245 lines
8.9 KiB
C#
245 lines
8.9 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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namespace Minigames.DivingForPictures
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{
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/// <summary>
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/// Manages a pool of trench tile objects to reduce garbage collection overhead.
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/// Optimized for handling a large number of different prefab types.
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/// </summary>
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public class TrenchTilePool : MonoBehaviour
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{
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[Tooltip("Whether to pre-instantiate tiles during initialization or create them on demand")]
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public bool preInstantiateTiles = false;
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[Tooltip("Initial number of tiles to pre-instantiate per prefab (if preInstantiateTiles is true)")]
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public int initialTilesPerPrefab = 2;
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[Tooltip("Maximum number of tiles to keep in the pool across all prefab types")]
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public int totalMaxPoolSize = 50;
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[Tooltip("Maximum number of inactive instances to keep per prefab type")]
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public int maxPerPrefabPoolSize = 5;
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[Tooltip("Maximum number of tiles to keep in the pool (legacy, use maxPerPrefabPoolSize instead)")]
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public int maxPoolSize = 5;
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private Dictionary<int, Stack<GameObject>> pooledTiles = new Dictionary<int, Stack<GameObject>>();
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private Dictionary<int, int> prefabUsageCount = new Dictionary<int, int>();
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private List<GameObject> tilePrefabs;
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private int totalPooledCount = 0;
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/// <summary>
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/// Initialize the pool with the tile prefabs
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/// </summary>
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/// <param name="prefabs">List of tile prefabs to use</param>
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public void Initialize(List<GameObject> prefabs)
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{
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tilePrefabs = prefabs;
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// Initialize usage tracking
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for (int i = 0; i < prefabs.Count; i++)
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{
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prefabUsageCount[i] = 0;
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pooledTiles[i] = new Stack<GameObject>();
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}
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// Pre-instantiate tiles only if enabled
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if (preInstantiateTiles)
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{
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// Calculate how many to pre-instantiate based on available pool size
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int totalToCreate = Mathf.Min(totalMaxPoolSize, prefabs.Count * initialTilesPerPrefab);
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int perPrefab = Mathf.Max(1, totalToCreate / prefabs.Count);
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for (int i = 0; i < prefabs.Count; i++)
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{
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for (int j = 0; j < perPrefab; j++)
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{
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if (totalPooledCount >= totalMaxPoolSize) break;
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CreateNewTile(i);
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}
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}
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}
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}
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/// <summary>
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/// Creates a new tile instance and adds it to the pool
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/// </summary>
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private GameObject CreateNewTile(int prefabIndex)
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{
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if (tilePrefabs == null || prefabIndex >= tilePrefabs.Count)
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{
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Debug.LogError("TrenchTilePool: Invalid prefab index or tilePrefabs is null!");
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return null;
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}
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GameObject prefab = tilePrefabs[prefabIndex];
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GameObject tile = Instantiate(prefab, transform);
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tile.SetActive(false);
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if (!pooledTiles.ContainsKey(prefabIndex))
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{
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pooledTiles[prefabIndex] = new Stack<GameObject>();
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}
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pooledTiles[prefabIndex].Push(tile);
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totalPooledCount++;
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return tile;
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}
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/// <summary>
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/// Gets a tile from the pool, or creates a new one if the pool is empty
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/// </summary>
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/// <returns>A tile instance ready to use</returns>
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public GameObject GetTile(int prefabIndex)
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{
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GameObject tile;
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// Track usage frequency
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if (prefabUsageCount.ContainsKey(prefabIndex))
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{
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prefabUsageCount[prefabIndex]++;
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}
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else
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{
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prefabUsageCount[prefabIndex] = 1;
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}
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if (pooledTiles.ContainsKey(prefabIndex) && pooledTiles[prefabIndex].Count > 0)
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{
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tile = pooledTiles[prefabIndex].Pop();
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totalPooledCount--;
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}
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else
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{
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// Create new tile without adding to pool
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GameObject prefab = tilePrefabs[prefabIndex];
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tile = Instantiate(prefab, transform);
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}
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tile.SetActive(true);
