Resolved the obstacle spawning issue

This commit is contained in:
Michal Pikulski
2025-09-18 15:51:18 +02:00
parent c5ce2ae1af
commit 9be8d1619b
4 changed files with 185 additions and 56 deletions

View File

@@ -100,7 +100,7 @@ namespace Pooling
/// <returns>An object ready to use</returns>
public virtual T Get(int prefabIndex)
{
T obj;
T obj = null;
// Track usage frequency
if (prefabUsageCount.ContainsKey(prefabIndex))
@@ -112,27 +112,71 @@ namespace Pooling
prefabUsageCount[prefabIndex] = 1;
}
// Try to get a valid object from the pool, cleaning up any destroyed objects
if (pooledObjects.ContainsKey(prefabIndex) && pooledObjects[prefabIndex].Count > 0)
{
obj = pooledObjects[prefabIndex].Pop();
totalPooledCount--;
Debug.Log($"[{GetType().Name}] Found {pooledObjects[prefabIndex].Count} objects in pool for prefab index {prefabIndex}");
// Keep trying until we find a valid object or the pool is empty
while (pooledObjects[prefabIndex].Count > 0)
{
obj = pooledObjects[prefabIndex].Pop();
totalPooledCount--;
// Check if the object is still valid (not destroyed)
if (obj != null && obj.gameObject != null)
{
Debug.Log($"[{GetType().Name}] Retrieved valid object {obj.name} from pool, current active state: {obj.gameObject.activeInHierarchy}");
break; // Found a valid object
}
else
{
// Object was destroyed, continue looking
Debug.LogWarning($"[{GetType().Name}] Found destroyed object in pool, removing it");
obj = null;
}
}
}
else
{
// Create new object without adding to pool
T prefab = prefabs[prefabIndex];
obj = Instantiate(prefab, transform);
Debug.Log($"[{GetType().Name}] No objects in pool for prefab index {prefabIndex}, creating new one");
}
// If we couldn't find a valid object in the pool, create a new one
if (obj == null)
{
T prefab = prefabs[prefabIndex];
obj = Instantiate(prefab, transform);
Debug.Log($"[{GetType().Name}] Created new object {obj.name} from prefab, active state: {obj.gameObject.activeInHierarchy}");
}
// Ensure the object is valid before proceeding
if (obj == null || obj.gameObject == null)
{
Debug.LogError($"[{GetType().Name}] Failed to create valid object for prefab index {prefabIndex}");
return null;
}
// CRITICAL FIX: Reset position to safe location BEFORE activation
// This prevents off-screen checks from triggering during spawn process
Vector3 originalPosition = obj.transform.position;
obj.transform.position = new Vector3(0f, -1000f, 0f);
Debug.Log($"[{GetType().Name}] Moved object {obj.name} from {originalPosition} to safe position before activation");
Debug.Log($"[{GetType().Name}] About to activate object {obj.name}, current state: {obj.gameObject.activeInHierarchy}");
obj.gameObject.SetActive(true);
Debug.Log($"[{GetType().Name}] After SetActive(true), object {obj.name} state: {obj.gameObject.activeInHierarchy}");
// Call OnSpawn for IPoolable components
IPoolable poolable = obj.GetComponent<IPoolable>();
if (poolable != null)
{
Debug.Log($"[{GetType().Name}] Calling OnSpawn for object {obj.name}");
poolable.OnSpawn();
Debug.Log($"[{GetType().Name}] After OnSpawn, object {obj.name} state: {obj.gameObject.activeInHierarchy}");
}
Debug.Log($"[{GetType().Name}] Returning object {obj.name} with final state: {obj.gameObject.activeInHierarchy}");
return obj;
}
@@ -152,33 +196,61 @@ namespace Pooling
poolable.OnDespawn();
}
// Check if we're under the maximum pool size for this prefab type
bool keepObject = totalPooledCount < totalMaxPoolSize;
// Always deactivate and parent the object
obj.gameObject.SetActive(false);
obj.transform.SetParent(transform);
// Additional constraint: don't keep too many of any single prefab type
if (pooledObjects.ContainsKey(prefabIndex) &&
pooledObjects[prefabIndex].Count >= maxPerPrefabPoolSize)
// Initialize stack if it doesn't exist
if (!pooledObjects.ContainsKey(prefabIndex))
{
keepObject = false;
pooledObjects[prefabIndex] = new Stack<T>();
}
if (keepObject)
// Check if we need to trim this specific prefab type's pool
if (pooledObjects[prefabIndex].Count >= maxPerPrefabPoolSize)
{
obj.gameObject.SetActive(false);
obj.transform.SetParent(transform);
if (!pooledObjects.ContainsKey(prefabIndex))
// Remove the oldest object from this prefab's pool to make room
if (pooledObjects[prefabIndex].Count > 0)
{
pooledObjects[prefabIndex] = new Stack<T>();
T oldestObj = pooledObjects[prefabIndex].Pop();
if (oldestObj != null && oldestObj.gameObject != null)
{
Destroy(oldestObj.gameObject);
totalPooledCount--;
}
}
}
// Check global pool limit
if (totalPooledCount >= totalMaxPoolSize)
{
// Find the prefab type with the most pooled objects and remove one
int maxCount = 0;
int prefabToTrim = -1;
foreach (var kvp in pooledObjects)
{
if (kvp.Value.Count > maxCount)
{
maxCount = kvp.Value.Count;
prefabToTrim = kvp.Key;
}
}
pooledObjects[prefabIndex].Push(obj);
totalPooledCount++;
}
else
{
Destroy(obj.gameObject);
if (prefabToTrim >= 0 && pooledObjects[prefabToTrim].Count > 0)
{
T oldestObj = pooledObjects[prefabToTrim].Pop();
if (oldestObj != null && oldestObj.gameObject != null)
{
Destroy(oldestObj.gameObject);
totalPooledCount--;
}
}
}
// Now add the current object to the pool
pooledObjects[prefabIndex].Push(obj);
totalPooledCount++;
}
/// <summary>