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3 Commits
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a455e34ed0
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a455e34ed0 | ||
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75be338065 | ||
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bcc6f05058 |
@@ -15,7 +15,7 @@ MonoBehaviour:
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m_DefaultGroup: 6f3207429a65b3e4b83935ac19791077
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m_currentHash:
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serializedVersion: 2
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Hash: c0cf00979528ae95d3583c572e4eb343
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Hash: 00000000000000000000000000000000
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m_OptimizeCatalogSize: 0
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m_BuildRemoteCatalog: 0
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m_CatalogRequestsTimeout: 0
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3
Assets/Editor/Utilities.meta
Normal file
3
Assets/Editor/Utilities.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 8b28cee1553b4a15aa1c3be950983fee
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timeCreated: 1758016486
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227
Assets/Editor/Utilities/BatchComponentAdder.cs
Normal file
227
Assets/Editor/Utilities/BatchComponentAdder.cs
Normal file
@@ -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
Normal file
3
Assets/Editor/Utilities/BatchComponentAdder.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 34bcaf56206d4ec29cfa108c96622c37
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||||
timeCreated: 1758027437
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||||
432
Assets/Editor/Utilities/PoolMonitorWindow.cs
Normal file
432
Assets/Editor/Utilities/PoolMonitorWindow.cs
Normal file
@@ -0,0 +1,432 @@
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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 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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public class PoolMonitorWindow : EditorWindow
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{
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private Vector2 scrollPosition;
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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 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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{
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GetWindow<PoolMonitorWindow>("Pool Monitor");
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}
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void OnGUI()
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{
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EditorGUILayout.BeginVertical();
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||||
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EditorGUILayout.LabelField("Object Pool Monitor", EditorStyles.boldLabel);
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EditorGUILayout.BeginHorizontal();
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autoRefresh = EditorGUILayout.Toggle("Auto Refresh", autoRefresh);
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if (autoRefresh)
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{
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refreshInterval = EditorGUILayout.Slider("Refresh Interval", refreshInterval, 0.1f, 5f);
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}
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||||
if (GUILayout.Button("Refresh Now"))
|
||||
{
|
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RefreshPoolInfo();
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}
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EditorGUILayout.EndHorizontal();
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EditorGUILayout.Space();
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||||
// Display toggles for showing different pool types
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EditorGUILayout.BeginHorizontal();
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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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||||
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||||
EditorGUILayout.Space();
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||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition);
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||||
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||||
if (Application.isPlaying)
|
||||
{
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DisplayPoolInfo();
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||||
}
|
||||
else
|
||||
{
|
||||
EditorGUILayout.HelpBox("Enter play mode to see pool statistics.", MessageType.Info);
|
||||
}
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||||
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EditorGUILayout.EndScrollView();
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||||
EditorGUILayout.EndVertical();
|
||||
}
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||||
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void Update()
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{
|
||||
if (autoRefresh && Application.isPlaying)
|
||||
{
|
||||
float currentTime = (float)EditorApplication.timeSinceStartup;
|
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if (currentTime - lastRefreshTime > refreshInterval)
|
||||
{
|
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lastRefreshTime = currentTime;
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RefreshPoolInfo();
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Repaint();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void RefreshPoolInfo()
|
||||
{
|
||||
if (!Application.isPlaying) return;
|
||||
|
||||
// Find all pool types and call LogPoolStats
|
||||
if (showSinglePrefabPools)
|
||||
{
|
||||
// Find all types that derive from BaseObjectPool<T>
|
||||
foreach (var pool in FindObjectsOfBaseType(typeof(Component), typeof(BaseObjectPool<>)))
|
||||
{
|
||||
if (pool != null && pool.gameObject.activeInHierarchy)
|
||||
{
|
||||
var logMethod = pool.GetType().GetMethod("LogPoolStats");
|
||||
if (logMethod != null)
|
||||
{
|
||||
logMethod.Invoke(pool, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (showMultiPrefabPools)
|
||||
{
|
||||
// Find all types that derive from MultiPrefabPool<T>
|
||||
foreach (var pool in FindObjectsOfBaseType(typeof(Component), typeof(MultiPrefabPool<>)))
|
||||
{
|
||||
if (pool != null && pool.gameObject.activeInHierarchy)
|
||||
{
|
||||
var logMethod = pool.GetType().GetMethod("LogPoolStats");
|
||||
if (logMethod != null)
|
||||
{
|
||||
logMethod.Invoke(pool, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void DisplayPoolInfo()
|
||||
{
|
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EditorGUILayout.LabelField("Scene Statistics:", EditorStyles.boldLabel);
|
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EditorGUILayout.LabelField($"Total GameObjects: {UnityEngine.Object.FindObjectsByType<GameObject>(FindObjectsSortMode.None).Length}");
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
if (showSinglePrefabPools)
|
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{
|
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DisplaySinglePrefabPoolInfo();
|
||||
}
|
||||
|
||||
if (showMultiPrefabPools)
|
||||
{
|
||||
DisplayMultiPrefabPoolInfo();
|
||||
}
|
||||
}
|
||||
|
||||
void DisplaySinglePrefabPoolInfo()
|
||||
{
|
||||
// Find all types that derive from BaseObjectPool<T>
|
||||
Component[] pools = FindObjectsOfBaseType(typeof(Component), typeof(BaseObjectPool<>));
|
||||
|
||||
if (pools.Length == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No single prefab pools found in the scene.", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField("Single Prefab Pools", EditorStyles.boldLabel);
|
||||
foreach (var poolComponent in pools)
|
||||
{
|
||||
EditorGUILayout.LabelField($"Pool: {poolComponent.name} ({poolComponent.GetType().Name})", EditorStyles.boldLabel);
|
||||
EditorGUI.indentLevel++;
|
||||
|
||||
// Get private field values using reflection
|
||||
Type poolType = poolComponent.GetType();
|
||||
FieldInfo pooledObjectsField = poolType.GetField("pooledObjects",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo totalCreatedField = poolType.GetField("totalCreated",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
FieldInfo totalReturnedField = poolType.GetField("totalReturned",
|
||||
BindingFlags.NonPublic | BindingFlags.Instance);
|
||||
|
||||
PropertyInfo maxPoolSizeProp = poolType.GetProperty("maxPoolSize") ??
|
||||
poolType.GetField("maxPoolSize")?.DeclaringType.GetProperty("maxPoolSize");
|
||||
|
||||
PropertyInfo initialPoolSizeProp = poolType.GetProperty("initialPoolSize") ??
