8 +45,8 @@ namespace Editor.Utilities
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// Display toggles for showing different pool types
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EditorGUILayout.BeginHorizontal();
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showTrenchTiles = EditorGUILayout.ToggleLeft("Show Trench Tile Pools", showTrenchTiles, GUILayout.Width(200));
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showBubbles = EditorGUILayout.ToggleLeft("Show Bubble Pools", showBubbles, GUILayout.Width(200));
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showSinglePrefabPools = EditorGUILayout.ToggleLeft("Show Single Prefab Pools", showSinglePrefabPools, GUILayout.Width(200));
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showMultiPrefabPools = EditorGUILayout.ToggleLeft("Show Multi-Prefab Pools", showMultiPrefabPools, GUILayout.Width(200));
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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@@ -81,25 +84,31 @@ namespace Editor.Utilities
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{
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if (!Application.isPlaying) return;
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// Call LogPoolStats on all pool instances to update their stats in the console
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if (showTrenchTiles)
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// Find all pool types and call LogPoolStats
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if (showSinglePrefabPools)
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{
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TrenchTilePool[] tilePools = Object.FindObjectsByType<TrenchTilePool>(FindObjectsSortMode.None);
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foreach (var pool in tilePools)
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{
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pool.LogPoolStats();
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}
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}
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if (showBubbles)
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{
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BubblePool[] bubblePools = Object.FindObjectsByType<BubblePool>(FindObjectsSortMode.None);
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foreach (var pool in bubblePools)
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// Find all types that derive from BaseObjectPool<T>
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foreach (var pool in FindObjectsOfBaseType(typeof(Component), typeof(BaseObjectPool<>)))
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{
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if (pool != null && pool.gameObject.activeInHierarchy)
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{
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// If BubblePool has a LogPoolStats method, call it
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var logMethod = typeof(BubblePool).GetMethod("LogPoolStats");
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var logMethod = pool.GetType().GetMethod("LogPoolStats");
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if (logMethod != null)
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{
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logMethod.Invoke(pool, null);
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}
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}
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}
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}
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if (showMultiPrefabPools)
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{
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// Find all types that derive from MultiPrefabPool<T>
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foreach (var pool in FindObjectsOfBaseType(typeof(Component), typeof(MultiPrefabPool<>)))
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{
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if (pool != null && pool.gameObject.activeInHierarchy)
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{
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var logMethod = pool.GetType().GetMethod("LogPoolStats");
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if (logMethod != null)
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{
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logMethod.Invoke(pool, null);
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@@ -112,72 +121,234 @@ namespace Editor.Utilities
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void DisplayPoolInfo()
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{
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EditorGUILayout.LabelField("Scene Statistics:", EditorStyles.boldLabel);
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EditorGUILayout.LabelField($"Total GameObjects: {Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None).Length}");
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EditorGUILayout.LabelField($"Total GameObjects: {UnityEngine.Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None).Length}");
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EditorGUILayout.Space();
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if (showTrenchTiles)
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if (showSinglePrefabPools)
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{
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DisplayTrenchTilePoolInfo();
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DisplaySinglePrefabPoolInfo();
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}
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if (showBubbles)
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if (showMultiPrefabPools)
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{
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DisplayBubblePoolInfo();
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DisplayMultiPrefabPoolInfo();
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}
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}
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void DisplayTrenchTilePoolInfo()
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void DisplaySinglePrefabPoolInfo()
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{
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TrenchTilePool[] pools = Object.FindObjectsByType<TrenchTilePool>(FindObjectsSortMode.None);
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// Find all types that derive from BaseObjectPool<T>
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Component[] pools = FindObjectsOfBaseType(typeof(Component), typeof(BaseObjectPool<>));
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if (pools.Length == 0)
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{
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EditorGUILayout.HelpBox("No trench tile pools found in the scene.", MessageType.Info);
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EditorGUILayout.HelpBox("No single prefab pools found in the scene.", MessageType.Info);
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return;
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}
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else
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EditorGUILayout.LabelField("Single Prefab Pools", EditorStyles.boldLabel);
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foreach (var poolComponent in pools)
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{
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EditorGUILayout.LabelField("Trench Tile Pools", EditorStyles.boldLabel);
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foreach (var pool in pools)
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{
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EditorGUILayout.LabelField($"Pool: {pool.name}", EditorStyles.boldLabel);
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EditorGUILayout.LabelField($"Pool: {poolComponent.name} ({poolComponent.GetType().Name})", EditorStyles.boldLabel);
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EditorGUI.indentLevel++;
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// Get private field values using reflection
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System.Reflection.FieldInfo totalCountField = typeof(TrenchTilePool).GetField("totalPooledCount",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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Type poolType = poolComponent.GetType();
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FieldInfo pooledObjectsField = poolType.GetField("pooledObjects",
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BindingFlags.NonPublic | BindingFlags.Instance);
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System.Reflection.FieldInfo pooledTilesField = typeof(TrenchTilePool).GetField("pooledTiles",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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FieldInfo totalCreatedField = poolType.GetField("totalCreated",
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BindingFlags.NonPublic | BindingFlags.Instance);
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System.Reflection.FieldInfo prefabUsageField = typeof(TrenchTilePool).GetField("prefabUsageCount",
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System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
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FieldInfo totalReturnedField = poolType.GetField("totalReturned",
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BindingFlags.NonPublic | BindingFlags.Instance);
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if (totalCountField != null)
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PropertyInfo maxPoolSizeProp = poolType.GetProperty("maxPoolSize") ??
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poolType.GetField("maxPoolSize")?.DeclaringType.GetProperty("maxPoolSize");
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PropertyInfo initialPoolSizeProp = poolType.GetProperty("initialPoolSize") ??
