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23b83b303fe60d84dae6e35495f84cb8 +PrefabImporter: externalObjects: {} userData: assetBundleName: diff --git a/Assets/Scripts/Editor/PoolCodeGenerator.cs b/Assets/Scripts/Editor/PoolCodeGenerator.cs new file mode 100644 index 0000000..3f0c5bb --- /dev/null +++ b/Assets/Scripts/Editor/PoolCodeGenerator.cs @@ -0,0 +1,45 @@ +using System.CodeDom; +using System.CodeDom.Compiler; +using System.Reflection; +using System.IO; + +public class PoolCodeGenerator +{ + private CodeCompileUnit targetUnit; + private string targetClassName; + private string poolNameSpaceName; + private CodeTypeDeclaration targetClass; + private string outputFilePath; + + public PoolCodeGenerator(string outputFilePath, string targetClassName, string poolNameSpaceName, string pooledObjectClassName) + { + + this.targetClassName = targetClassName; + this.poolNameSpaceName = poolNameSpaceName; + this.outputFilePath = outputFilePath; + targetUnit = new CodeCompileUnit(); + //TODO: MAKE NAMESPACE OPTIONAL + CodeNamespace poolNamespace = new CodeNamespace(poolNameSpaceName); + targetClass = new CodeTypeDeclaration(); + targetClass.IsClass = true; + targetClass.Name = this.targetClassName; + targetClass.TypeAttributes = + TypeAttributes.Public| TypeAttributes.Sealed; + poolNamespace.Types.Add(targetClass); + targetUnit.Namespaces.Add(poolNamespace); + targetClass.BaseTypes.Add(new CodeTypeReference("BasePool",new CodeTypeReference(pooledObjectClassName)));//Add("BasePool"); + + } + + public void GenerateCSharpCode() + { + CodeDomProvider provider = CodeDomProvider.CreateProvider("CSharp"); + CodeGeneratorOptions options = new CodeGeneratorOptions(); + options.BracingStyle = "C"; + using (StreamWriter sourceWriter = new StreamWriter(outputFilePath,false)) + { + provider.GenerateCodeFromCompileUnit( + targetUnit, sourceWriter, options); + } + } +} diff --git a/Assets/Scripts/Weapons/BulletProjectile.cs.meta b/Assets/Scripts/Editor/PoolCodeGenerator.cs.meta similarity index 83% rename from Assets/Scripts/Weapons/BulletProjectile.cs.meta rename to Assets/Scripts/Editor/PoolCodeGenerator.cs.meta index 510c3b5..e315c86 100644 --- a/Assets/Scripts/Weapons/BulletProjectile.cs.meta +++ b/Assets/Scripts/Editor/PoolCodeGenerator.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 939d99470209e0c4e9dabc90e83785cf +guid: 22399ee0b51264e48a25e9f74125859d MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Editor/PoolCreator.cs b/Assets/Scripts/Editor/PoolCreator.cs index 3027f81..ecf6776 100644 --- a/Assets/Scripts/Editor/PoolCreator.cs +++ b/Assets/Scripts/Editor/PoolCreator.cs @@ -1,106 +1,58 @@ - +using System; +using System.Collections; +using System.IO; +using System.Reflection; using UnityEditor; using UnityEngine; -using System.CodeDom; -using System.CodeDom.Compiler; -using System.Reflection; -using System; -using System.IO; -public class PoolCodeGenerator -{ - private CodeCompileUnit targetUnit; - private string targetClassName; - private string poolNameSpaceName; - private CodeTypeDeclaration targetClass; - private string outputFilePath; - - public PoolCodeGenerator(string outputFilePath, string targetClassName, string poolNameSpaceName, string pooledObjectClassName) - { - - this.targetClassName = targetClassName; - this.poolNameSpaceName = poolNameSpaceName; - this.outputFilePath = outputFilePath; - targetUnit = new CodeCompileUnit(); - //TODO: MAKE NAMESPACE OPTIONAL - CodeNamespace poolNamespace = new CodeNamespace(poolNameSpaceName); - targetClass = new CodeTypeDeclaration(); - targetClass.IsClass = true; - targetClass.Name = this.targetClassName; - targetClass.TypeAttributes = - TypeAttributes.Public| TypeAttributes.Sealed; - poolNamespace.Types.Add(targetClass); - targetUnit.Namespaces.Add(poolNamespace); - targetClass.BaseTypes.Add(new