|
||||
poolType.GetField("initialPoolSize")?.DeclaringType.GetProperty("initialPoolSize");
|
||||
|
||||
if (pooledObjectsField != null)
|
||||
{
|
||||
object pooledObjects = pooledObjectsField.GetValue(poolComponent);
|
||||
int count = 0;
|
||||
|
||||
// Handle Stack<T>
|
||||
if (pooledObjects is System.Collections.ICollection collection)
|
||||
{
|
||||
count = collection.Count;
|
||||
}
|
||||
|
||||
int maxSize = 0;
|
||||
if (maxPoolSizeProp != null)
|
||||
{
|
||||
maxSize = (int)maxPoolSizeProp.GetValue(poolComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
FieldInfo maxPoolSizeField = poolType.GetField("maxPoolSize",
|
||||
BindingFlags.Public | BindingFlags.Instance);
|
||||
if (maxPoolSizeField != null)
|
||||
{
|
||||
maxSize = (int)maxPoolSizeField.GetValue(poolComponent);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Pooled Objects: {count}/{maxSize}");
|
||||
|
||||
int initialSize = 0;
|
||||
if (initialPoolSizeProp != null)
|
||||
{
|
||||
initialSize = (int)initialPoolSizeProp.GetValue(poolComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
FieldInfo initialPoolSizeField = poolType.GetField("initialPoolSize",
|
||||
BindingFlags.Public | BindingFlags.Instance);
|
||||
if (initialPoolSizeField != null)
|
||||
{
|
||||
initialSize = (int)initialPoolSizeField.GetValue(poolComponent);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Initial Pool Size: {initialSize}");
|
||||
|
||||
if (totalCreatedField != null && totalReturnedField != null)
|
||||
{
|
||||
int created = (int)totalCreatedField.GetValue(poolComponent);
|
||||
int returned = (int)totalReturnedField.GetValue(poolComponent);
|
||||
EditorGUILayout.LabelField($"Created: {created}, Returned: {returned}");
|
||||
}
|
||||
}
|
||||
|
||||
// Try to find active objects of the pool's type
|
||||
if (poolType.BaseType.IsGenericType)
|
||||
{
|
||||
Type elementType = poolType.BaseType.GetGenericArguments()[0];
|
||||
|
||||
// More accurately count only active objects in the current scene
|
||||
int activeCount = 0;
|
||||
|
||||
// First, try to get a more accurate count from the current scene
|
||||
foreach (var obj in UnityEngine.Object.FindObjectsByType(elementType, FindObjectsSortMode.None))
|
||||
{
|
||||
var comp = obj as Component;
|
||||
if (comp != null && comp.gameObject.activeInHierarchy)
|
||||
{
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Active Objects (Current Scene): {activeCount}");
|
||||
|
||||
// Add a note about pooling status
|
||||
if (activeCount > 0)
|
||||
{
|
||||
int pooledCount = 0;
|
||||
if (pooledObjectsField != null)
|
||||
{
|
||||
object pooledObjects = pooledObjectsField.GetValue(poolComponent);
|
||||
if (pooledObjects is ICollection collection)
|
||||
{
|
||||
pooledCount = collection.Count;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Pooling Efficiency: {pooledCount} ready in pool, {activeCount} active");
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
EditorGUILayout.Space();
|
||||
}
|
||||
}
|
||||
|
||||
void DisplayMultiPrefabPoolInfo()
|
||||
{
|
||||
// Find all types that derive from MultiPrefabPool<T>
|
||||
Component[] pools = FindObjectsOfBaseType(typeof(Component), typeof(MultiPrefabPool<>));
|
||||
|
||||
if (pools.Length == 0)
|
||||
{
|
||||
EditorGUILayout.HelpBox("No multi-prefab pools found in the scene.", MessageType.Info);
|
||||
return;
|
||||
}
|
||||
|
||||
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 (DictionaryEntry entry in poolDict)
|
||||
{
|
||||
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 is IDictionary usageDict)
|
||||
{
|
||||
if (usageDict.Contains(entry.Key))
|
||||
{
|
||||
usageCount = Convert.ToInt32(usageDict[entry.Key]);
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"Prefab {prefabIndex}: {count} pooled, {usageCount} usages");
|
||||
}
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
}
|
||||
|
||||
// Try to find active objects of the pool's type
|
||||
if (poolType.BaseType.IsGenericType)
|
||||
{
|
||||
Type elementType = poolType.BaseType.GetGenericArguments()[0];
|
||||
int activeCount = 0;
|
||||
|
||||
// Count active objects of the specific pool's component type
|
||||
foreach (var obj in UnityEngine.Object.FindObjectsByType(elementType, FindObjectsSortMode.None))
|
||||
{
|
||||
var comp = obj as Component;
|
||||
if (comp != null && comp.gameObject.activeInHierarchy)
|
||||
{
|
||||
activeCount++;
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.LabelField($"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();
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/Utilities/PoolMonitorWindow.cs.meta
Normal file
3
Assets/Editor/Utilities/PoolMonitorWindow.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17d6e42e7ca549b8b209f0714c8d106b
|
||||
timeCreated: 1758016486
|
||||
819
Assets/Editor/Utilities/SpriteColliderGenerator.cs
Normal file
819
Assets/Editor/Utilities/SpriteColliderGenerator.cs
Normal file
@@ -0,0 +1,819 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Editor.Utilities
|
||||
{
|
||||
public class SpriteColliderGenerator : EditorWindow
|
||||
{
|
||||
private Vector2 scrollPosition;
|
||||
|
||||
[Tooltip("List of GameObjects with SpriteRenderers to generate colliders for")]
|
||||
private List<GameObject> selectedObjects = new List<GameObject>();
|
||||
|
||||
[Tooltip("Controls how much to simplify the collider shape (lower values create more complex colliders)")]
|
||||
private float simplificationTolerance = 0.05f;
|
||||
|
||||
[Tooltip("When enabled, removes any existing PolygonCollider2D components before adding new ones")]
|
||||
private bool replaceExistingColliders = true;
|
||||
|
||||
[Tooltip("When enabled, applies colliders to all child objects with SpriteRenderers")]
|
||||
private bool applyToChildren = false;
|
||||
|
||||
[Tooltip("When enabled, allows scaling the collider outward or inward from the sprite center")]
|
||||
private bool offsetFromCenter = false;
|
||||
|
||||
[Tooltip("Distance to offset the collider from the sprite outline (positive values expand, negative values contract)")]
|
||||
private float offsetDistance = 0f;
|
||||
|
||||
[Tooltip("When enabled, creates trigger colliders instead of solid colliders")]
|
||||
private bool generateTriggerColliders = false;
|
||||
|
||||
[Tooltip("Threshold for transparency detection (pixels with alpha below this value are considered transparent)")]
|
||||
private int alphaCutoff = 128; // Used when generating colliders (0-255)
|
||||
|
||||
[Tooltip("Controls the level of detail for the generated collider (affects vertex count)")]
|
||||
private int detailLevel = 2; // 1 = low, 2 = medium, 3 = high
|
||||
|
||||
[Tooltip("When enabled, shows a preview of the colliders in the scene view before generating them")]
|
||||
private bool previewColliders = true;
|
||||
|
||||
[Tooltip("Color used for previewing colliders in the scene view")]
|
||||
private Color previewColor = new Color(0.2f, 1f, 0.3f, 0.5f);
|
||||
|
||||
private List<Mesh> previewMeshes = new List<Mesh>();
|
||||
|
||||
[MenuItem("Tools/Sprite Collider Generator")]
|
||||
public static void ShowWindow()
|
||||
{
|
||||
GetWindow<SpriteColliderGenerator>("Sprite Collider Generator");
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
// Clean up any preview meshes when window is closed
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
}
|
||||
}
|
||||
previewMeshes.Clear();
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
EditorGUILayout.BeginVertical();
|
||||
|
||||
EditorGUILayout.LabelField("Sprite Collider Generator", EditorStyles.boldLabel);
|
||||
EditorGUILayout.HelpBox("Select GameObjects with SpriteRenderers and generate accurate PolygonCollider2D components based on the sprite outlines.", MessageType.Info);
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Object selection section
|
||||
EditorGUILayout.LabelField("Selected Objects", EditorStyles.boldLabel);
|
||||
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button(new GUIContent("Add Selected GameObjects", "Add GameObjects currently selected in the scene or project to the list for processing.")))
|
||||
{
|
||||
AddSelectedGameObjects();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
scrollPosition = EditorGUILayout.BeginScrollView(scrollPosition, GUILayout.Height(150));
|
||||
|
||||
for (int i = 0; i < selectedObjects.Count; i++)
|
||||
{
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
|
||||
selectedObjects[i] = (GameObject)EditorGUILayout.ObjectField(selectedObjects[i], typeof(GameObject), true);
|
||||
|
||||
if (GUILayout.Button("X", GUILayout.Width(20)))
|
||||
{
|
||||
selectedObjects.RemoveAt(i);
|
||||
i--;
|
||||
}
|
||||
|
||||
EditorGUILayout.EndHorizontal();
|
||||
}
|
||||
|
||||
EditorGUILayout.EndScrollView();
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Clear All", "Remove all objects from the selection list.")))