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poolType.GetField("initialPoolSize")?.DeclaringType.GetProperty("initialPoolSize");
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if (pooledObjectsField != null)
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{
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int totalCount = (int)totalCountField.GetValue(pool);
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EditorGUILayout.LabelField($"Total Pooled Objects: {totalCount}/{pool.totalMaxPoolSize}");
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object pooledObjects = pooledObjectsField.GetValue(poolComponent);
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int count = 0;
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// Handle Stack<T>
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if (pooledObjects is System.Collections.ICollection collection)
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{
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count = collection.Count;
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}
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if (pooledTilesField != null && prefabUsageField != null)
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int maxSize = 0;
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if (maxPoolSizeProp != null)
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{
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var pooledTiles = pooledTilesField.GetValue(pool) as Dictionary<int, Stack<GameObject>>;
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var usageCounts = prefabUsageField.GetValue(pool) as Dictionary<int, int>;
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maxSize = (int)maxPoolSizeProp.GetValue(poolComponent);
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}
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else
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{
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FieldInfo maxPoolSizeField = poolType.GetField("maxPoolSize",
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BindingFlags.Public | BindingFlags.Instance);
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if (maxPoolSizeField != null)
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{
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maxSize = (int)maxPoolSizeField.GetValue(poolComponent);
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}
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}
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if (pooledTiles != null)
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EditorGUILayout.LabelField($"Pooled Objects: {count}/{maxSize}");
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int initialSize = 0;
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if (initialPoolSizeProp != null)
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{
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initialSize = (int)initialPoolSizeProp.GetValue(poolComponent);
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}
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else
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{
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FieldInfo initialPoolSizeField = poolType.GetField("initialPoolSize",
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BindingFlags.Public | BindingFlags.Instance);
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if (initialPoolSizeField != null)
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{
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initialSize = (int)initialPoolSizeField.GetValue(poolComponent);
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}
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}
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EditorGUILayout.LabelField($"Initial Pool Size: {initialSize}");
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if (totalCreatedField != null && totalReturnedField != null)
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{
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int created = (int)totalCreatedField.GetValue(poolComponent);
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int returned = (int)totalReturnedField.GetValue(poolComponent);
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EditorGUILayout.LabelField($"Created: {created}, Returned: {returned}");
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}
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}
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// Try to find active objects of the pool's type
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if (poolType.BaseType.IsGenericType)
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{
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Type elementType = poolType.BaseType.GetGenericArguments()[0];
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// More accurately count only active objects in the current scene
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int activeCount = 0;
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// First, try to get a more accurate count from the current scene
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foreach (var obj in UnityEngine.Object.FindObjectsByType(elementType, FindObjectsSortMode.None))
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{
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var comp = obj as Component;
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if (comp != null && comp.gameObject.activeInHierarchy)
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{
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activeCount++;
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}
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}
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EditorGUILayout.LabelField($"Active Objects (Current Scene): {activeCount}");
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// Add a note about pooling status
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if (activeCount > 0)
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{
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int pooledCount = 0;
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if (pooledObjectsField != null)
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{
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object pooledObjects = pooledObjectsField.GetValue(poolComponent);
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if (pooledObjects is ICollection collection)
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{
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pooledCount = collection.Count;
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}
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}
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EditorGUILayout.LabelField($"Pooling Efficiency: {pooledCount} ready in pool, {activeCount} active");
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}
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}
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EditorGUI.indentLevel--;
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EditorGUILayout.Space();
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}
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}
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void DisplayMultiPrefabPoolInfo()
|
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{
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// Find all types that derive from MultiPrefabPool<T>
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Component[] pools = FindObjectsOfBaseType(typeof(Component), typeof(MultiPrefabPool<>));
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if (pools.Length == 0)
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{
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EditorGUILayout.HelpBox("No multi-prefab pools found in the scene.", MessageType.Info);
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return;
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}
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||||
|
||||
EditorGUILayout.LabelField("Multi-Prefab Pools", EditorStyles.boldLabel);
|
||||
foreach (var poolComponent in pools)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Pool: {poolComponent.name} ({poolComponent.GetType().Name})", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
// Get private field values using reflection
|
||||
Type poolType = poolComponent.GetType();
|
||||
FieldInfo totalPooledCountField = poolType.GetField("totalPooledCount",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo pooledObjectsField = poolType.GetField("pooledObjects",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo prefabUsageField = poolType.GetField("prefabUsageCount",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
PropertyInfo totalMaxPoolSizeProp = poolType.GetProperty("totalMaxPoolSize") ??
|
||||
poolType.GetField("totalMaxPoolSize")?.DeclaringType.GetProperty("totalMaxPoolSize");
|
||||
|
||||
if (totalPooledCountField != null && totalMaxPoolSizeProp != null)
|
||||
{
|
||||
int totalCount = (int)totalPooledCountField.GetValue(poolComponent);
|
||||
int maxSize = 0;
|
||||
|
||||
if (totalMaxPoolSizeProp != null)
|
||||
{
|
||||
maxSize = (int)totalMaxPoolSizeProp.GetValue(poolComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
FieldInfo totalMaxPoolSizeField = poolType.GetField("totalMaxPoolSize",
|
||||
BindingFlags.Public | BindingFlags.Instance);
|
||||
if (totalMaxPoolSizeField != null)
|
||||
{
|
||||
maxSize = (int)totalMaxPoolSizeField.GetValue(poolComponent);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Total Pooled Objects: {totalCount}/{maxSize}");
|
||||
}
|
||||
|
||||
if (pooledObjectsField != null && prefabUsageField != null)
|
||||
{
|
||||
// This is more complex because we don't know the exact generic types
|
||||
// Just show basic information
|
||||
object pooledTiles = pooledObjectsField.GetValue(poolComponent);
|
||||
object usageCounts = prefabUsageField.GetValue(poolComponent);
|
||||
|
||||
if (pooledTiles != null && pooledTiles is IDictionary poolDict)
|
||||
{
|
||||
EditorGUILayout.LabelField("Prefab Details:", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
foreach (var entry in pooledTiles)
|
||||
foreach (DictionaryEntry entry in poolDict)
|
||||
{
|
||||
int prefabIndex = entry.Key;
|
||||
Stack<GameObject> stack = entry.Value;
|
||||
int count = stack != null ? stack.Count : 0;
|
||||
int prefabIndex = Convert.ToInt32(entry.Key);
|
||||
object value = entry.Value;
|
||||
int count = 0;
|
||||
|
||||
// Handle Stack<T>
|
||||
if (value is ICollection collection)
|
||||
{
|
||||
count = collection.Count;
|
||||
}
|
||||
|
||||
int usageCount = 0;
|
||||
if (usageCounts != null && usageCounts.TryGetValue(prefabIndex, out int usage))
|
||||
if (usageCounts is IDictionary usageDict)
|
||||
{
|
||||
usageCount = usage;
|
||||
if (usageDict.Contains(entry.Key))
|
||||
{
|
||||
usageCount = Convert.ToInt32(usageDict[entry.Key]);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Prefab {prefabIndex}: {count} pooled, {usageCount} usages");
|
||||
@@ -187,58 +358,75 @@ namespace Editor.Utilities
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
}
|
||||
}
|
||||
// Try to find active objects of the pool's type
|
||||
if (poolType.BaseType.IsGenericType)
|
||||
{
|
||||
Type elementType = poolType.BaseType.GetGenericArguments()[0];
|
||||
