PrefabManager.cs 4.8 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155
  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("PredrawRoot");
  17. preDrawRoot.transform.position = new Vector3(0, 0, 0);
  18. preDrawRoot.transform.localScale = Vector3.zero;
  19. }
  20. public void Init()
  21. {
  22. // 创建游戏对象发生器
  23. _entitySpawner = UniPooling.CreateSpawner(VersionController.DefaultPackage);
  24. }
  25. public GameObject SpawnSync(string resPath)
  26. {
  27. var t = GetPreDrawObj(resPath);
  28. if(t != null)
  29. {
  30. return t;
  31. }
  32. if (!YooAssets.CheckResExist(resPath))
  33. {
  34. return null;
  35. }
  36. if (!_entitySpawner.IsGameObjectPoolExisted(resPath))
  37. {
  38. // 创建游戏对象池,销毁时间单位为秒
  39. _entitySpawner.CreateGameObjectPoolSync(resPath, false, 0, 10, 60);
  40. }
  41. var handle = _entitySpawner.SpawnSync(resPath);
  42. AssetReleaserHelper.AddReleaserToSpawnObj(handle.GameObj, resPath, handle);
  43. return handle.GameObj;
  44. }
  45. //public async Task<GameObject> SpawnAsync(string resPath)
  46. //{
  47. // if (!_entitySpawner.IsGameObjectPoolExisted(resPath))
  48. // {
  49. // // 创建游戏对象池,销毁时间单位为秒
  50. // _entitySpawner.CreateGameObjectPoolAsync(resPath, false, 0, 1, 60);
  51. // }
  52. // SpawnHandle handle = _entitySpawner.SpawnAsync(resPath);
  53. // await handle.Task;
  54. // AssetReleaserHelper.AddReleaserToSpawnObj(handle.GameObj, resPath, handle);
  55. // return handle.GameObj;
  56. //}
  57. public GameObject InstantiateSync(string resPath)
  58. {
  59. AssetOperationHandle handle = YooAssets.LoadAssetSync<GameObject>(resPath);
  60. GameObject gameObject = handle.InstantiateSync();
  61. if(gameObject != null)
  62. {
  63. AssetReleaserHelper.AddReleaserToInstantiateObj(gameObject, resPath, handle);
  64. }
  65. else
  66. {
  67. handle.Release();
  68. }
  69. return gameObject;
  70. }
  71. public void Restore(GameObject gameObject)
  72. {
  73. if (gameObject == null)
  74. {
  75. return;
  76. }
  77. AssetReleaser assetRestorer = gameObject.GetComponent<AssetReleaser>();
  78. if (assetRestorer != null && assetRestorer.IsSpawn)
  79. {
  80. assetRestorer.Restore();
  81. }
  82. else
  83. {
  84. var assetReleasers = gameObject.GetComponentsInChildren<AssetReleaser>();
  85. if (assetReleasers != null && assetReleasers.Length > 0)
  86. {
  87. foreach(var t in assetReleasers)
  88. {
  89. if(t.IsSpawn)
  90. {
  91. t.Restore();
  92. }
  93. }
  94. GameObject.Destroy(gameObject);
  95. }
  96. else
  97. {
  98. GameObject.DestroyImmediate(gameObject);
  99. }
  100. }
  101. }
  102. public void PreDraw(string resPath)
  103. {
  104. preDrawDic.TryGetValue(resPath, out var list);
  105. if(list == null)
  106. {
  107. list = new List<GameObject>();
  108. preDrawDic[resPath] = list;
  109. }
  110. var t = PrefabManager.Instance.SpawnSync(resPath);
  111. t.transform.SetParent(preDrawRoot.transform, false);
  112. list.Add(t);
  113. }
  114. public GameObject GetPreDrawObj(string resPath)
  115. {
  116. preDrawDic.TryGetValue(resPath, out var list);
  117. if (list == null)
  118. {
  119. return null;
  120. }
  121. if(list.Count > 0)
  122. {
  123. int index = list.Count - 1;
  124. var t = list[index];
  125. list.RemoveAt(index);
  126. return t;
  127. }
  128. return null;
  129. }
  130. public void CancelPreDraw(string resPath)
  131. {
  132. preDrawDic.TryGetValue(resPath, out var list);
  133. if(list != null && list.Count > 0)
  134. {
  135. int index = list.Count - 1;
  136. var t = list[index];
  137. list.RemoveAt(index);
  138. Restore(t);
  139. }
  140. }
  141. }
  142. }