|
||||
{
|
||||
selectedObjects.Clear();
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Collider generation options
|
||||
EditorGUILayout.LabelField("Generation Options", EditorStyles.boldLabel);
|
||||
|
||||
// Detail level for collider generation (affects vertex count)
|
||||
string[] detailOptions = new string[] { "Low", "Medium", "High" };
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Detail Level:", "Controls the level of detail for the generated collider (affects vertex count)."), GUILayout.Width(180));
|
||||
detailLevel = EditorGUILayout.Popup(detailLevel - 1, detailOptions) + 1;
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Simplification tolerance (how much to simplify the collider)
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Simplification Tolerance:", "Controls how much to simplify the collider shape (lower values create more complex colliders)."), GUILayout.Width(180));
|
||||
simplificationTolerance = EditorGUILayout.Slider(simplificationTolerance, 0.01f, 0.2f);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
// Alpha cutoff for transparency
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
EditorGUILayout.LabelField(new GUIContent("Alpha Cutoff (0-255):", "Threshold for transparency detection (pixels with alpha below this value are considered transparent)."), GUILayout.Width(180));
|
||||
alphaCutoff = EditorGUILayout.IntSlider(alphaCutoff, 0, 255);
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Additional options
|
||||
replaceExistingColliders = EditorGUILayout.Toggle(
|
||||
new GUIContent("Replace Existing Colliders", "When enabled, removes any existing PolygonCollider2D components before adding new ones."),
|
||||
replaceExistingColliders);
|
||||
|
||||
applyToChildren = EditorGUILayout.Toggle(
|
||||
new GUIContent("Apply To Children", "When enabled, applies colliders to all child objects with SpriteRenderers."),
|
||||
applyToChildren);
|
||||
|
||||
generateTriggerColliders = EditorGUILayout.Toggle(
|
||||
new GUIContent("Generate Trigger Colliders", "When enabled, creates trigger colliders instead of solid colliders."),
|
||||
generateTriggerColliders);
|
||||
|
||||
// Offset option
|
||||
offsetFromCenter = EditorGUILayout.Toggle(
|
||||
new GUIContent("Offset From Center", "When enabled, allows scaling the collider outward or inward from the sprite center."),
|
||||
offsetFromCenter);
|
||||
|
||||
if (offsetFromCenter)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
offsetDistance = EditorGUILayout.FloatField(
|
||||
new GUIContent("Offset Distance", "Distance to offset the collider from the sprite outline (positive values expand, negative values contract)."),
|
||||
offsetDistance);
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
// Preview option
|
||||
previewColliders = EditorGUILayout.Toggle(
|
||||
new GUIContent("Preview Colliders", "When enabled, shows a preview of the colliders in the scene view before generating them."),
|
||||
previewColliders);
|
||||
|
||||
if (previewColliders)
|
||||
{
|
||||
EditorGUI.indentLevel++;
|
||||
previewColor = EditorGUILayout.ColorField(
|
||||
new GUIContent("Preview Color", "Color used for previewing colliders in the scene view."),
|
||||
previewColor);
|
||||
|
||||
// Create a horizontal layout for the preview buttons
|
||||
EditorGUILayout.BeginHorizontal();
|
||||
if (GUILayout.Button(new GUIContent("Update Preview", "Refresh the preview display in the scene view.")))
|
||||
{
|
||||
GenerateColliderPreviews();
|
||||
}
|
||||
if (GUILayout.Button(new GUIContent("Clear Preview", "Remove all preview colliders from the scene view.")))
|
||||
{
|
||||
ClearPreviews();
|
||||
}
|
||||
EditorGUILayout.EndHorizontal();
|
||||
|
||||
EditorGUI.indentLevel--;
|
||||
}
|
||||
|
||||
EditorGUILayout.Space();
|
||||
|
||||
// Generate colliders button
|
||||
GUI.enabled = selectedObjects.Count > 0;
|
||||
|
||||
if (GUILayout.Button(new GUIContent("Generate Colliders", "Create polygon colliders for all selected sprites based on current settings.")))
|
||||
{
|
||||
GenerateColliders();
|
||||
}
|
||||
|
||||
GUI.enabled = true;
|
||||
|
||||
EditorGUILayout.EndVertical();
|
||||
|
||||
// Force the scene view to repaint if we're showing previews
|
||||
if (previewColliders && Event.current.type == EventType.Repaint)
|
||||
{
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
}
|
||||
|
||||
private void AddSelectedGameObjects()
|
||||
{
|
||||
foreach (GameObject obj in Selection.gameObjects)
|
||||
{
|
||||
if (!selectedObjects.Contains(obj))
|
||||
{
|
||||
// Only add if it has a SpriteRenderer or any of its children do
|
||||
if (obj.GetComponent<SpriteRenderer>() != null ||
|
||||
(applyToChildren && obj.GetComponentInChildren<SpriteRenderer>() != null))
|
||||
{
|
||||
selectedObjects.Add(obj);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void GenerateColliderPreviews()
|
||||
{
|
||||
// Clean up existing preview meshes
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
}
|
||||
}
|
||||
previewMeshes.Clear();
|
||||
|
||||
if (!previewColliders || selectedObjects.Count == 0)
|
||||
return;
|
||||
|
||||
foreach (var obj in selectedObjects)
|
||||
{
|
||||
if (obj == null) continue;
|
||||
|
||||
var spriteRenderers = applyToChildren ?
|
||||
obj.GetComponentsInChildren<SpriteRenderer>() :
|
||||
new SpriteRenderer[] { obj.GetComponent<SpriteRenderer>() };
|
||||
|
||||
foreach (var renderer in spriteRenderers)
|
||||
{
|
||||
if (renderer == null || renderer.sprite == null)
|
||||
continue;
|
||||
|
||||
Sprite sprite = renderer.sprite;
|
||||
List<Vector2[]> paths = GetSpritePaths(sprite, simplificationTolerance);
|
||||
if (paths.Count == 0)
|
||||
continue;
|
||||
|
||||
foreach (var path in paths)
|
||||
{
|
||||
// Create a preview mesh from the path
|
||||
Mesh previewMesh = CreateMeshFromPath(path, renderer.transform);
|
||||
if (previewMesh != null)
|
||||
previewMeshes.Add(previewMesh);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Clears all preview meshes from the scene view
|
||||
/// </summary>
|
||||
private void ClearPreviews()
|
||||
{
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
DestroyImmediate(mesh);
|
||||
}
|
||||
}
|
||||
previewMeshes.Clear();
|
||||
|
||||
// Force a repaint of the scene view
|
||||
SceneView.RepaintAll();
|
||||
}
|
||||
|
||||
private Mesh CreateMeshFromPath(Vector2[] path, Transform transform)
|
||||
{
|
||||
if (path.Length < 3)
|
||||
return null;
|
||||
|
||||
Mesh mesh = new Mesh();
|
||||
|
||||
// Convert the path to 3D vertices and apply the sprite's transform
|
||||
Vector3[] vertices = new Vector3[path.Length];
|
||||
for (int i = 0; i < path.Length; i++)
|
||||
{
|
||||
// Convert the local position to world space using the transform
|
||||
vertices[i] = transform.TransformPoint(new Vector3(path[i].x, path[i].y, 0));
|
||||
}
|
||||
|
||||
// Triangulate the polygon
|
||||
Triangulator triangulator = new Triangulator(path);
|
||||
int[] triangles = triangulator.Triangulate();
|
||||
|
||||
mesh.vertices = vertices;
|
||||
mesh.triangles = triangles;
|
||||
mesh.RecalculateNormals();
|
||||
|
||||
return mesh;
|
||||
}
|
||||
|
||||
private void GenerateColliders()
|
||||
{
|
||||
int successCount = 0;
|
||||
List<string> errors = new List<string>();
|
||||
|
||||
Undo.RecordObjects(selectedObjects.ToArray(), "Generate Sprite Colliders");
|
||||
|
||||
foreach (var obj in selectedObjects)
|
||||
{
|
||||
if (obj == null) continue;
|
||||
|
||||
try
|
||||
{
|
||||
var spriteRenderers = applyToChildren ?