int activeCount = 0;
|
||||
|
||||
void DisplayBubblePoolInfo()
|
||||
// Count active objects of the specific pool's component type
|
||||
foreach (var obj in UnityEngine.Object.FindObjectsByType(elementType, FindObjectsSortMode.None))
|
||||
{
|
||||
BubblePool[] pools = Object.FindObjectsByType<BubblePool>(FindObjectsSortMode.None);
|
||||
if (pools.Length == 0)
|
||||
var comp = obj as Component;
|
||||
if (comp != null && comp.gameObject.activeInHierarchy)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No bubble pools found in the scene.", MessageType.Info);
|
||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.LabelField("Bubble Pools", EditorStyles.boldLabel);
|
||||
foreach (var pool in pools)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Pool: {pool.name}", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
// Get private field values using reflection
|
||||
System.Reflection.FieldInfo pooledBubblesField = typeof(BubblePool).GetField("pooledBubbles",
|
||||
System.Reflection.BindingFlags.NonPublic | System.Reflection.BindingFlags.Instance);
|
||||
|
||||
if (pooledBubblesField != null)
|
||||
{
|
||||
var pooledBubbles = pooledBubblesField.GetValue(pool) as Stack<Bubble>;
|
||||
int count = pooledBubbles != null ? pooledBubbles.Count : 0;
|
||||
|
||||
EditorGUILayout.LabelField($"Pooled Bubbles: {count}/{pool.maxPoolSize}");
|
||||
EditorGUILayout.LabelField($"Initial Pool Size: {pool.initialPoolSize}");
|
||||
}
|
||||
|
||||
// Try to find active bubbles in the scene
|
||||
Bubble[] activeBubbles = Object.FindObjectsByType<Bubble>(FindObjectsSortMode.None);
|
||||
int activeBubbleCount = 0;
|
||||
|
||||
foreach (var bubble in activeBubbles)
|
||||
{
|
||||
if (bubble.gameObject.activeInHierarchy)
|
||||
{
|
||||
activeBubbleCount++;
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Active Bubbles: {activeBubbleCount}");
|
||||
EditorGUILayout.LabelField($"Active Objects (Current Scene): {activeCount}");
|
||||
|
||||
// Add a note about pooling status
|
||||
if (activeCount > 0 && totalPooledCountField != null)
|
||||
{
|
||||
int pooledCount = (int)totalPooledCountField.GetValue(poolComponent);
|
||||
EditorGUILayout.LabelField($"Pooling Efficiency: {pooledCount} ready in pool, {activeCount} active");
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Finds all objects that derive from a generic base type
|
||||
/// </summary>
|
||||
private Component[] FindObjectsOfBaseType(Type baseComponentType, Type genericBaseType)
|
||||
{
|
||||
List<Component> results = new List<Component>();
|
||||
|
||||
// Find all components in the scene
|
||||
Component[] allComponents = UnityEngine.Object.FindObjectsByType<Component>(FindObjectsSortMode.None);
|
||||
|
||||
foreach (var component in allComponents)
|
||||
{
|
||||
Type componentType = component.GetType();
|
||||
|
||||
// Check if this type derives from the generic base type
|
||||
while (componentType != null && componentType != typeof(object))
|
||||
{
|
||||
if (componentType.IsGenericType &&
|
||||
componentType.GetGenericTypeDefinition() == genericBaseType)
|
||||
{
|
||||
results.Add(component);
|
||||
break;
|
||||
}
|
||||
|
||||
// Also check for non-generic derived types
|
||||
if (componentType.BaseType != null &&
|
||||
componentType.BaseType.IsGenericType &&
|
||||
componentType.BaseType.GetGenericTypeDefinition() == genericBaseType)
|
||||
{
|
||||
results.Add(component);
|
||||
break;
|
||||
}
|
||||
|
||||
componentType = componentType.BaseType;
|
||||
}
|
||||
}
|
||||
|
||||
return results.ToArray();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -183,6 +183,7 @@ GameObject:
|
||||
serializedVersion: 6
|
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m_Component:
|
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- component: {fileID: 4925660644986369589}
|
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- component: {fileID: 2488201930835981397}
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m_Layer: 0
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m_Name: Tile1
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m_TagString: Untagged
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@@ -207,3 +208,16 @@ Transform:
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- {fileID: 1003080013996268193}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2488201930835981397
|
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2956826569642009690}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 41def183b6714aca97663d74cc2d0678, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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tileIndex: 0
|
||||
|
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@@ -183,6 +183,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
|
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- component: {fileID: 4925660644986369589}
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- component: {fileID: 7876353970701168068}
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m_Layer: 0
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m_Name: Tile1_flipped
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m_TagString: Untagged
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@@ -207,3 +208,16 @@ Transform:
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- {fileID: 1003080013996268193}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 180}
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--- !u!114 &7876353970701168068
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2956826569642009690}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 41def183b6714aca97663d74cc2d0678, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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tileIndex: 0
|
||||
|
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@@ -183,6 +183,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
|
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- component: {fileID: 4925660644986369589}
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- component: {fileID: 2017387953723006367}
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m_Layer: 0
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m_Name: Tile2
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m_TagString: Untagged
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@@ -207,3 +208,16 @@ Transform:
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- {fileID: 1003080013996268193}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &2017387953723006367
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2956826569642009690}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 41def183b6714aca97663d74cc2d0678, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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tileIndex: 0
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@@ -183,6 +183,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4925660644986369589}
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- component: {fileID: 451715946189956124}
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m_Layer: 0
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m_Name: Tile2_flipped
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m_TagString: Untagged
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@@ -207,3 +208,16 @@ Transform:
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- {fileID: 1003080013996268193}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 180}
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--- !u!114 &451715946189956124
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2956826569642009690}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 41def183b6714aca97663d74cc2d0678, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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tileIndex: 0
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@@ -183,6 +183,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4925660644986369589}
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- component: {fileID: 8822397971507360111}
|
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m_Layer: 0
|
||||
m_Name: Tile3
|
||||
m_TagString: Untagged
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@@ -207,3 +208,16 @@ Transform:
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- {fileID: 1003080013996268193}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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--- !u!114 &8822397971507360111
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2956826569642009690}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 41def183b6714aca97663d74cc2d0678, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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tileIndex: 0
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@@ -183,6 +183,7 @@ GameObject:
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serializedVersion: 6
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m_Component:
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- component: {fileID: 4925660644986369589}
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- component: {fileID: 2006557459409230470}
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m_Layer: 0
|
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m_Name: Tile3_flipped
|
||||
m_TagString: Untagged
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@@ -207,3 +208,16 @@ Transform:
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- {fileID: 1003080013996268193}
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m_Father: {fileID: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 180}
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--- !u!114 &2006557459409230470
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MonoBehaviour:
|
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 2956826569642009690}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 41def183b6714aca97663d74cc2d0678, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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||||
tileIndex: 0
|
||||
|
||||
@@ -1211,10 +1211,8 @@ MonoBehaviour:
|
||||
speedUpInterval: 0
|
||||
maxMoveSpeed: 12
|
||||
useObjectPooling: 1
|
||||
preInstantiateTiles: 0
|
||||
initialTilesPerPrefab: 1
|
||||
maxPerPrefabPoolSize: 2
|
||||
totalMaxPoolSize: 10
|
||||
totalMaxPoolSize: 25
|
||||
onTileSpawned:
|
||||
m_PersistentCalls:
|
||||
m_Calls: []
|
||||
|
||||
@@ -1,11 +1,12 @@
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
/// <summary>
|
||||
/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
|
||||
/// </summary>
|
||||
public class Bubble : MonoBehaviour
|
||||
public class Bubble : MonoBehaviour, IPoolableWithReference<BubblePool>
|
||||
{
|
||||
public float speed = 1f;
|
||||
public float wobbleSpeed = 1f;
|
||||
@@ -87,6 +88,22 @@ namespace Minigames.DivingForPictures
|
||||
parentPool = pool;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the object is retrieved from the pool.
|
||||
/// </summary>
|
||||
public void OnSpawn()
|
||||
{
|
||||
ResetState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called when the object is returned to the pool.
|
||||
/// </summary>
|
||||
public void OnDespawn()
|
||||
{
|
||||
// Nothing to do here for now, but we could clean up resources
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the main sprite for the bubble.
|
||||
/// </summary>
|
||||
|
||||
@@ -1,82 +1,23 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages a pool of bubble objects to reduce garbage collection overhead.
