PrefabManager.cs 4.3 KB

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  1. using GFGGame.Launcher;
  2. using System.Threading.Tasks;
  3. using UniFramework.Pooling;
  4. using UnityEngine;
  5. using YooAsset;
  6. using System.Collections.Generic;
  7. namespace GFGGame
  8. {
  9. public class PrefabManager : SingletonMonoBase<PrefabManager>
  10. {
  11. private Spawner _entitySpawner;
  12. private GameObject preDrawRoot;
  13. private Dictionary<string, List<GameObject>> preDrawDic = new Dictionary<string, List<GameObject>>();
  14. private void Awake()
  15. {
  16. preDrawRoot = new GameObject("PredrawToot");
  17. preDrawRoot.transform.position = new Vector3(100, 0, 0);
  18. }
  19. public void Init()
  20. {
  21. // 创建游戏对象发生器
  22. _entitySpawner = UniPooling.CreateSpawner(VersionController.DefaultPackage);
  23. }
  24. public GameObject SpawnSync(string resPath)
  25. {
  26. var t = GetPreDrawObj(resPath);
  27. if(t != null)
  28. {
  29. return t;
  30. }
  31. if (!YooAssets.CheckResExist(resPath))
  32. {
  33. return null;
  34. }
  35. if (!_entitySpawner.IsGameObjectPoolExisted(resPath))
  36. {
  37. // 创建游戏对象池,销毁时间单位为秒
  38. _entitySpawner.CreateGameObjectPoolSync(resPath, false, 0, 10, 60);
  39. }
  40. var handle = _entitySpawner.SpawnSync(resPath);
  41. AssetReleaserHelper.AddReleaserToSpawnObj(handle.GameObj, resPath, handle);
  42. return handle.GameObj;
  43. }
  44. //public async Task<GameObject> SpawnAsync(string resPath)
  45. //{
  46. // if (!_entitySpawner.IsGameObjectPoolExisted(resPath))
  47. // {
  48. // // 创建游戏对象池,销毁时间单位为秒
  49. // _entitySpawner.CreateGameObjectPoolAsync(resPath, false, 0, 1, 60);
  50. // }
  51. // SpawnHandle handle = _entitySpawner.SpawnAsync(resPath);
  52. // await handle.Task;
  53. // AssetReleaserHelper.AddReleaserToSpawnObj(handle.GameObj, resPath, handle);
  54. // return handle.GameObj;
  55. //}
  56. public GameObject InstantiateSync(string resPath)
  57. {
  58. AssetOperationHandle handle = YooAssets.LoadAssetSync<GameObject>(resPath);
  59. GameObject gameObject = handle.InstantiateSync();
  60. AssetReleaserHelper.AddReleaserToInstantiateObj(gameObject, resPath, handle);
  61. return gameObject;
  62. }
  63. public void Restore(GameObject gameObject)
  64. {
  65. if (gameObject == null)
  66. {
  67. return;
  68. }
  69. AssetReleaser assetRestorer = gameObject.GetComponent<AssetReleaser>();
  70. if (assetRestorer != null && assetRestorer.IsSpawn)
  71. {
  72. assetRestorer.Restore();
  73. }
  74. else
  75. {
  76. var assetReleasers = gameObject.GetComponentsInChildren<AssetReleaser>();
  77. if (assetReleasers != null && assetReleasers.Length > 0)
  78. {
  79. foreach(var t in assetReleasers)
  80. {
  81. if(t.IsSpawn)
  82. {
  83. t.Restore();
  84. }
  85. }
  86. GameObject.Destroy(gameObject);
  87. }
  88. else
  89. {
  90. GameObject.DestroyImmediate(gameObject);
  91. }
  92. }
  93. }
  94. public void PreDraw(string resPath)
  95. {
  96. preDrawDic.TryGetValue(resPath, out var list);
  97. if(list == null)
  98. {
  99. list = new List<GameObject>();
  100. preDrawDic[resPath] = list;
  101. }
  102. var t = PrefabManager.Instance.SpawnSync(resPath);
  103. t.transform.SetParent(preDrawRoot.transform, false);
  104. list.Add(t);
  105. }
  106. public GameObject GetPreDrawObj(string resPath)
  107. {
  108. preDrawDic.TryGetValue(resPath, out var list);
  109. if (list == null)
  110. {
  111. return null;
  112. }
  113. if(list.Count > 0)
  114. {
  115. int index = list.Count - 1;
  116. var t = list[index];
  117. list.RemoveAt(index);
  118. return t;
  119. }
  120. return null;
  121. }
  122. }
  123. }