|
||||
obj.GetComponentsInChildren<SpriteRenderer>() :
|
||||
new SpriteRenderer[] { obj.GetComponent<SpriteRenderer>() };
|
||||
|
||||
foreach (var renderer in spriteRenderers)
|
||||
{
|
||||
if (renderer == null || renderer.sprite == null)
|
||||
continue;
|
||||
|
||||
// Check if we're working with a prefab
|
||||
bool isPrefab = PrefabUtility.IsPartOfPrefabAsset(renderer.gameObject);
|
||||
GameObject targetObject = renderer.gameObject;
|
||||
|
||||
if (isPrefab)
|
||||
{
|
||||
// If it's a prefab, we need special handling
|
||||
string prefabPath = AssetDatabase.GetAssetPath(targetObject);
|
||||
targetObject = PrefabUtility.LoadPrefabContents(prefabPath);
|
||||
SpriteRenderer prefabRenderer = targetObject.GetComponent<SpriteRenderer>();
|
||||
|
||||
if (prefabRenderer == null || prefabRenderer.sprite == null)
|
||||
{
|
||||
PrefabUtility.UnloadPrefabContents(targetObject);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (GenerateColliderForRenderer(prefabRenderer))
|
||||
{
|
||||
// Save the changes to the prefab
|
||||
PrefabUtility.SaveAsPrefabAsset(targetObject, prefabPath);
|
||||
successCount++;
|
||||
}
|
||||
|
||||
PrefabUtility.UnloadPrefabContents(targetObject);
|
||||
}
|
||||
else
|
||||
{
|
||||
// For scene objects, just generate the collider directly
|
||||
if (GenerateColliderForRenderer(renderer))
|
||||
{
|
||||
successCount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
errors.Add($"{obj.name}: {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
// Clean up any preview meshes as we've now generated real colliders
|
||||
ClearPreviews();
|
||||
|
||||
if (successCount > 0)
|
||||
{
|
||||
Debug.Log($"Successfully generated colliders for {successCount} sprite(s).");
|
||||
}
|
||||
|
||||
if (errors.Count > 0)
|
||||
{
|
||||
Debug.LogError($"Errors occurred while generating colliders:\n{string.Join("\n", errors)}");
|
||||
}
|
||||
}
|
||||
|
||||
private bool GenerateColliderForRenderer(SpriteRenderer renderer)
|
||||
{
|
||||
if (renderer == null || renderer.sprite == null)
|
||||
return false;
|
||||
|
||||
Sprite sprite = renderer.sprite;
|
||||
GameObject targetObject = renderer.gameObject;
|
||||
|
||||
// Remove existing colliders if specified
|
||||
if (replaceExistingColliders)
|
||||
{
|
||||
PolygonCollider2D[] existingColliders = targetObject.GetComponents<PolygonCollider2D>();
|
||||
foreach (var collider in existingColliders)
|
||||
{
|
||||
Undo.DestroyObjectImmediate(collider);
|
||||
}
|
||||
}
|
||||
|
||||
// Create a new polygon collider
|
||||
PolygonCollider2D polygonCollider = Undo.AddComponent<PolygonCollider2D>(targetObject);
|
||||
if (polygonCollider == null)
|
||||
return false;
|
||||
|
||||
// Set as trigger if specified
|
||||
polygonCollider.isTrigger = generateTriggerColliders;
|
||||
|
||||
// Get paths from the sprite
|
||||
List<Vector2[]> paths = GetSpritePaths(sprite, simplificationTolerance);
|
||||
if (paths.Count == 0)
|
||||
return false;
|
||||
|
||||
// Apply offset if needed
|
||||
if (offsetFromCenter && offsetDistance != 0)
|
||||
{
|
||||
for (int i = 0; i < paths.Count; i++)
|
||||
{
|
||||
Vector2[] offsetPath = new Vector2[paths[i].Length];
|
||||
for (int j = 0; j < paths[i].Length; j++)
|
||||
{
|
||||
// Calculate direction from center (0,0) to the point
|
||||
Vector2 dir = paths[i][j].normalized;
|
||||
// Apply offset in that direction
|
||||
offsetPath[j] = paths[i][j] + dir * offsetDistance;
|
||||
}
|
||||
paths[i] = offsetPath;
|
||||
}
|
||||
}
|
||||
|
||||
// Set the paths on the collider
|
||||
polygonCollider.pathCount = paths.Count;
|
||||
for (int i = 0; i < paths.Count; i++)
|
||||
{
|
||||
polygonCollider.SetPath(i, paths[i]);
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
private List<Vector2[]> GetSpritePaths(Sprite sprite, float tolerance)
|
||||
{
|
||||
List<Vector2[]> result = new List<Vector2[]>();
|
||||
|
||||
if (sprite == null)
|
||||
return result;
|
||||
|
||||
// Get the raw physics shape data from the sprite
|
||||
int physicsShapeCount = sprite.GetPhysicsShapeCount();
|
||||
if (physicsShapeCount == 0)
|
||||
{
|
||||
// Use the sprite's bounds if no physics shape is defined
|
||||
Vector2[] boundingBoxPath = new Vector2[4];
|
||||
Bounds bounds = sprite.bounds;
|
||||
boundingBoxPath[0] = new Vector2(bounds.min.x, bounds.min.y);
|
||||
boundingBoxPath[1] = new Vector2(bounds.min.x, bounds.max.y);
|
||||
boundingBoxPath[2] = new Vector2(bounds.max.x, bounds.max.y);
|
||||
boundingBoxPath[3] = new Vector2(bounds.max.x, bounds.min.y);
|
||||
result.Add(boundingBoxPath);
|
||||
return result;
|
||||
}
|
||||
|
||||
// Adjust the detail level based on the setting
|
||||
float actualTolerance = tolerance;
|
||||
switch (detailLevel)
|
||||
{
|
||||
case 1: // Low
|
||||
actualTolerance = tolerance * 2.0f;
|
||||
break;
|
||||
case 2: // Medium - default
|
||||
actualTolerance = tolerance;
|
||||
break;
|
||||
case 3: // High
|
||||
actualTolerance = tolerance * 0.5f;
|
||||
break;
|
||||
}
|
||||
|
||||
// Get all physics shapes from the sprite
|
||||
for (int i = 0; i < physicsShapeCount; i++)
|
||||
{
|
||||
List<Vector2> path = new List<Vector2>();
|
||||
sprite.GetPhysicsShape(i, path);
|
||||
|
||||
// Apply simplification if needed
|
||||
if (actualTolerance > 0.01f)
|
||||
{
|
||||
path = SimplifyPath(path, actualTolerance);
|
||||
}
|
||||
|
||||
if (path.Count >= 3) // Need at least 3 points for a valid polygon
|
||||
{
|
||||
result.Add(path.ToArray());
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private List<Vector2> SimplifyPath(List<Vector2> points, float tolerance)
|
||||
{
|
||||
if (points.Count <= 3)
|
||||
return points;
|
||||
|
||||
// Implementation of Ramer-Douglas-Peucker algorithm for simplifying a polygon
|
||||
List<Vector2> result = new List<Vector2>();
|
||||
List<int> markers = new List<int>(new int[points.Count]);
|
||||
markers[0] = 1;
|
||||
markers[points.Count - 1] = 1;
|
||||
|
||||
SimplifyDouglasPeucker(points, tolerance, markers, 0, points.Count - 1);
|
||||
|
||||
for (int i = 0; i < points.Count; i++)
|
||||
{
|
||||
if (markers[i] == 1)
|
||||
{
|
||||
result.Add(points[i]);
|
||||
}
|
||||
}
|
||||
|
||||
return result;
|
||||
}
|
||||
|
||||
private void SimplifyDouglasPeucker(List<Vector2> points, float tolerance, List<int> markers, int start, int end)
|
||||
{
|
||||
if (end <= start + 1)
|
||||
return;
|
||||
|
||||
float maxDistance = 0;
|
||||
int maxIndex = start;
|
||||
|
||||
Vector2 startPoint = points[start];
|
||||
Vector2 endPoint = points[end];
|
||||
|
||||
// Find the point furthest from the line segment
|
||||
for (int i = start + 1; i < end; i++)
|
||||
{
|
||||
float distance = PerpendicularDistance(points[i], startPoint, endPoint);
|
||||
if (distance > maxDistance)
|
||||
{
|
||||
maxDistance = distance;
|
||||
maxIndex = i;
|
||||
}
|
||||
}
|
||||
|
||||
// If the furthest point is beyond tolerance, mark it for keeping and recurse
|
||||
if (maxDistance > tolerance)
|
||||
{
|
||||
markers[maxIndex] = 1;
|
||||
SimplifyDouglasPeucker(points, tolerance, markers, start, maxIndex);
|
||||
SimplifyDouglasPeucker(points, tolerance, markers, maxIndex, end);
|
||||
}
|
||||
}
|
||||
|
||||