|
||||
/// </summary>
|
||||
public class BubblePool : MonoBehaviour
|
||||
public class BubblePool : BaseObjectPool<Bubble>
|
||||
{
|
||||
[Tooltip("Initial number of bubbles to pre-instantiate")]
|
||||
public int initialPoolSize = 10;
|
||||
|
||||
[Tooltip("Maximum number of bubbles to keep in the pool")]
|
||||
public int maxPoolSize = 30;
|
||||
|
||||
private Stack<Bubble> pooledBubbles = new Stack<Bubble>();
|
||||
private Bubble bubblePrefab;
|
||||
private int totalBubblesCreated = 0;
|
||||
private int totalBubblesReturned = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the pool with the bubble prefab
|
||||
/// </summary>
|
||||
/// <param name="prefab">The bubble prefab to use</param>
|
||||
public void Initialize(Bubble prefab)
|
||||
{
|
||||
bubblePrefab = prefab;
|
||||
|
||||
// Pre-instantiate bubbles
|
||||
for (int i = 0; i < initialPoolSize; i++)
|
||||
{
|
||||
CreateNewBubble();
|
||||
}
|
||||
|
||||
Debug.Log($"BubblePool initialized with {initialPoolSize} bubbles");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new bubble instance and adds it to the pool
|
||||
/// </summary>
|
||||
private Bubble CreateNewBubble()
|
||||
{
|
||||
if (bubblePrefab == null)
|
||||
{
|
||||
Debug.LogError("BubblePool: bubblePrefab is null! Call Initialize first.");
|
||||
return null;
|
||||
}
|
||||
|
||||
Bubble bubble = Instantiate(bubblePrefab, transform);
|
||||
bubble.gameObject.SetActive(false);
|
||||
// Set the pool reference so the bubble knows where to return
|
||||
bubble.SetPool(this);
|
||||
pooledBubbles.Push(bubble);
|
||||
totalBubblesCreated++;
|
||||
return bubble;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a bubble from the pool, or creates a new one if the pool is empty
|
||||
/// </summary>
|
||||
/// <returns>A bubble instance ready to use</returns>
|
||||
public Bubble GetBubble()
|
||||
{
|
||||
Bubble bubble;
|
||||
Bubble bubble = Get();
|
||||
|
||||
if (pooledBubbles.Count > 0)
|
||||
{
|
||||
bubble = pooledBubbles.Pop();
|
||||
}
|
||||
else
|
||||
{
|
||||
bubble = CreateNewBubble();
|
||||
}
|
||||
|
||||
// Ensure the bubble has a reference to this pool
|
||||
// Set reference to this pool so the bubble can return itself
|
||||
bubble.SetPool(this);
|
||||
bubble.gameObject.SetActive(true);
|
||||
bubble.ResetState();
|
||||
|
||||
return bubble;
|
||||
}
|
||||
@@ -87,31 +28,15 @@ namespace Minigames.DivingForPictures
|
||||
/// <param name="bubble">The bubble to return to the pool</param>
|
||||
public void ReturnBubble(Bubble bubble)
|
||||
{
|
||||
if (bubble == null) return;
|
||||
|
||||
// Only add to pool if we're under the maximum size
|
||||
if (pooledBubbles.Count < maxPoolSize)
|
||||
{
|
||||
// Deactivate and reparent
|
||||
bubble.gameObject.SetActive(false);
|
||||
bubble.transform.SetParent(transform);
|
||||
|
||||
// Add to pool
|
||||
pooledBubbles.Push(bubble);
|
||||
totalBubblesReturned++;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(bubble.gameObject);
|
||||
}
|
||||
Return(bubble);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs pool statistics
|
||||
/// </summary>
|
||||
public void LogPoolStats()
|
||||
public override void LogPoolStats()
|
||||
{
|
||||
Debug.Log($"[BubblePool] Pooled bubbles: {pooledBubbles.Count}/{maxPoolSize} (Created: {totalBubblesCreated}, Returned: {totalBubblesReturned})");
|
||||
Debug.Log($"[BubblePool] Pooled bubbles: {pooledObjects.Count}/{maxPoolSize} (Created: {totalCreated}, Returned: {totalReturned})");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -43,6 +44,11 @@ namespace Minigames.DivingForPictures
|
||||
_bubblePool.initialPoolSize = initialPoolSize;
|
||||
_bubblePool.maxPoolSize = maxPoolSize;
|
||||
_bubblePool.Initialize(bubblePrefab);
|
||||
|
||||
// Periodically check for pool statistics in debug builds
|
||||
#if DEVELOPMENT_BUILD || UNITY_EDITOR
|
||||
InvokeRepeating(nameof(LogPoolStats), 5f, 30f);
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -112,5 +118,16 @@ namespace Minigames.DivingForPictures
|
||||
// Pass min/max scale for wobble clamping
|
||||
bubble.SetWobbleScaleLimits(wobbleMinScale, wobbleMaxScale);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs the current pool statistics for debugging
|
||||
/// </summary>
|
||||
private void LogPoolStats()
|
||||
{
|
||||
if (_bubblePool != null)
|
||||
{
|
||||
_bubblePool.LogPoolStats();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,5 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -7,85 +8,29 @@ namespace Minigames.DivingForPictures
|
||||
/// Manages a pool of trench tile objects to reduce garbage collection overhead.
|
||||
/// Optimized for handling a large number of different prefab types.
|
||||
/// </summary>
|
||||
public class TrenchTilePool : MonoBehaviour
|
||||
public class TrenchTilePool : MultiPrefabPool<Tile>
|
||||
{
|
||||
[Tooltip("Whether to pre-instantiate tiles during initialization or create them on demand")]
|
||||
public bool preInstantiateTiles = false;
|
||||
|
||||
[Tooltip("Initial number of tiles to pre-instantiate per prefab (if preInstantiateTiles is true)")]
|
||||
public int initialTilesPerPrefab = 2;
|
||||
|
||||
[Tooltip("Maximum number of tiles to keep in the pool across all prefab types")]
|
||||
public int totalMaxPoolSize = 50;
|
||||
|
||||
[Tooltip("Maximum number of inactive instances to keep per prefab type")]
|
||||
public int maxPerPrefabPoolSize = 5;
|
||||
|
||||
[Tooltip("Maximum number of tiles to keep in the pool (legacy, use maxPerPrefabPoolSize instead)")]
|
||||
public int maxPoolSize = 5;
|
||||
|
||||
private Dictionary<int, Stack<GameObject>> pooledTiles = new Dictionary<int, Stack<GameObject>>();
|
||||
private Dictionary<int, int> prefabUsageCount = new Dictionary<int, int>();
|
||||
private List<GameObject> tilePrefabs;
|
||||
private int totalPooledCount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the pool with the tile prefabs
|
||||
/// Returns a tile to the pool
|
||||
/// </summary>
|
||||
/// <param name="prefabs">List of tile prefabs to use</param>
|
||||
public void Initialize(List<GameObject> prefabs)
|
||||
/// <param name="tile">The tile to return to the pool</param>
|
||||
/// <param name="prefabIndex">The index of the prefab this tile was created from</param>
|
||||
public void ReturnTile(GameObject tile, int prefabIndex)
|
||||
{
|
||||
tilePrefabs = prefabs;
|
||||
|
||||
// Initialize usage tracking
|
||||
for (int i = 0; i < prefabs.Count; i++)
|
||||
if (tile != null)
|
||||
{
|
||||
prefabUsageCount[i] = 0;
|
||||
pooledTiles[i] = new Stack<GameObject>();
|
||||
Tile tileComponent = tile.GetComponent<Tile>();
|
||||
