Files
5.24BuYu/Assets/Framework/Pool/BulletPool.cs
T
2026-07-11 19:05:27 +08:00

183 lines
5.4 KiB
C#

using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// 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
/// </summary>
public class BulletPool : Singleton<BulletPool>
{
// prefab.GetInstanceID() → 该 prefab 的池
private Dictionary<int, BulletPoolData> dic = new Dictionary<int, BulletPoolData>();
// 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;
/// <summary>从池中取一个子弹(池空则 Instantiate)</summary>
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<BulletPoolTracker>();
if (tracker == null)
tracker = obj.AddComponent<BulletPoolTracker>();
tracker.prefabID = id;
return obj;
}
/// <summary>无 parent 重载</summary>
public GameObject Get(GameObject prefab, Vector3 position, Quaternion rotation)
{
return Get(prefab, position, rotation, null);
}
/// <summary>回收子弹到池(超容量则 Destroy)</summary>
public void Return(GameObject obj)
{
if (obj == null) return;
var tracker = obj.GetComponent<BulletPoolTracker>();
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<BullitMove>();
if (bm != null) bm.ResetState();
data.PushObj(obj);
}
/// <summary>预加载 N 个某 prefab 到池</summary>
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<BulletPoolTracker>();
if (tracker == null)
tracker = obj.AddComponent<BulletPoolTracker>();
tracker.prefabID = id;
data.PushObj(obj);
}
}
/// <summary>清理所有子弹池(切场景时调用)</summary>
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;
}
}
/// <summary>挂在池内对象上,记录所属 prefabID(回收时凭此找到对应池)</summary>
public class BulletPoolTracker : MonoBehaviour
{
public int prefabID;
}
/// <summary>单个 prefab 的子弹池数据</summary>
public class BulletPoolData
{
public Transform fatherObj;
public List<GameObject> poolList;
public BulletPoolData(Transform root, int id)
{
fatherObj = new GameObject("bulletPool_" + id).transform;
fatherObj.SetParent(root, false);
poolList = new List<GameObject>();
}
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);
}
}