private float PerpendicularDistance(Vector2 point, Vector2 lineStart, Vector2 lineEnd)
|
||||
{
|
||||
if (lineStart == lineEnd)
|
||||
return Vector2.Distance(point, lineStart);
|
||||
|
||||
float dx = lineEnd.x - lineStart.x;
|
||||
float dy = lineEnd.y - lineStart.y;
|
||||
|
||||
// Normalize
|
||||
float norm = Mathf.Sqrt(dx * dx + dy * dy);
|
||||
if (norm < float.Epsilon)
|
||||
return Vector2.Distance(point, lineStart);
|
||||
|
||||
dx /= norm;
|
||||
dy /= norm;
|
||||
|
||||
// Calculate perpendicular distance
|
||||
float px = point.x - lineStart.x;
|
||||
float py = point.y - lineStart.y;
|
||||
|
||||
float projectionLength = px * dx + py * dy;
|
||||
|
||||
Vector2 projection = new Vector2(
|
||||
lineStart.x + projectionLength * dx,
|
||||
lineStart.y + projectionLength * dy);
|
||||
|
||||
return Vector2.Distance(point, projection);
|
||||
}
|
||||
|
||||
// Scene view event handling for previewing colliders
|
||||
[InitializeOnLoadMethod]
|
||||
static void Initialize()
|
||||
{
|
||||
SceneView.duringSceneGui += OnSceneGUI;
|
||||
}
|
||||
|
||||
static void OnSceneGUI(SceneView sceneView)
|
||||
{
|
||||
// Find all open collider generator windows
|
||||
var windows = Resources.FindObjectsOfTypeAll<SpriteColliderGenerator>();
|
||||
foreach (var window in windows)
|
||||
{
|
||||
window.DrawColliderPreviews(sceneView);
|
||||
}
|
||||
}
|
||||
|
||||
void DrawColliderPreviews(SceneView sceneView)
|
||||
{
|
||||
if (!previewColliders || previewMeshes.Count == 0)
|
||||
return;
|
||||
|
||||
// Draw all preview meshes with the selected color
|
||||
Material previewMaterial = new Material(Shader.Find("Hidden/Internal-Colored"));
|
||||
previewMaterial.SetPass(0);
|
||||
previewMaterial.SetColor("_Color", previewColor);
|
||||
|
||||
if (Event.current.type == EventType.Repaint)
|
||||
{
|
||||
GL.PushMatrix();
|
||||
GL.MultMatrix(Matrix4x4.identity);
|
||||
|
||||
// Enable blending for transparency
|
||||
GL.Begin(GL.TRIANGLES);
|
||||
GL.Color(previewColor);
|
||||
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
// Draw each triangle in the mesh
|
||||
for (int i = 0; i < mesh.triangles.Length; i += 3)
|
||||
{
|
||||
Vector3 v0 = mesh.vertices[mesh.triangles[i]];
|
||||
Vector3 v1 = mesh.vertices[mesh.triangles[i + 1]];
|
||||
Vector3 v2 = mesh.vertices[mesh.triangles[i + 2]];
|
||||
|
||||
GL.Vertex(v0);
|
||||
GL.Vertex(v1);
|
||||
GL.Vertex(v2);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
|
||||
// Also draw the outline
|
||||
GL.PushMatrix();
|
||||
GL.MultMatrix(Matrix4x4.identity);
|
||||
GL.Begin(GL.LINES);
|
||||
|
||||
// Set a more visible outline color
|
||||
Color outlineColor = new Color(previewColor.r, previewColor.g, previewColor.b, 1f);
|
||||
GL.Color(outlineColor);
|
||||
|
||||
foreach (var mesh in previewMeshes)
|
||||
{
|
||||
if (mesh != null)
|
||||
{
|
||||
// Create a dictionary to track which edges we've drawn
|
||||
HashSet<string> drawnEdges = new HashSet<string>();
|
||||
|
||||
// Draw edges of each triangle
|
||||
for (int i = 0; i < mesh.triangles.Length; i += 3)
|
||||
{
|
||||
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i]], mesh.vertices[mesh.triangles[i + 1]], drawnEdges);
|
||||
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i + 1]], mesh.vertices[mesh.triangles[i + 2]], drawnEdges);
|
||||
DrawEdgeIfNotDrawn(mesh.vertices[mesh.triangles[i + 2]], mesh.vertices[mesh.triangles[i]], drawnEdges);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
GL.End();
|
||||
GL.PopMatrix();
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawEdgeIfNotDrawn(Vector3 v1, Vector3 v2, HashSet<string> drawnEdges)
|
||||
{
|
||||
// Create a unique key for this edge (order vertices to ensure uniqueness)
|
||||
string edgeKey;
|
||||
if (v1.x < v2.x || (v1.x == v2.x && v1.y < v2.y))
|
||||
edgeKey = $"{v1.x},{v1.y},{v1.z}_{v2.x},{v2.y},{v2.z}";
|
||||
else
|
||||
edgeKey = $"{v2.x},{v2.y},{v2.z}_{v1.x},{v1.y},{v1.z}";
|
||||
|
||||
// Only draw if we haven't drawn this edge yet
|
||||
if (!drawnEdges.Contains(edgeKey))
|
||||
{
|
||||
GL.Vertex(v1);
|
||||
GL.Vertex(v2);
|
||||
drawnEdges.Add(edgeKey);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Helper class for triangulating polygons
|
||||
public class Triangulator
|
||||
{
|
||||
private List<Vector2> m_points;
|
||||
|
||||
public Triangulator(Vector2[] points)
|
||||
{
|
||||
m_points = new List<Vector2>(points);
|
||||
}
|
||||
|
||||
public int[] Triangulate()
|
||||
{
|
||||
List<int> indices = new List<int>();
|
||||
|
||||
int n = m_points.Count;
|
||||
if (n < 3)
|
||||
return indices.ToArray();
|
||||
|
||||
int[] V = new int[n];
|
||||
if (Area() > 0)
|
||||
{
|
||||
for (int v = 0; v < n; v++)
|
||||
V[v] = v;
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int v = 0; v < n; v++)
|
||||
V[v] = (n - 1) - v;
|
||||
}
|
||||
|
||||
int nv = n;
|
||||
int count = 2 * nv;
|
||||
for (int v = nv - 1; nv > 2; )
|
||||
{
|
||||
if ((count--) <= 0)
|
||||
return indices.ToArray();
|
||||
|
||||
int u = v;
|
||||
if (nv <= u)
|
||||
u = 0;
|
||||
v = u + 1;
|
||||
if (nv <= v)
|
||||
v = 0;
|
||||
int w = v + 1;
|
||||
if (nv <= w)
|
||||
w = 0;
|
||||
|
||||
if (Snip(u, v, w, nv, V))
|
||||
{
|
||||
int a, b, c, s, t;
|
||||
a = V[u];
|
||||
b = V[v];
|
||||
c = V[w];
|
||||
indices.Add(a);
|
||||
indices.Add(b);
|
||||
indices.Add(c);
|
||||
|
||||
for (s = v, t = v + 1; t < nv; s++, t++)
|
||||
V[s] = V[t];
|
||||
nv--;
|
||||
count = 2 * nv;
|
||||
}
|
||||
}
|
||||
|
||||
indices.Reverse();
|
||||
return indices.ToArray();
|
||||
}
|
||||
|
||||
private float Area()
|
||||
{
|
||||
int n = m_points.Count;
|
||||
float A = 0.0f;
|
||||
for (int p = n - 1, q = 0; q < n; p = q++)
|
||||
{
|
||||
Vector2 pval = m_points[p];
|
||||
Vector2 qval = m_points[q];
|
||||
A += pval.x * qval.y - qval.x * pval.y;
|
||||
}
|
||||
return (A * 0.5f);
|
||||
}
|
||||
|
||||
private bool Snip(int u, int v, int w, int n, int[] V)
|
||||
{
|
||||
int p;
|
||||
Vector2 A = m_points[V[u]];
|
||||
Vector2 B = m_points[V[v]];
|
||||
Vector2 C = m_points[V[w]];
|
||||
if (Mathf.Epsilon > (((B.x - A.x) * (C.y - A.y)) - ((B.y - A.y) * (C.x - A.x))))
|
||||
return false;
|
||||
for (p = 0; p < n; p++)
|
||||
{
|
||||
if ((p == u) || (p == v) || (p == w))
|
||||
continue;
|
||||
Vector2 P = m_points[V[p]];
|
||||
if (InsideTriangle(A, B, C, P))
|
||||
return false;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
|
||||
private bool InsideTriangle(Vector2 A, Vector2 B, Vector2 C, Vector2 P)
|
||||
{
|
||||
float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy;
|
||||
float cCROSSap, bCROSScp, aCROSSbp;
|
||||
|
||||
ax = C.x - B.x; ay = C.y - B.y;
|
||||
bx = A.x - C.x; by = A.y - C.y;
|
||||
cx = B.x - A.x; cy = B.y - A.y;
|
||||
apx = P.x - A.x; apy = P.y - A.y;
|
||||
bpx = P.x - B.x; bpy = P.y - B.y;
|
||||
cpx = P.x - C.x; cpy = P.y - C.y;
|
||||
|
||||
aCROSSbp = ax * bpy - ay * bpx;
|
||||
cCROSSap = cx * apy - cy * apx;
|
||||
bCROSScp = bx * cpy - by * cpx;
|
||||
|
||||
return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Editor/Utilities/SpriteColliderGenerator.cs.meta
Normal file
3
Assets/Editor/Utilities/SpriteColliderGenerator.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 420526c0ea5943bb930e3e0913b9dee7
|
||||