if (tileComponent != null)
|
||||
{
|
||||
Return(tileComponent, prefabIndex);
|
||||
}
|
||||
|
||||
// Pre-instantiate tiles only if enabled
|
||||
if (preInstantiateTiles)
|
||||
else
|
||||
{
|
||||
// Calculate how many to pre-instantiate based on available pool size
|
||||
int totalToCreate = Mathf.Min(totalMaxPoolSize, prefabs.Count * initialTilesPerPrefab);
|
||||
int perPrefab = Mathf.Max(1, totalToCreate / prefabs.Count);
|
||||
|
||||
for (int i = 0; i < prefabs.Count; i++)
|
||||
{
|
||||
for (int j = 0; j < perPrefab; j++)
|
||||
{
|
||||
if (totalPooledCount >= totalMaxPoolSize) break;
|
||||
CreateNewTile(i);
|
||||
Debug.LogWarning($"Attempted to return a GameObject without a Tile component: {tile.name}");
|
||||
Destroy(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new tile instance and adds it to the pool
|
||||
/// </summary>
|
||||
private GameObject CreateNewTile(int prefabIndex)
|
||||
{
|
||||
if (tilePrefabs == null || prefabIndex >= tilePrefabs.Count)
|
||||
{
|
||||
Debug.LogError("TrenchTilePool: Invalid prefab index or tilePrefabs is null!");
|
||||
return null;
|
||||
}
|
||||
|
||||
GameObject prefab = tilePrefabs[prefabIndex];
|
||||
GameObject tile = Instantiate(prefab, transform);
|
||||
tile.SetActive(false);
|
||||
|
||||
if (!pooledTiles.ContainsKey(prefabIndex))
|
||||
{
|
||||
pooledTiles[prefabIndex] = new Stack<GameObject>();
|
||||
}
|
||||
|
||||
pooledTiles[prefabIndex].Push(tile);
|
||||
totalPooledCount++;
|
||||
return tile;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a tile from the pool, or creates a new one if the pool is empty
|
||||
@@ -93,152 +38,8 @@ namespace Minigames.DivingForPictures
|
||||
/// <returns>A tile instance ready to use</returns>
|
||||
public GameObject GetTile(int prefabIndex)
|
||||
{
|
||||
GameObject tile;
|
||||
|
||||
// Track usage frequency
|
||||
if (prefabUsageCount.ContainsKey(prefabIndex))
|
||||
{
|
||||
prefabUsageCount[prefabIndex]++;
|
||||
Tile tileComponent = Get(prefabIndex);
|
||||
return tileComponent.gameObject;
|
||||
}
|
||||
else
|
||||
{
|
||||
prefabUsageCount[prefabIndex] = 1;
|
||||
}
|
||||
|
||||
if (pooledTiles.ContainsKey(prefabIndex) && pooledTiles[prefabIndex].Count > 0)
|
||||
{
|
||||
tile = pooledTiles[prefabIndex].Pop();
|
||||
totalPooledCount--;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create new tile without adding to pool
|
||||
GameObject prefab = tilePrefabs[prefabIndex];
|
||||
tile = Instantiate(prefab, transform);
|
||||
}
|
||||
|
||||
tile.SetActive(true);
|
||||
return tile;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a tile to the pool
|
||||
/// </summary>
|
||||
/// <param name="tile">The tile to return to the pool</param>
|
||||
/// <param name="prefabIndex">The index of the prefab this tile was created from</param>
|
||||
public void ReturnTile(GameObject tile, int prefabIndex)
|
||||
{
|
||||
if (tile == null) return;
|
||||
|
||||
// Check if we're under the maximum pool size for this prefab type
|
||||
bool keepTile = totalPooledCount < totalMaxPoolSize;
|
||||
|
||||
// Additional constraint: don't keep too many of any single prefab type
|
||||
if (pooledTiles.ContainsKey(prefabIndex) &&
|
||||
pooledTiles[prefabIndex].Count >= maxPerPrefabPoolSize)
|
||||
{
|
||||
keepTile = false;
|
||||
}
|
||||
|
||||
if (keepTile)
|
||||
{
|
||||
tile.SetActive(false);
|
||||
tile.transform.SetParent(transform);
|
||||
|
||||
if (!pooledTiles.ContainsKey(prefabIndex))
|
||||
{
|
||||
pooledTiles[prefabIndex] = new Stack<GameObject>();
|
||||
}
|
||||
|
||||
pooledTiles[prefabIndex].Push(tile);
|
||||
totalPooledCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(tile);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trims the pool to remove excess objects
|
||||
/// Can be called periodically or when memory pressure is high
|
||||
/// </summary>
|
||||
public void TrimExcess()
|
||||
{
|
||||
// If we're under the limit, no need to trim
|
||||
if (totalPooledCount <= totalMaxPoolSize) return;
|
||||
|
||||
// Calculate how many to remove
|
||||
int excessCount = totalPooledCount - totalMaxPoolSize;
|
||||
|
||||
// Get prefab indices sorted by usage (least used first)
|
||||
List<KeyValuePair<int, int>> sortedUsage = new List<KeyValuePair<int, int>>(prefabUsageCount);
|
||||
sortedUsage.Sort((a, b) => a.Value.CompareTo(b.Value));
|
||||
|
||||
// Remove tiles from least used prefabs first
|
||||
foreach (var usage in sortedUsage)
|
||||
{
|
||||
int prefabIndex = usage.Key;
|
||||
if (!pooledTiles.ContainsKey(prefabIndex) || pooledTiles[prefabIndex].Count == 0) continue;
|
||||
|
||||
// How many to remove from this prefab type
|
||||
int toRemove = Mathf.Min(pooledTiles[prefabIndex].Count, excessCount);
|
||||
|
||||
for (int i = 0; i < toRemove; i++)
|
||||
{
|
||||
if (pooledTiles[prefabIndex].Count == 0) break;
|
||||
|
||||
GameObject tile = pooledTiles[prefabIndex].Pop();
|
||||
Destroy(tile);
|
||||
totalPooledCount--;
|
||||
excessCount--;
|
||||
|
||||
if (excessCount <= 0) return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs pool statistics to the console
|
||||
/// </summary>
|
||||
public void LogPoolStats()
|
||||
{
|
||||
Debug.Log($"[TrenchTilePool] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
|
||||
|
||||
string prefabDetails = "";
|
||||
int index = 0;
|
||||
foreach (var entry in pooledTiles)
|
||||
{
|
||||
int prefabIndex = entry.Key;
|
||||
int count = entry.Value.Count;
|
||||
int usageCount = prefabUsageCount.ContainsKey(prefabIndex) ? prefabUsageCount[prefabIndex] : 0;
|
||||
|
||||
string prefabName = prefabIndex < tilePrefabs.Count ? tilePrefabs[prefabIndex].name : "Unknown";
|
||||
prefabDetails += $"\n - {prefabName}: {count} pooled, {usageCount} usages";
|
||||
|
||||
// Limit the output to avoid too much text
|
||||
if (++index >= 10 && pooledTiles.Count > 10)
|
||||
{
|
||||
prefabDetails += $"\n - ...and {pooledTiles.Count - 10} more prefab types";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[TrenchTilePool] Pool details:{prefabDetails}");
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private float _lastLogTime = 0f;
|
||||
|
||||
void Update()
|
||||
{
|
||||
// Log pool stats every 5 seconds if in the editor
|
||||
if (Time.time - _lastLogTime > 5f)
|
||||
{
|
||||
LogPoolStats();
|
||||
_lastLogTime = Time.time;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,6 +2,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Serialization;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -12,50 +13,105 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
[Header("Tile Prefabs")]
|
||||
[Tooltip("List of possible trench tile prefabs.")]
