267 lines
9.8 KiB
C#
267 lines
9.8 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Pooling
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{
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/// <summary>
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/// Object pool that supports multiple prefab types with usage tracking and intelligent trimming.
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/// </summary>
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/// <typeparam name="T">The type of component to pool</typeparam>
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public abstract class MultiPrefabPool<T> : MonoBehaviour where T : Component
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{
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[Tooltip("Whether to pre-instantiate objects during initialization or create them on demand")]
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public bool preInstantiatePrefabs = false;
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[Tooltip("Initial number of objects to pre-instantiate per prefab (if preInstantiatePrefabs is true)")]
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public int initialObjectsPerPrefab = 2;
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[Tooltip("Maximum number of objects to keep in the pool across all prefab types")]
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public int totalMaxPoolSize = 50;
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[Tooltip("Maximum number of inactive instances to keep per prefab type")]
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public int maxPerPrefabPoolSize = 5;
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protected Dictionary<int, Stack<T>> pooledObjects = new Dictionary<int, Stack<T>>();
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protected Dictionary<int, int> prefabUsageCount = new Dictionary<int, int>();
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protected List<T> prefabs;
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protected int totalPooledCount = 0;
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/// <summary>
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/// Initialize the pool with the specified prefabs
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/// </summary>
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/// <param name="prefabsToPool">The list of prefabs to use for this pool</param>
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public virtual void Initialize(List<T> prefabsToPool)
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{
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prefabs = prefabsToPool;
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// Initialize usage tracking
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for (int i = 0; i < prefabs.Count; i++)
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{
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prefabUsageCount[i] = 0;
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pooledObjects[i] = new Stack<T>();
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}
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// Pre-instantiate objects only if enabled
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if (preInstantiatePrefabs)
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{
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// Calculate how many to pre-instantiate based on available pool size
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int totalToCreate = Mathf.Min(totalMaxPoolSize, prefabs.Count * initialObjectsPerPrefab);
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int perPrefab = Mathf.Max(1, totalToCreate / prefabs.Count);
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for (int i = 0; i < prefabs.Count; i++)
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{
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for (int j = 0; j < perPrefab; j++)
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{
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if (totalPooledCount >= totalMaxPoolSize) break;
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CreateNew(i);
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}
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}
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}
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Debug.Log($"[{GetType().Name}] Initialized with {prefabs.Count} prefab types");
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}
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/// <summary>
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/// Creates a new instance and adds it to the pool
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/// </summary>
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protected virtual T CreateNew(int prefabIndex)
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{
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if (prefabs == null || prefabIndex >= prefabs.Count)
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{
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Debug.LogError($"[{GetType().Name}] Invalid prefab index or prefabs list is null!");
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return null;
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}
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T prefab = prefabs[prefabIndex];
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T obj = Instantiate(prefab, transform);
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obj.gameObject.SetActive(false);
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// Initialize IPoolable components if present
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IPoolable poolable = obj.GetComponent<IPoolable>();
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if (poolable != null)
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{
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poolable.OnDespawn();
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}
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if (!pooledObjects.ContainsKey(prefabIndex))
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{
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pooledObjects[prefabIndex] = new Stack<T>();
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}
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pooledObjects[prefabIndex].Push(obj);
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totalPooledCount++;
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return obj;
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}
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/// <summary>
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/// Gets an object from the pool for the specified prefab index, or creates a new one if the pool is empty
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/// </summary>
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/// <param name="prefabIndex">The index of the prefab to get from the pool</param>
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/// <returns>An object ready to use</returns>
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public virtual T Get(int prefabIndex)
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{
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T obj;
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// Track usage frequency
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if (prefabUsageCount.ContainsKey(prefabIndex))
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{
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prefabUsageCount[prefabIndex]++;
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}
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else
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{
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prefabUsageCount[prefabIndex] = 1;
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}
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if (pooledObjects.ContainsKey(prefabIndex) && pooledObjects[prefabIndex].Count > 0)
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{
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obj = pooledObjects[prefabIndex].Pop();
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totalPooledCount--;
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}
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else
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{
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// Create new object without adding to pool
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T prefab = prefabs[prefabIndex];
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obj = Instantiate(prefab, transform);
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}
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obj.gameObject.SetActive(true);
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// Call OnSpawn for IPoolable components
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IPoolable poolable = obj.GetComponent<IPoolable>();