timeCreated: 1758028488
|
||||
@@ -73,8 +73,8 @@ SpriteRenderer:
|
||||
m_AutoUVMaxDistance: 0.5
|
||||
m_AutoUVMaxAngle: 89
|
||||
m_LightmapParameters: {fileID: 0}
|
||||
m_SortingLayerID: 0
|
||||
m_SortingLayer: 0
|
||||
m_SortingLayerID: 622133659
|
||||
m_SortingLayer: -1
|
||||
m_SortingOrder: 0
|
||||
m_Sprite: {fileID: 8944853044452083345, guid: 4ad95f797558b28478685ca60bd90ff4, type: 3}
|
||||
m_Color: {r: 1, g: 1, b: 1, a: 1}
|
||||
@@ -134,4 +134,3 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier:
|
||||
speed: 1
|
||||
wobbleSpeed: 1
|
||||
wobbleAmount: 0.1
|
||||
|
||||
@@ -10,6 +10,7 @@ GameObject:
|
||||
m_Component:
|
||||
- component: {fileID: 7111145574660306503}
|
||||
- component: {fileID: 3889795708575321074}
|
||||
- component: {fileID: 7249681423942450184}
|
||||
m_Layer: 0
|
||||
m_Name: Left_Tile2_0
|
||||
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using UnityEngine;
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using Pooling;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Represents a single bubble, handling its movement, wobble effect, scaling, and sprite assignment.
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/// </summary>
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public class Bubble : MonoBehaviour
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public class Bubble : MonoBehaviour, IPoolableWithReference<BubblePool>
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{
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public float speed = 1f;
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public float wobbleSpeed = 1f;
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private SpriteRenderer spriteRenderer;
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private SpriteRenderer bottleSpriteRenderer;
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private SpriteRenderer bubbleSpriteRenderer; // Renamed from bottleSpriteRenderer
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private float timeOffset;
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private float minScale = 0.2f;
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private float maxScale = 1.2f;
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private float baseScale = 1f; // Added to store the initial scale
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private Camera mainCamera; // Cache camera reference
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private BubblePool parentPool; // Reference to the pool this bubble came from
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void Awake()
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{
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// Cache references and randomize time offset for wobble
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spriteRenderer = GetComponent<SpriteRenderer>();
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timeOffset = Random.value * 100f;
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// Find the child named "BottleSprite" and get its SpriteRenderer
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Transform bottleSpriteTransform = transform.Find("BubbleSprite");
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if (bottleSpriteTransform != null)
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if (bubbleSpriteTransform != null)
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{
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bottleSpriteRenderer = bottleSpriteTransform.GetComponent<SpriteRenderer>();
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bubbleSpriteRenderer = bubbleSpriteTransform.GetComponent<SpriteRenderer>();
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}
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// Cache camera reference
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mainCamera = Camera.main;
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}
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void Update()
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{
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// Move bubble upward
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transform.position += Vector3.up * speed * Time.deltaTime;
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transform.position += Vector3.up * (speed * Time.deltaTime);
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// Wobble effect (smooth oscillation between min and max scale)
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float t = (Mathf.Sin((Time.time + timeOffset) * wobbleSpeed) + 1f) * 0.5f; // t in [0,1]
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float newScale = Mathf.Lerp(minScale, maxScale, t);
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transform.localScale = Vector3.one * newScale;
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// Destroy when off screen
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if (transform.position.y > Camera.main.orthographicSize + 2f)
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float wobbleFactor = Mathf.Lerp(minScale, maxScale, t);
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transform.localScale = Vector3.one * (baseScale * wobbleFactor);
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// Destroy when off screen - using cached camera reference
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if (mainCamera != null && transform.position.y > mainCamera.orthographicSize + 2f)
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{
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Destroy(gameObject);
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OnBubbleDestroy();
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}
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}
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/// <summary>
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/// Called when bubble is about to be destroyed
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/// </summary>
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private void OnBubbleDestroy()
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{
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// Use the cached pool reference instead of finding it each time
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||||
if (parentPool != null)
|
||||
{
|
||||
parentPool.ReturnBubble(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback to find the pool if the reference is somehow lost
|
||||
BubblePool pool = FindFirstObjectByType<BubblePool>();
|
||||
if (pool != null)
|
||||
{
|
||||
Debug.LogWarning("Bubble is missing its parent pool reference, finding pool as fallback");
|
||||
pool.ReturnBubble(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the parent pool for this bubble
|
||||
/// </summary>
|
||||
/// <param name="pool">The bubble pool that created this bubble</param>
|
||||
public void SetPool(BubblePool pool)
|
||||
{
|
||||
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>
|
||||
@@ -54,13 +115,22 @@ namespace Minigames.DivingForPictures
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the sprite for the child "BottleSprite" renderer.