|
||||
public List<GameObject> tilePrefabs;
|
||||
[SerializeField] private List<GameObject> tilePrefabs;
|
||||
|
||||
[Header("Tile Settings")]
|
||||
private Dictionary<GameObject, float> _tileHeights = new Dictionary<GameObject, float>();
|
||||
public int initialTileCount = 3;
|
||||
public float tileSpawnBuffer = 1f;
|
||||
[SerializeField] private int initialTileCount = 3;
|
||||
[SerializeField] private float tileSpawnBuffer = 1f;
|
||||
|
||||
[Header("Movement Settings")]
|
||||
public float moveSpeed = 3f;
|
||||
public float speedUpFactor = 0.2f;
|
||||
public float speedUpInterval = 10f;
|
||||
public float maxMoveSpeed = 12f; // Added a cap to the movement speed
|
||||
[SerializeField] private float moveSpeed = 3f;
|
||||
[SerializeField] private float speedUpFactor = 0.2f;
|
||||
[SerializeField] private float speedUpInterval = 10f;
|
||||
[SerializeField] private float maxMoveSpeed = 12f;
|
||||
|
||||
[Header("Object Pooling")]
|
||||
public bool useObjectPooling = true;
|
||||
public bool preInstantiateTiles = false; // Added option to control pre-instantiation
|
||||
public int initialTilesPerPrefab = 2;
|
||||
public int maxPerPrefabPoolSize = 2;
|
||||
public int totalMaxPoolSize = 10; // Total pool size across all prefab types
|
||||
[SerializeField] private bool useObjectPooling = true;
|
||||
[SerializeField] private int maxPerPrefabPoolSize = 2;
|
||||
[SerializeField] private int totalMaxPoolSize = 10;
|
||||
|
||||
[FormerlySerializedAs("OnTileSpawned")] [Header("Events")]
|
||||
[Header("Events")]
|
||||
[FormerlySerializedAs("OnTileSpawned")]
|
||||
public UnityEvent<GameObject> onTileSpawned;
|
||||
|
||||
[FormerlySerializedAs("OnTileDestroyed")]
|
||||
public UnityEvent<GameObject> onTileDestroyed;
|
||||
|
||||
// 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($"No renderer found in prefab {prefab.name}. Using default height of {DefaultTileHeight}.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (useObjectPooling)
|
||||
/// <summary>
|
||||
/// Initialize the object pool system
|
||||
/// </summary>
|
||||
private void InitializeObjectPool()
|
||||
{
|
||||
// Create the tile pool
|
||||
GameObject poolGO = new GameObject("TrenchTilePool");
|
||||
poolGO.transform.SetParent(transform);
|
||||
_tilePool = poolGO.AddComponent<TrenchTilePool>();
|
||||
_tilePool.preInstantiateTiles = preInstantiateTiles;
|
||||
_tilePool.initialTilesPerPrefab = initialTilesPerPrefab;
|
||||
|
||||
// Set up the pool configuration
|
||||
_tilePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
|
||||
_tilePool.totalMaxPoolSize = totalMaxPoolSize;
|
||||
_tilePool.Initialize(tilePrefabs);
|
||||
|
||||
// Convert the GameObject list to a Tile list
|
||||
List<Tile> prefabTiles = new List<Tile>(tilePrefabs.Count);
|
||||
foreach (var prefab in tilePrefabs)
|
||||
{
|
||||
if (prefab != null)
|
||||
{
|
||||
Tile tileComponent = prefab.GetComponent<Tile>();
|
||||
if (tileComponent != null)
|
||||
{
|
||||
prefabTiles.Add(tileComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"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);
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
/// <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;
|
||||
}
|
||||
|
||||
3
Assets/Scripts/Pooling.meta
Normal file
3
Assets/Scripts/Pooling.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: a4883b41055949e99282264685fcd4f8
|
||||
timeCreated: 1758019051
|
||||
148
Assets/Scripts/Pooling/BaseObjectPool.cs
Normal file
148
Assets/Scripts/Pooling/BaseObjectPool.cs
Normal file
@@ -0,0 +1,148 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pooling
|
||||
{
|
||||
/// <summary>
|
||||
/// Abstract base class for object pools.
|
||||
/// Provides common functionality for creating, retrieving, and returning pooled objects.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The type of component to pool</typeparam>
|
||||
public abstract class BaseObjectPool<T> : MonoBehaviour where T : Component
|
||||
{
|
||||
[Tooltip("Initial number of objects to pre-instantiate")]
|
||||
public int initialPoolSize = 10;
|
||||
|
||||
[Tooltip("Maximum number of objects to keep in the pool")]
|
||||
public int maxPoolSize = 30;
|
||||
|
||||
protected Stack<T> pooledObjects = new Stack<T>();
|
||||
protected T prefab;
|
||||
protected int totalCreated = 0;
|
||||
protected int totalReturned = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the pool with the specified prefab
|
||||
/// </summary>
|
||||
/// <param name="prefabToPool">The prefab to use for this pool</param>
|
||||
public virtual void Initialize(T prefabToPool)
|
||||
{
|
||||
prefab = prefabToPool;
|
||||
|
||||
// Pre-instantiate objects
|
||||
for (int i = 0; i < initialPoolSize; i++)
|
||||
{
|
||||
CreateNew();
|
||||
}
|
||||
|
||||
Debug.Log($"[{GetType().Name}] Initialized with {initialPoolSize} objects");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance and adds it to the pool
|
||||
/// </summary>
|
||||
protected virtual T CreateNew()
|
||||
{
|
||||
if (prefab == null)
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] Prefab is null! Call Initialize first.");
|
||||
return null;
|
||||
}
|
||||
|
||||
T obj = Instantiate(prefab, transform);
|
||||
obj.gameObject.SetActive(false);
|
||||
|
||||
// Initialize IPoolable components if present
|
||||
IPoolable poolable = obj.GetComponent<IPoolable>();
|
||||
if (poolable != null)
|
||||
{
|
||||
poolable.OnDespawn();
|
||||
}
|
||||
|
||||
pooledObjects.Push(obj);
|
||||
totalCreated++;
|
||||
return obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an object from the pool, or creates a new one if the pool is empty
|
||||
/// </summary>
|
||||
/// <returns>An object ready to use</returns>
|
||||
public virtual T Get()
|
||||
{
|
||||
T obj;
|
||||
|
||||
if (pooledObjects.Count > 0)
|
||||
{
|
||||
obj = pooledObjects.Pop();
|
||||
}
|
||||
else
|
||||
{
|
||||
obj = CreateNew();
|
||||
pooledObjects.Pop(); // Remove from pool since we're returning it
|
||||
}
|
||||
|
||||
obj.gameObject.SetActive(true);
|
||||
|
||||
// Call OnSpawn for IPoolable components
|
||||
IPoolable poolable = obj.GetComponent<IPoolable>();
|
||||
if (poolable != null)
|
||||
{
|
||||
poolable.OnSpawn();
|
||||
}
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an object to the pool
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to return</param>
|
||||
public virtual void Return(T obj)
|
||||
{
|
||||
if (obj == null) return;
|
||||
|
||||
// Call OnDespawn for IPoolable components
|
||||
IPoolable poolable = obj.GetComponent<IPoolable>();
|
||||
if (poolable != null)
|
||||
{
|
||||
poolable.OnDespawn();
|
||||
}
|
||||
|
||||
// Only add to pool if we're under the maximum size
|
||||
if (pooledObjects.Count < maxPoolSize)
|
||||
{
|
||||
obj.gameObject.SetActive(false);
|
||||
obj.transform.SetParent(transform);
|
||||
pooledObjects.Push(obj);
|
||||
totalReturned++;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(obj.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs pool statistics
|
||||
/// </summary>
|
||||
public virtual void LogPoolStats()
|
||||
{
|
||||
Debug.Log($"[{GetType().Name}] Pooled objects: {pooledObjects.Count}/{maxPoolSize} (Created: {totalCreated}, Returned: {totalReturned})");
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private float _lastLogTime = 0f;
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
// Log pool stats every 5 seconds if in the editor
|
||||
if (Time.time - _lastLogTime > 5f)
|
||||
{
|
||||
LogPoolStats();
|
||||
_lastLogTime = Time.time;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Pooling/BaseObjectPool.cs.meta
Normal file
3
Assets/Scripts/Pooling/BaseObjectPool.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 693c1b68b3cd4ad695dce000d53b04ee
|
||||
timeCreated: 1758019542
|
||||
21
Assets/Scripts/Pooling/IPoolable.cs
Normal file
21
Assets/Scripts/Pooling/IPoolable.cs
Normal file
@@ -0,0 +1,21 @@
|
||||
namespace Pooling
|
||||
{
|
||||
/// <summary>
|
||||
/// Interface for objects that can be pooled.
