BITFALL/Assets/BITKit/Unity/Pool/PoolService.cs

79 lines
1.9 KiB
C#

using System;
using System.Collections;
using System.Collections.Concurrent;
using System.Collections.Generic;
using AYellowpaper.SerializedCollections;
using UnityEngine;
namespace BITKit
{
public class PoolService : MonoBehaviour
{
private static readonly ConcurrentDictionary<string, Transform> _Prefabs = new();
private static readonly ConcurrentDictionary<string,UnityPool<Transform>> _Pools = new();
public static Transform Get(Transform prefab)
{
_Prefabs.TryAdd(prefab.name, prefab);
var pool = _Pools.GetOrAdd(prefab.name, CreatePool);
return pool.Get();
}
public static bool TryGet(Transform prefab, out Transform instance)
{
_Prefabs.TryAdd(prefab.name, prefab);
var pool = _Pools.GetOrAdd(prefab.name, CreatePool);
instance = null;
if (pool.InstanceCount>=pool.DefaultCapacity) return false;
instance = pool.Get();
return true;
}
public static void Release(string name,Transform instance)
{
var pool = _Pools.GetOrAdd(name, CreatePool);
pool.Return(instance);
}
private static UnityPool<Transform> CreatePool(string name)
{
var pool = new UnityPool<Transform>
{
Prefab = _Prefabs[name],
OnReturn = null,
};
return pool;
}
[SerializeField] private SerializedDictionary<Transform,int> initialCapacity;
private void Start()
{
foreach (var (key, value) in initialCapacity)
{
var pool = new UnityPool<Transform>
{
Prefab = key,
DefaultCapacity = value,
Root = transform,
OnReturn = null,
};
_Prefabs.TryAdd(key.name, key);
_Pools.TryAdd(key.name, pool);
var list = new List<Transform>();
for (var i = 0; i < pool.DefaultCapacity; i++)
{
list.Add(pool.Get());
}
foreach (var x in list)
{
x.gameObject.SetActive(false);
pool.Return(x);
}
}
}
private void OnDestroy()
{
_Prefabs.Clear();
_Pools.Clear();
}
}
}