|
||||
/// Sets the sprite for the child "BubbleSprite" renderer.
|
||||
/// </summary>
|
||||
/// <param name="sprite">Sprite to assign.</param>
|
||||
public void SetBottleSprite(Sprite sprite)
|
||||
public void SetBubbleSprite(Sprite sprite)
|
||||
{
|
||||
if (bottleSpriteRenderer != null)
|
||||
bottleSpriteRenderer.sprite = sprite;
|
||||
if (bubbleSpriteRenderer != null)
|
||||
bubbleSpriteRenderer.sprite = sprite;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the base scale for the bubble
|
||||
/// </summary>
|
||||
/// <param name="scale">Base scale value</param>
|
||||
public void SetBaseScale(float scale)
|
||||
{
|
||||
baseScale = scale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -73,5 +143,13 @@ namespace Minigames.DivingForPictures
|
||||
minScale = min;
|
||||
maxScale = max;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resets the bubble state for reuse from object pool
|
||||
/// </summary>
|
||||
public void ResetState()
|
||||
{
|
||||
timeOffset = Random.value * 100f;
|
||||
}
|
||||
}
|
||||
}
|
||||
42
Assets/Scripts/Minigames/DivingForPictures/BubblePool.cs
Normal file
42
Assets/Scripts/Minigames/DivingForPictures/BubblePool.cs
Normal file
@@ -0,0 +1,42 @@
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
/// <summary>
|
||||
/// Manages a pool of bubble objects to reduce garbage collection overhead.
|
||||
/// </summary>
|
||||
public class BubblePool : BaseObjectPool<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 = Get();
|
||||
|
||||
// Set reference to this pool so the bubble can return itself
|
||||
bubble.SetPool(this);
|
||||
|
||||
return bubble;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns a bubble to the pool
|
||||
/// </summary>
|
||||
/// <param name="bubble">The bubble to return to the pool</param>
|
||||
public void ReturnBubble(Bubble bubble)
|
||||
{
|
||||
Return(bubble);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Logs pool statistics
|
||||
/// </summary>
|
||||
public override void LogPoolStats()
|
||||
{
|
||||
Debug.Log($"[BubblePool] Pooled bubbles: {pooledObjects.Count}/{maxPoolSize} (Created: {totalCreated}, Returned: {totalReturned})");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 45cdaed0c047423bbb0b7380cd3687f3
|
||||
timeCreated: 1758015081
|
||||
@@ -1,4 +1,5 @@
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -19,9 +20,37 @@ namespace Minigames.DivingForPictures
|
||||
public float spawnY = -5f;
|
||||
public float wobbleMinScale = 0.2f;
|
||||
public float wobbleMaxScale = 1.2f;
|
||||
|
||||
[Header("Object Pooling")]
|
||||
public bool useObjectPooling = true;
|
||||
public int initialPoolSize = 10;
|
||||
public int maxPoolSize = 30;
|
||||
|
||||
private float _timer;
|
||||
private float _nextSpawnInterval;
|
||||
private BubblePool _bubblePool;
|
||||
private Camera _mainCamera; // Cache camera reference
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
|
||||
if (useObjectPooling)
|
||||
{
|
||||
// Create the bubble pool
|
||||
GameObject poolGO = new GameObject("BubblePool");
|
||||
poolGO.transform.SetParent(transform);
|
||||
_bubblePool = poolGO.AddComponent<BubblePool>();
|
||||
_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
|
||||
}
|
||||
}
|
||||
|
||||
void Start()
|
||||
{
|
||||
@@ -56,23 +85,49 @@ namespace Minigames.DivingForPictures
|
||||
{
|
||||
float x = Random.Range(spawnXMin, spawnXMax);
|
||||
Vector3 spawnPos = new Vector3(x, spawnY, 0f);
|
||||
Bubble bubble = Instantiate(bubblePrefab, spawnPos, Quaternion.identity, transform);
|
||||
|
||||
Bubble bubble;
|
||||
if (useObjectPooling && _bubblePool != null)
|
||||
{
|
||||
bubble = _bubblePool.GetBubble();
|
||||
bubble.transform.position = spawnPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
bubble = Instantiate(bubblePrefab, spawnPos, Quaternion.identity, transform);
|
||||
}
|
||||
|
||||
// Randomize bubble properties
|
||||
bubble.speed = Random.Range(speedRange.x, speedRange.y);
|
||||
bubble.wobbleSpeed = Random.Range(wobbleSpeedRange.x, wobbleSpeedRange.y);
|
||||
float scale = Random.Range(scaleRange.x, scaleRange.y);
|
||||
bubble.transform.localScale = Vector3.one * scale;
|
||||
// Assign random sprite to BottleSprite
|
||||
|
||||
// Set base scale (initial size) for the bubble
|
||||
float baseScale = Random.Range(scaleRange.x, scaleRange.y);
|
||||
bubble.SetBaseScale(baseScale);
|
||||
|
||||
// Assign random sprite to BubbleSprite (fixed naming from BottleSprite)
|
||||
if (bubbleSprites != null && bubbleSprites.Length > 0)
|
||||
{
|
||||
Sprite randomSprite = bubbleSprites[Random.Range(0, bubbleSprites.Length)];
|
||||
bubble.SetBottleSprite(randomSprite);
|
||||
bubble.SetBubbleSprite(randomSprite);
|
||||
}
|
||||
|
||||
// Random rotation
|
||||
bubble.transform.rotation = Quaternion.Euler(0f, 0f, Random.Range(0f, 360f));
|
||||
|
||||
// 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();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
45
Assets/Scripts/Minigames/DivingForPictures/TrenchTilePool.cs
Normal file
45
Assets/Scripts/Minigames/DivingForPictures/TrenchTilePool.cs
Normal file
@@ -0,0 +1,45 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
/// <summary>
|
||||
/// 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 : MultiPrefabPool<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)
|
||||
{
|
||||
Tile tileComponent = tile.GetComponent<Tile>();
|
||||
if (tileComponent != null)
|
||||
{
|
||||
Return(tileComponent, prefabIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"Attempted to return a GameObject without a Tile component: {tile.name}");
|
||||
Destroy(tile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets a tile from the pool, or creates a new one if the pool is empty
|
||||
/// </summary>
|
||||
/// <returns>A tile instance ready to use</returns>
|
||||
public GameObject GetTile(int prefabIndex)
|
||||
{
|
||||
Tile tileComponent = Get(prefabIndex);
|
||||
return tileComponent.gameObject;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: fc32ce01955e4e44b4c1d28871d64049
|
||||
timeCreated: 1758015121
|
||||
@@ -2,6 +2,7 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.Serialization;
|
||||
using Pooling;
|
||||
|
||||
namespace Minigames.DivingForPictures
|
||||
{
|
||||
@@ -12,43 +13,85 @@ 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 const float TileHeight = 5f; // Set to match prefab height
|
||||
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;
|
||||
[SerializeField] private float moveSpeed = 3f;
|
||||
[SerializeField] private float speedUpFactor = 0.2f;
|
||||
[SerializeField] private float speedUpInterval = 10f;
|
||||
[SerializeField] private float maxMoveSpeed = 12f;
|
||||
|
||||
[FormerlySerializedAs("OnTileSpawned")] [Header("Events")]
|
||||
[Header("Object Pooling")]
|
||||
[SerializeField] private bool useObjectPooling = true;
|
||||
[SerializeField] private int maxPerPrefabPoolSize = 2;
|
||||
[SerializeField] private int totalMaxPoolSize = 10;
|
||||
|
||||
[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;
|
||||
|
||||
void Start()
|
||||
private const float TileSpawnZ = -1f;
|
||||
private const float DefaultTileHeight = 5f;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_mainCamera = Camera.main;
|
||||
CalculateScreenBounds();
|
||||