|
||||
/// Implement this interface on any component that should be managed by an ObjectPool.
|
||||
/// </summary>
|
||||
public interface IPoolable
|
||||
{
|
||||
/// <summary>
|
||||
/// Called when the object is retrieved from the pool.
|
||||
/// Use this to reset the object's state.
|
||||
/// </summary>
|
||||
void OnSpawn();
|
||||
|
||||
/// <summary>
|
||||
/// Called when the object is returned to the pool.
|
||||
/// Use this to clean up any resources or state.
|
||||
/// </summary>
|
||||
void OnDespawn();
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Pooling/IPoolable.cs.meta
Normal file
3
Assets/Scripts/Pooling/IPoolable.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 13d9095c12514097b9d5953c5b2a45a2
|
||||
timeCreated: 1758019051
|
||||
18
Assets/Scripts/Pooling/IPoolableWithReference.cs
Normal file
18
Assets/Scripts/Pooling/IPoolableWithReference.cs
Normal file
@@ -0,0 +1,18 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pooling
|
||||
{
|
||||
/// <summary>
|
||||
/// Interface for poolable objects that need to reference their parent pool.
|
||||
/// Implement this interface on objects that need to return themselves to their pool.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The type of pool component</typeparam>
|
||||
public interface IPoolableWithReference<T> : IPoolable where T : Component
|
||||
{
|
||||
/// <summary>
|
||||
/// Sets the parent pool for this object
|
||||
/// </summary>
|
||||
/// <param name="pool">The pool this object belongs to</param>
|
||||
void SetPool(T pool);
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Pooling/IPoolableWithReference.cs.meta
Normal file
3
Assets/Scripts/Pooling/IPoolableWithReference.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 99a99ac50049492195a73883d9129ea8
|
||||
timeCreated: 1758019587
|
||||
266
Assets/Scripts/Pooling/MultiPrefabPool.cs
Normal file
266
Assets/Scripts/Pooling/MultiPrefabPool.cs
Normal file
@@ -0,0 +1,266 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Pooling
|
||||
{
|
||||
/// <summary>
|
||||
/// Object pool that supports multiple prefab types with usage tracking and intelligent trimming.
|
||||
/// </summary>
|
||||
/// <typeparam name="T">The type of component to pool</typeparam>
|
||||
public abstract class MultiPrefabPool<T> : MonoBehaviour where T : Component
|
||||
{
|
||||
[Tooltip("Whether to pre-instantiate objects during initialization or create them on demand")]
|
||||
public bool preInstantiatePrefabs = false;
|
||||
|
||||
[Tooltip("Initial number of objects to pre-instantiate per prefab (if preInstantiatePrefabs is true)")]
|
||||
public int initialObjectsPerPrefab = 2;
|
||||
|
||||
[Tooltip("Maximum number of objects to keep in the pool across all prefab types")]
|
||||
public int totalMaxPoolSize = 50;
|
||||
|
||||
[Tooltip("Maximum number of inactive instances to keep per prefab type")]
|
||||
public int maxPerPrefabPoolSize = 5;
|
||||
|
||||
protected Dictionary<int, Stack<T>> pooledObjects = new Dictionary<int, Stack<T>>();
|
||||
protected Dictionary<int, int> prefabUsageCount = new Dictionary<int, int>();
|
||||
protected List<T> prefabs;
|
||||
protected int totalPooledCount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the pool with the specified prefabs
|
||||
/// </summary>
|
||||
/// <param name="prefabsToPool">The list of prefabs to use for this pool</param>
|
||||
public virtual void Initialize(List<T> prefabsToPool)
|
||||
{
|
||||
prefabs = prefabsToPool;
|
||||
|
||||
// Initialize usage tracking
|
||||
for (int i = 0; i < prefabs.Count; i++)
|
||||
{
|
||||
prefabUsageCount[i] = 0;
|
||||
pooledObjects[i] = new Stack<T>();
|
||||
}
|
||||
|
||||
// Pre-instantiate objects only if enabled
|
||||
if (preInstantiatePrefabs)
|
||||
{
|
||||
// Calculate how many to pre-instantiate based on available pool size
|
||||
int totalToCreate = Mathf.Min(totalMaxPoolSize, prefabs.Count * initialObjectsPerPrefab);
|
||||
int perPrefab = Mathf.Max(1, totalToCreate / prefabs.Count);
|
||||
|
||||
for (int i = 0; i < prefabs.Count; i++)
|
||||
{
|
||||
for (int j = 0; j < perPrefab; j++)
|
||||
{
|
||||
if (totalPooledCount >= totalMaxPoolSize) break;
|
||||
CreateNew(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[{GetType().Name}] Initialized with {prefabs.Count} prefab types");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Creates a new instance and adds it to the pool
|
||||
/// </summary>
|
||||
protected virtual T CreateNew(int prefabIndex)
|
||||
{
|
||||
if (prefabs == null || prefabIndex >= prefabs.Count)
|
||||
{
|
||||
Debug.LogError($"[{GetType().Name}] Invalid prefab index or prefabs list is null!");
|
||||
return null;
|
||||
}
|
||||
|
||||
T prefab = prefabs[prefabIndex];
|
||||
T obj = Instantiate(prefab, transform);
|
||||
obj.gameObject.SetActive(false);
|
||||
|
||||
// Initialize IPoolable components if present
|
||||
IPoolable poolable = obj.GetComponent<IPoolable>();
|
||||
if (poolable != null)
|
||||
{
|
||||
poolable.OnDespawn();
|
||||
}
|
||||
|
||||
if (!pooledObjects.ContainsKey(prefabIndex))
|
||||
{
|
||||
pooledObjects[prefabIndex] = new Stack<T>();
|
||||
}
|
||||
|
||||
pooledObjects[prefabIndex].Push(obj);
|
||||
totalPooledCount++;
|
||||
return obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets an object from the pool for the specified prefab index, or creates a new one if the pool is empty
|
||||
/// </summary>
|
||||
/// <param name="prefabIndex">The index of the prefab to get from the pool</param>
|
||||
/// <returns>An object ready to use</returns>
|
||||
public virtual T Get(int prefabIndex)
|
||||
{
|
||||
T obj;
|
||||
|
||||
// Track usage frequency
|
||||
if (prefabUsageCount.ContainsKey(prefabIndex))
|
||||
{
|
||||
prefabUsageCount[prefabIndex]++;
|
||||
}
|
||||
else
|
||||
{
|
||||
prefabUsageCount[prefabIndex] = 1;
|
||||
}
|
||||
|
||||
