using System.Collections.Generic; using UnityEngine; /// /// 子弹专用对象池 — 按 prefab 实例ID 分桶,与鱼的 Pool 完全隔离 /// 用法: /// var go = BulletPool.Instance.Get(prefab, pos, rot, parent); /// BulletPool.Instance.Return(go); // 代替 Destroy /// public class BulletPool : Singleton { // prefab.GetInstanceID() → 该 prefab 的池 private Dictionary dic = new Dictionary(); // 每个池子的最大缓存数(超出直接 Destroy,防止内存膨胀) private const int MaxCachePerPrefab = 200; // 池子根节点(隐藏在场景里) private GameObject poolRoot; /// 从池中取一个子弹(池空则 Instantiate) public GameObject Get(GameObject prefab, Vector3 position, Quaternion rotation, Transform parent) { if (prefab == null) return null; int id = prefab.GetInstanceID(); GameObject obj; if (dic.TryGetValue(id, out var data) && data.poolList.Count > 0) { obj = data.GetObj(); // ⭐ 必须先 SetParent 再设 position:模仿 Instantiate(prefab, pos, rot, parent) // 若先设 position 再 SetParent(parent, false),localPosition 会保持, // 换 parent 后世界位置偏移 → 子弹从错误位置飞出 obj.transform.SetParent(parent, false); obj.transform.position = position; obj.transform.rotation = rotation; obj.SetActive(true); } else { obj = GameObject.Instantiate(prefab, position, rotation, parent); obj.SetActive(true); } // 确保挂上 tracker 记录 prefabID(回收时凭此找到对应池) var tracker = obj.GetComponent(); if (tracker == null) tracker = obj.AddComponent(); tracker.prefabID = id; return obj; } /// 无 parent 重载 public GameObject Get(GameObject prefab, Vector3 position, Quaternion rotation) { return Get(prefab, position, rotation, null); } /// 回收子弹到池(超容量则 Destroy) public void Return(GameObject obj) { if (obj == null) return; var tracker = obj.GetComponent(); int id = tracker != null ? tracker.prefabID : 0; // 取不到 id → 兜底 Destroy(非池内对象) if (id == 0) { GameObject.Destroy(obj); return; } if (!dic.TryGetValue(id, out var data)) dic[id] = data = new BulletPoolData(EnsurePoolRoot().transform, id); if (data.poolList.Count >= MaxCachePerPrefab) { GameObject.Destroy(obj); return; } // 重置子弹状态(若有 BullitMove 组件) var bm = obj.GetComponent(); if (bm != null) bm.ResetState(); data.PushObj(obj); } /// 预加载 N 个某 prefab 到池 public void Preload(GameObject prefab, int count) { if (prefab == null || count <= 0) return; int id = prefab.GetInstanceID(); if (!dic.TryGetValue(id, out var data)) dic[id] = data = new BulletPoolData(EnsurePoolRoot().transform, id); for (int i = 0; i < count; i++) { var obj = GameObject.Instantiate(prefab, EnsurePoolRoot().transform); var tracker = obj.GetComponent(); if (tracker == null) tracker = obj.AddComponent(); tracker.prefabID = id; data.PushObj(obj); } } /// 清理所有子弹池(切场景时调用) public void Clear() { foreach (var kv in dic.Values) kv.Clear(); dic.Clear(); if (poolRoot != null) { GameObject.Destroy(poolRoot); poolRoot = null; } } private GameObject EnsurePoolRoot() { if (poolRoot == null) { poolRoot = new GameObject("[BulletPool]"); poolRoot.SetActive(false); // 池根节点隐藏,池内对象跟随隐藏 } return poolRoot; } } /// 挂在池内对象上,记录所属 prefabID(回收时凭此找到对应池) public class BulletPoolTracker : MonoBehaviour { public int prefabID; } /// 单个 prefab 的子弹池数据 public class BulletPoolData { public Transform fatherObj; public List poolList; public BulletPoolData(Transform root, int id) { fatherObj = new GameObject("bulletPool_" + id).transform; fatherObj.SetParent(root, false); poolList = new List(); } public void PushObj(GameObject obj) { if (obj == null) return; poolList.Add(obj); obj.transform.SetParent(fatherObj, false); obj.SetActive(false); } public GameObject GetObj() { GameObject obj = poolList[poolList.Count - 1]; poolList.RemoveAt(poolList.Count - 1); return obj; } public void Clear() { foreach (var obj in poolList) { if (obj != null) GameObject.Destroy(obj); } poolList.Clear(); if (fatherObj != null) GameObject.Destroy(fatherObj.gameObject); } }