for (int i = 0; i < initialTileCount; i++)
|
||||
|
||||
// Calculate tile heights for each prefab
|
||||
CalculateTileHeights();
|
||||
|
||||
// Ensure all prefabs have Tile components
|
||||
ValidateTilePrefabs();
|
||||
|
||||
if (useObjectPooling)
|
||||
{
|
||||
SpawnTileAtY(_screenBottom + i * TileHeight);
|
||||
InitializeObjectPool();
|
||||
}
|
||||
}
|
||||
|
||||
void Update()
|
||||
// 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();
|
||||
@@ -56,14 +99,115 @@ namespace Minigames.DivingForPictures
|
||||
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)
|
||||
{
|
||||
_tileHeights[prefab] = renderer.bounds.size.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback in case no renderer is found
|
||||
_tileHeights[prefab] = DefaultTileHeight;
|
||||
Debug.LogWarning($"No renderer found in prefab {prefab.name}. Using default height of {DefaultTileHeight}.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Initialize the object pool system
|
||||
/// </summary>
|
||||
private void InitializeObjectPool()
|
||||
{
|
||||
// Create the tile pool
|
||||
GameObject poolGO = new GameObject("TrenchTilePool");
|
||||
poolGO.transform.SetParent(transform);
|
||||
_tilePool = poolGO.AddComponent<TrenchTilePool>();
|
||||
|
||||
// Set up the pool configuration
|
||||
_tilePool.maxPerPrefabPoolSize = maxPerPrefabPoolSize;
|
||||
_tilePool.totalMaxPoolSize = totalMaxPoolSize;
|
||||
|
||||
// Convert the GameObject list to a Tile list
|
||||
List<Tile> prefabTiles = new List<Tile>(tilePrefabs.Count);
|
||||
foreach (var prefab in tilePrefabs)
|
||||
{
|
||||
if (prefab != null)
|
||||
{
|
||||
Tile tileComponent = prefab.GetComponent<Tile>();
|
||||
if (tileComponent != null)
|
||||
{
|
||||
prefabTiles.Add(tileComponent);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Prefab {prefab.name} is missing a Tile component!");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Initialize the pool with the tile component list
|
||||
_tilePool.Initialize(prefabTiles);
|
||||
|
||||
// Periodically trim the pool to optimize memory usage
|
||||
InvokeRepeating(nameof(TrimExcessPooledTiles), 10f, 30f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Spawn the initial set of tiles
|
||||
/// </summary>
|
||||
private void SpawnInitialTiles()
|
||||
{
|
||||
for (int i = 0; i < initialTileCount; i++)
|
||||
{
|
||||
float y = _screenBottom;
|
||||
// Calculate proper Y position based on previous tiles
|
||||
if (i > 0 && _activeTiles.Count > 0)
|
||||
{
|
||||
GameObject prevTile = _activeTiles[_activeTiles.Count - 1];
|
||||
float prevHeight = GetTileHeight(prevTile);
|
||||
y = prevTile.transform.position.y - prevHeight;
|
||||
}
|
||||
SpawnTileAtY(y);
|
||||
}
|
||||
}
|
||||
|
||||
/// <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;
|
||||
@@ -76,83 +220,264 @@ 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.transform.position.y - TileHeight / 2 > _screenTop + tileSpawnBuffer)
|
||||
if (topTile == null)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
return;
|
||||
}
|
||||
|
||||
float tileHeight = GetTileHeight(topTile);
|
||||
if (topTile.transform.position.y - tileHeight / 2 > _screenTop + tileSpawnBuffer)
|
||||
{
|
||||
_activeTiles.RemoveAt(0);
|
||||
onTileDestroyed?.Invoke(topTile);
|
||||
Destroy(topTile);
|
||||
|
||||
if (useObjectPooling && _tilePool != null)
|
||||
{
|
||||
// Find the prefab index for this tile
|
||||
int prefabIndex = GetPrefabIndex(topTile);
|
||||
if (prefabIndex >= 0)
|
||||
{
|
||||
_tilePool.ReturnTile(topTile, prefabIndex);
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(topTile);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Destroy(topTile);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Check if new tiles need to be spawned
|
||||
/// </summary>
|
||||
private void HandleTileSpawning()
|
||||
{
|
||||
if (_activeTiles.Count == 0) return;
|
||||
|
||||
GameObject bottomTile = _activeTiles[^1];
|
||||
float bottomEdge = bottomTile.transform.position.y - TileHeight / 2;
|
||||
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)
|
||||
{
|
||||
float newY = bottomTile.transform.position.y - TileHeight;
|
||||
float newY = bottomTile.transform.position.y - tileHeight;
|
||||
SpawnTileAtY(newY);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Handle increasing the movement speed over time
|
||||
/// </summary>
|
||||
private void HandleSpeedRamping()
|
||||
{
|
||||
_speedUpTimer += Time.deltaTime;
|
||||
if (_speedUpTimer >= speedUpInterval)
|
||||
{
|
||||
moveSpeed += speedUpFactor;
|
||||
moveSpeed = Mathf.Min(moveSpeed + speedUpFactor, maxMoveSpeed);
|
||||
_speedUpTimer = 0f;
|
||||
}
|
||||
}
|
||||
|
||||
/// <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];
|
||||
// Use the prefab's original rotation
|
||||
GameObject tile = Instantiate(prefab, new Vector3(0f, y, 0f), prefab.transform.rotation, transform);
|
||||
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);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Use the prefab's original rotation
|
||||
tile = Instantiate(prefab, new Vector3(0f, y, TileSpawnZ), prefab.transform.rotation, transform);
|
||||
}
|
||||
|
||||
_activeTiles.Add(tile);
|
||||
_tileLastUsed[prefabIndex] = _spawnCounter++;
|
||||
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;
|
||||
}
|
||||
|
||||
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>
|
||||
/// Gets the height of a tile based on its prefab or renderer bounds
|
||||
/// </summary>
|
||||
/// <param name="tile">The tile to measure</param>
|
||||
/// <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))
|
||||
{
|
||||
if (_tileHeights.TryGetValue(prefab, out float height))
|
||||
{
|
||||
return height;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// If not found, calculate it from the renderer
|
||||
Renderer renderer = tile.GetComponentInChildren<Renderer>();
|
||||
if (renderer != null)
|
||||
{
|
||||
return renderer.bounds.size.y;
|
||||
}
|
||||
|
||||
// Fallback
|
||||
return DefaultTileHeight;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the index of the prefab that was used to create this tile
|
||||
/// </summary>
|
||||
/// <param name="tile">The tile to check</param>
|
||||
/// <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;
|
||||
}
|
||||
}
|
||||
return -1;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Called periodically to trim excess pooled tiles
|
||||
/// </summary>
|
||||
private void TrimExcessPooledTiles()
|
||||
{
|
||||
if (_tilePool != null)
|
||||
{
|
||||
_tilePool.TrimExcess();
|
||||
}
|
||||
return Random.Range(0, n); // fallback
|
||||
}
|
||||
|
||||
#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++)
|
||||
{
|
||||
Vector3 center = new Vector3(0f, _screenBottom + i * TileHeight, 0f);
|
||||
Gizmos.DrawWireCube(center, new Vector3(10f, TileHeight, 1f));
|
||||
float height = DefaultTileHeight;
|
||||
if (tilePrefabs != null && tilePrefabs.Count > 0 && tilePrefabs[0] != null &&
|
||||
_tileHeights.TryGetValue(tilePrefabs[0], out float h))
|
||||
{
|
||||
height = h;
|
||||
}
|
||||
Vector3 center = new Vector3(0f, _screenBottom + i * height, 0f);
|
||||
Gizmos.DrawWireCube(center, new Vector3(10f, height, 1f));
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
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