if (pooledObjects.ContainsKey(prefabIndex) && pooledObjects[prefabIndex].Count > 0)
|
||||
{
|
||||
obj = pooledObjects[prefabIndex].Pop();
|
||||
totalPooledCount--;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Create new object without adding to pool
|
||||
T prefab = prefabs[prefabIndex];
|
||||
obj = Instantiate(prefab, transform);
|
||||
}
|
||||
|
||||
obj.gameObject.SetActive(true);
|
||||
|
||||
// Call OnSpawn for IPoolable components
|
||||
IPoolable poolable = obj.GetComponent<IPoolable>();
|
||||
if (poolable != null)
|
||||
{
|
||||
poolable.OnSpawn();
|
||||
}
|
||||
|
||||
return obj;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns an object to the pool
|
||||
/// </summary>
|
||||
/// <param name="obj">The object to return</param>
|
||||
/// <param name="prefabIndex">The index of the prefab this object was created from</param>
|
||||
public virtual void Return(T obj, int prefabIndex)
|
||||
{
|
||||
if (obj == null) return;
|
||||
|
||||
// Call OnDespawn for IPoolable components
|
||||
IPoolable poolable = obj.GetComponent<IPoolable>();
|
||||
if (poolable != null)
|
||||
{
|
||||
poolable.OnDespawn();
|
||||
}
|
||||
|
||||
// Check if we're under the maximum pool size for this prefab type
|
||||
bool keepObject = totalPooledCount < totalMaxPoolSize;
|
||||
|
||||
// Additional constraint: don't keep too many of any single prefab type
|
||||
if (pooledObjects.ContainsKey(prefabIndex) &&
|
||||
pooledObjects[prefabIndex].Count >= maxPerPrefabPoolSize)
|
||||
{
|
||||
keepObject = false;
|
||||
}
|
||||
|
||||
if (keepObject)
|
||||
{
|
||||
obj.gameObject.SetActive(false);
|
||||
obj.transform.SetParent(transform);
|
||||
|
||||
if (!pooledObjects.ContainsKey(prefabIndex))
|
||||
{
|
||||
pooledObjects[prefabIndex] = new Stack<T>();
|
||||
}
|
||||
|
||||
pooledObjects[prefabIndex].Push(obj);
|
||||
totalPooledCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(obj.gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Trims the pool to remove excess objects
|
||||
/// Can be called periodically or when memory pressure is high
|
||||
/// </summary>
|
||||
public virtual void TrimExcess()
|
||||
{
|
||||
// If we're under the limit, no need to trim
|
||||
if (totalPooledCount <= totalMaxPoolSize) return;
|
||||
|
||||
// Calculate how many to remove
|
||||
int excessCount = totalPooledCount - totalMaxPoolSize;
|
||||
|
||||
// Get prefab indices sorted by usage (least used first)
|
||||
List<KeyValuePair<int, int>> sortedUsage = new List<KeyValuePair<int, int>>(prefabUsageCount);
|
||||
sortedUsage.Sort((a, b) => a.Value.CompareTo(b.Value));
|
||||
|
||||
// Remove objects from least used prefabs first
|
||||
foreach (var usage in sortedUsage)
|
||||
{
|
||||
int prefabIndex = usage.Key;
|
||||
if (!pooledObjects.ContainsKey(prefabIndex) || pooledObjects[prefabIndex].Count == 0) continue;
|
||||
|
||||
// How many to remove from this prefab type
|
||||
int toRemove = Mathf.Min(pooledObjects[prefabIndex].Count, excessCount);
|
||||
|
||||
for (int i = 0; i < toRemove; i++)
|
||||
{
|
||||
if (pooledObjects[prefabIndex].Count == 0) break;
|
||||
|
||||
T obj = pooledObjects[prefabIndex].Pop();
|
||||
Destroy(obj.gameObject);
|
||||
totalPooledCount--;
|
||||
excessCount--;
|
||||
|
||||
if (excessCount <= 0) return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs pool statistics to the console
|
||||
/// </summary>
|
||||
public virtual void LogPoolStats()
|
||||
{
|
||||
Debug.Log($"[{GetType().Name}] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
|
||||
|
||||
string prefabDetails = "";
|
||||
int index = 0;
|
||||
foreach (var entry in pooledObjects)
|
||||
{
|
||||
int prefabIndex = entry.Key;
|
||||
int count = entry.Value.Count;
|
||||
int usageCount = prefabUsageCount.ContainsKey(prefabIndex) ? prefabUsageCount[prefabIndex] : 0;
|
||||
|
||||
string prefabName = prefabIndex < prefabs.Count ? prefabs[prefabIndex].name : "Unknown";
|
||||
prefabDetails += $"\n - {prefabName}: {count} pooled, {usageCount} usages";
|
||||
|
||||
// Limit the output to avoid too much text
|
||||
if (++index >= 10 && pooledObjects.Count > 10)
|
||||
{
|
||||
prefabDetails += $"\n - ...and {pooledObjects.Count - 10} more prefab types";
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Debug.Log($"[{GetType().Name}] Pool details:{prefabDetails}");
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
private float _lastLogTime = 0f;
|
||||
|
||||
protected virtual void Update()
|
||||
{
|
||||
// Log pool stats every 5 seconds if in the editor
|
||||
if (Time.time - _lastLogTime > 5f)
|
||||
{
|
||||
LogPoolStats();
|
||||
_lastLogTime = Time.time;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Pooling/MultiPrefabPool.cs.meta
Normal file
3
Assets/Scripts/Pooling/MultiPrefabPool.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 344a70ff5291463bbd636705705ace79
|
||||
timeCreated: 1758019578
|
||||
19
Assets/Scripts/Tile.cs
Normal file
19
Assets/Scripts/Tile.cs
Normal file
@@ -0,0 +1,19 @@
|
||||
using UnityEngine;
|
||||
|
||||
/// <summary>
|
||||
/// A simple marker component to identify game objects as tiles.
|
||||
/// This allows the pool system to specifically track and manage tile objects.
|
||||
/// </summary>
|
||||
public class Tile : MonoBehaviour
|
||||
{
|
||||
// This is primarily a marker component, but we could add tile-specific properties here if needed
|
||||
|
||||
// Optional: Add properties that might be useful for all tiles
|
||||
[SerializeField] private int tileIndex;
|
||||
|
||||
public int TileIndex
|
||||
{
|
||||
get => tileIndex;
|
||||
set => tileIndex = value;
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Tile.cs.meta
Normal file
3
Assets/Scripts/Tile.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 41def183b6714aca97663d74cc2d0678
|
||||
timeCreated: 1758027131
|
||||
Reference in New Issue
Block a user