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if (poolable != null)
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{
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poolable.OnSpawn();
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}
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return obj;
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}
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/// <summary>
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/// Returns an object to the pool
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/// </summary>
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/// <param name="obj">The object to return</param>
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/// <param name="prefabIndex">The index of the prefab this object was created from</param>
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public virtual void Return(T obj, int prefabIndex)
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{
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if (obj == null) return;
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// Call OnDespawn for IPoolable components
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IPoolable poolable = obj.GetComponent<IPoolable>();
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if (poolable != null)
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{
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poolable.OnDespawn();
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}
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// Check if we're under the maximum pool size for this prefab type
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bool keepObject = totalPooledCount < totalMaxPoolSize;
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// Additional constraint: don't keep too many of any single prefab type
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if (pooledObjects.ContainsKey(prefabIndex) &&
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pooledObjects[prefabIndex].Count >= maxPerPrefabPoolSize)
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{
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keepObject = false;
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}
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if (keepObject)
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{
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obj.gameObject.SetActive(false);
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obj.transform.SetParent(transform);
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if (!pooledObjects.ContainsKey(prefabIndex))
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{
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pooledObjects[prefabIndex] = new Stack<T>();
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}
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pooledObjects[prefabIndex].Push(obj);
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totalPooledCount++;
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}
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else
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{
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Destroy(obj.gameObject);
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}
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}
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/// <summary>
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/// Trims the pool to remove excess objects
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/// Can be called periodically or when memory pressure is high
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/// </summary>
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public virtual void TrimExcess()
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{
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// If we're under the limit, no need to trim
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if (totalPooledCount <= totalMaxPoolSize) return;
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// Calculate how many to remove
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int excessCount = totalPooledCount - totalMaxPoolSize;
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// Get prefab indices sorted by usage (least used first)
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List<KeyValuePair<int, int>> sortedUsage = new List<KeyValuePair<int, int>>(prefabUsageCount);
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sortedUsage.Sort((a, b) => a.Value.CompareTo(b.Value));
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// Remove objects from least used prefabs first
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foreach (var usage in sortedUsage)
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{
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int prefabIndex = usage.Key;
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if (!pooledObjects.ContainsKey(prefabIndex) || pooledObjects[prefabIndex].Count == 0) continue;
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// How many to remove from this prefab type
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int toRemove = Mathf.Min(pooledObjects[prefabIndex].Count, excessCount);
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for (int i = 0; i < toRemove; i++)
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{
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if (pooledObjects[prefabIndex].Count == 0) break;
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T obj = pooledObjects[prefabIndex].Pop();
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Destroy(obj.gameObject);
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totalPooledCount--;
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excessCount--;
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if (excessCount <= 0) return;
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}
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}
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}
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/// <summary>
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/// Logs pool statistics to the console
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/// </summary>
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public virtual void LogPoolStats()
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{
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Debug.Log($"[{GetType().Name}] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
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string prefabDetails = "";
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int index = 0;
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foreach (var entry in pooledObjects)
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{
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int prefabIndex = entry.Key;
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int count = entry.Value.Count;
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int usageCount = prefabUsageCount.ContainsKey(prefabIndex) ? prefabUsageCount[prefabIndex] : 0;
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string prefabName = prefabIndex < prefabs.Count ? prefabs[prefabIndex].name : "Unknown";
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prefabDetails += $"\n - {prefabName}: {count} pooled, {usageCount} usages";
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// Limit the output to avoid too much text
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if (++index >= 10 && pooledObjects.Count > 10)
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{
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prefabDetails += $"\n - ...and {pooledObjects.Count - 10} more prefab types";
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break;
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}
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}
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Debug.Log($"[{GetType().Name}] Pool details:{prefabDetails}");
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}
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#if UNITY_EDITOR
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private float _lastLogTime = 0f;
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protected virtual void Update()
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{
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// Log pool stats every 5 seconds if in the editor
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if (Time.time - _lastLogTime > 5f)
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{
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LogPoolStats();
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_lastLogTime = Time.time;
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}
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}
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#endif
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}
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}
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