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return tile;
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}
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/// <summary>
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/// Returns a tile to the pool
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/// </summary>
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/// <param name="tile">The tile to return to the pool</param>
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/// <param name="prefabIndex">The index of the prefab this tile was created from</param>
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public void ReturnTile(GameObject tile, int prefabIndex)
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{
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if (tile == null) return;
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// Check if we're under the maximum pool size for this prefab type
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bool keepTile = totalPooledCount < totalMaxPoolSize;
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// Additional constraint: don't keep too many of any single prefab type
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if (pooledTiles.ContainsKey(prefabIndex) &&
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pooledTiles[prefabIndex].Count >= maxPerPrefabPoolSize)
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{
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keepTile = false;
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}
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if (keepTile)
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{
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tile.SetActive(false);
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tile.transform.SetParent(transform);
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if (!pooledTiles.ContainsKey(prefabIndex))
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{
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pooledTiles[prefabIndex] = new Stack<GameObject>();
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}
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pooledTiles[prefabIndex].Push(tile);
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totalPooledCount++;
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}
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else
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{
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Destroy(tile);
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}
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}
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/// <summary>
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/// Trims the pool to remove excess objects
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/// Can be called periodically or when memory pressure is high
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/// </summary>
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public void TrimExcess()
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{
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// If we're under the limit, no need to trim
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if (totalPooledCount <= totalMaxPoolSize) return;
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// Calculate how many to remove
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int excessCount = totalPooledCount - totalMaxPoolSize;
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// Get prefab indices sorted by usage (least used first)
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List<KeyValuePair<int, int>> sortedUsage = new List<KeyValuePair<int, int>>(prefabUsageCount);
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sortedUsage.Sort((a, b) => a.Value.CompareTo(b.Value));
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// Remove tiles from least used prefabs first
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foreach (var usage in sortedUsage)
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{
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int prefabIndex = usage.Key;
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if (!pooledTiles.ContainsKey(prefabIndex) || pooledTiles[prefabIndex].Count == 0) continue;
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// How many to remove from this prefab type
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int toRemove = Mathf.Min(pooledTiles[prefabIndex].Count, excessCount);
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for (int i = 0; i < toRemove; i++)
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{
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if (pooledTiles[prefabIndex].Count == 0) break;
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GameObject tile = pooledTiles[prefabIndex].Pop();
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Destroy(tile);
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totalPooledCount--;
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excessCount--;
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if (excessCount <= 0) return;
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}
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}
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}
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/// <summary>
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/// Logs pool statistics to the console
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/// </summary>
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public void LogPoolStats()
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{
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Debug.Log($"[TrenchTilePool] Total pooled objects: {totalPooledCount}/{totalMaxPoolSize}");
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string prefabDetails = "";
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int index = 0;
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foreach (var entry in pooledTiles)
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{
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int prefabIndex = entry.Key;
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int count = entry.Value.Count;
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int usageCount = prefabUsageCount.ContainsKey(prefabIndex) ? prefabUsageCount[prefabIndex] : 0;
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string prefabName = prefabIndex < tilePrefabs.Count ? tilePrefabs[prefabIndex].name : "Unknown";
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prefabDetails += $"\n - {prefabName}: {count} pooled, {usageCount} usages";
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// Limit the output to avoid too much text
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if (++index >= 10 && pooledTiles.Count > 10)
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{
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prefabDetails += $"\n - ...and {pooledTiles.Count - 10} more prefab types";
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break;
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}
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}
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Debug.Log($"[TrenchTilePool] Pool details:{prefabDetails}");
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}
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#if UNITY_EDITOR
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private float _lastLogTime = 0f;
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void Update()
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{
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// Log pool stats every 5 seconds if in the editor
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if (Time.time - _lastLogTime > 5f)
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{
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LogPoolStats();
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_lastLogTime = Time.time;
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}
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}
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#endif
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}
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}
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