Files
AppleHillsProduction/Assets/Scripts/Pooling/MultiPrefabPool.cs
2025-09-21 08:56:45 +02:00

339 lines
14 KiB
C#

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 = null;
// Track usage frequency
if (prefabUsageCount.ContainsKey(prefabIndex))
{
prefabUsageCount[prefabIndex]++;
}
else
{
prefabUsageCount[prefabIndex] = 1;
}
// Try to get a valid object from the pool, cleaning up any destroyed objects
if (pooledObjects.ContainsKey(prefabIndex) && pooledObjects[prefabIndex].Count > 0)
{
Debug.Log($"[{GetType().Name}] Found {pooledObjects[prefabIndex].Count} objects in pool for prefab index {prefabIndex}");
// Keep trying until we find a valid object or the pool is empty
while (pooledObjects[prefabIndex].Count > 0)
{
obj = pooledObjects[prefabIndex].Pop();
totalPooledCount--;
// Check if the object is still valid (not destroyed)
if (obj != null && obj.gameObject != null)
{
Debug.Log($"[{GetType().Name}] Retrieved valid object {obj.name} from pool, current active state: {obj.gameObject.activeInHierarchy}");
break; // Found a valid object
}
else
{
// Object was destroyed, continue looking
Debug.LogWarning($"[{GetType().Name}] Found destroyed object in pool, removing it");
obj = null;
}
}
}
else
{
Debug.Log($"[{GetType().Name}] No objects in pool for prefab index {prefabIndex}, creating new one");
}
// If we couldn't find a valid object in the pool, create a new one
if (obj == null)
{
T prefab = prefabs[prefabIndex];
obj = Instantiate(prefab, transform);
Debug.Log($"[{GetType().Name}] Created new object {obj.name} from prefab, active state: {obj.gameObject.activeInHierarchy}");
}
// Ensure the object is valid before proceeding
if (obj == null || obj.gameObject == null)
{
Debug.LogError($"[{GetType().Name}] Failed to create valid object for prefab index {prefabIndex}");
return null;
}
// CRITICAL FIX: Reset position to safe location BEFORE activation
// This prevents off-screen checks from triggering during spawn process
Vector3 originalPosition = obj.transform.position;
obj.transform.position = new Vector3(0f, -1000f, 0f);
Debug.Log($"[{GetType().Name}] Moved object {obj.name} from {originalPosition} to safe position before activation");
Debug.Log($"[{GetType().Name}] About to activate object {obj.name}, current state: {obj.gameObject.activeInHierarchy}");
obj.gameObject.SetActive(true);
Debug.Log($"[{GetType().Name}] After SetActive(true), object {obj.name} state: {obj.gameObject.activeInHierarchy}");
// Call OnSpawn for IPoolable components
IPoolable poolable = obj.GetComponent<IPoolable>();
if (poolable != null)
{
Debug.Log($"[{GetType().Name}] Calling OnSpawn for object {obj.name}");
poolable.OnSpawn();
Debug.Log($"[{GetType().Name}] After OnSpawn, object {obj.name} state: {obj.gameObject.activeInHierarchy}");
}
Debug.Log($"[{GetType().Name}] Returning object {obj.name} with final state: {obj.gameObject.activeInHierarchy}");
return obj;
}
/// <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();
}
// Always deactivate and parent the object
obj.gameObject.SetActive(false);
obj.transform.SetParent(transform);
// Initialize stack if it doesn't exist
if (!pooledObjects.ContainsKey(prefabIndex))
{
pooledObjects[prefabIndex] = new Stack<T>();
}
// Check if we need to trim this specific prefab type's pool
if (pooledObjects[prefabIndex].Count >= maxPerPrefabPoolSize)
{
// Remove the oldest object from this prefab's pool to make room
if (pooledObjects[prefabIndex].Count > 0)
{
T oldestObj = pooledObjects[prefabIndex].Pop();
if (oldestObj != null && oldestObj.gameObject != null)
{
Destroy(oldestObj.gameObject);
totalPooledCount--;
}
}
}
// Check global pool limit
if (totalPooledCount >= totalMaxPoolSize)
{
// Find the prefab type with the most pooled objects and remove one
int maxCount = 0;
int prefabToTrim = -1;
foreach (var kvp in pooledObjects)
{
if (kvp.Value.Count > maxCount)
{
maxCount = kvp.Value.Count;
prefabToTrim = kvp.Key;
}
}
if (prefabToTrim >= 0 && pooledObjects[prefabToTrim].Count > 0)
{
T oldestObj = pooledObjects[prefabToTrim].Pop();
if (oldestObj != null && oldestObj.gameObject != null)
{
Destroy(oldestObj.gameObject);
totalPooledCount--;
}
}
}
// Now add the current object to the pool
pooledObjects[prefabIndex].Push(obj);
totalPooledCount++;
}
/// <summary>
/// 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
}
}