CodeTypeReference("BasePool",new CodeTypeReference(pooledObjectClassName)));//Add("BasePool"); - - } - - public void GenerateCSharpCode() - { - CodeDomProvider provider = CodeDomProvider.CreateProvider("CSharp"); - CodeGeneratorOptions options = new CodeGeneratorOptions(); - options.BracingStyle = "C"; - using (StreamWriter sourceWriter = new StreamWriter(outputFilePath,false)) - { - provider.GenerateCodeFromCompileUnit( - targetUnit, sourceWriter, options); - } - } -} - -[CustomEditor(typeof(PoolingObject<>),true)] -public class PoolCreator : Editor +public class PoolCreator { private string targetClassName; private string poolNamespaceName; private bool pendingToGeneration = false; private int poolCapacity = 10; - - private void OnEnable() + private GameObject poolingObject; + //private void OnEnable() + //{ + // AssemblyReloadEvents.afterAssemblyReload += GeneratePoolPrefab; + //} + //private void OnDisable() + //{ + // AssemblyReloadEvents.afterAssemblyReload -= GeneratePoolPrefab; + //} + public PoolCreator(GameObject poolingObject,int poolCapacity, string poolNamespaceName) { - AssemblyReloadEvents.afterAssemblyReload += GeneratePoolPrefab; + this.poolingObject = poolingObject; + this.poolCapacity = poolCapacity; + this.poolNamespaceName = poolNamespaceName; + GeneratePoolScript(); } - private void OnDisable() + public void GeneratePoolScript() { - AssemblyReloadEvents.afterAssemblyReload -= GeneratePoolPrefab; - } - - public override void OnInspectorGUI() - { - base.OnInspectorGUI(); - - EditorGUILayout.IntField("Pool Capacity: ",poolCapacity); - if (GUILayout.Button("Create Pool From This Object")) - { - string poolObjectName = target.GetType().Name; - string targetClassName = poolObjectName + "Pool"; - string poolNamespaceName = "Pools"; - this.targetClassName = targetClassName; - this.poolNamespaceName = poolNamespaceName; - PoolCodeGenerator generator = new PoolCodeGenerator($"{Application.dataPath}/Scripts/Road/Pools/{targetClassName}.cs", targetClassName, poolNamespaceName, poolObjectName); //$"{targetClassName}.cs" - var relativePath = $"Assets/Scripts/Road/Pools/{targetClassName}.cs"; - generator.GenerateCSharpCode(); - AssetDatabase.ImportAsset(relativePath); - AssetDatabase.Refresh(); - EditorUtility.RequestScriptReload(); - AssetDatabase.SaveAssets(); - pendingToGeneration = true; - } + string poolObjectName = poolingObject.GetType().Name; + string targetClassName = poolObjectName + "Pool"; + this.targetClassName = targetClassName; + PoolCodeGenerator generator = new PoolCodeGenerator($"{Application.dataPath}/Scripts/Road/Pools/{targetClassName}.cs", targetClassName, poolNamespaceName, poolObjectName); //$"{targetClassName}.cs" + var relativePath = $"Assets/Scripts/Road/Pools/{targetClassName}.cs"; + generator.GenerateCSharpCode(); + AssetDatabase.ImportAsset(relativePath); + AssetDatabase.Refresh(); + EditorUtility.RequestScriptReload(); + AssetDatabase.SaveAssets(); + // pendingToGeneration = true; } public void GeneratePoolPrefab() { - if (!pendingToGeneration) - return; - GameObject poolingObject = new GameObject(targetClassName); - Type poolingObjectType = target.GetType(); + GameObject poolObject = new GameObject(targetClassName); + Type poolingObjectType = poolingObject.GetType(); Assembly assem = poolingObjectType.Assembly; - string poolName = $"{target.name}Pool"; + string poolName = $"{poolingObject.name}Pool"; Type poolType = assem.GetType($"{poolNamespaceName}.{targetClassName}"); //Type genericClass = typeof(BasePool<>); //Type constructedClass = genericClass.MakeGenericType(poolingObjectType); - poolingObject.AddComponent(poolType); - poolingObject.name = poolName; + poolObject.AddComponent(poolType); + poolObject.name = poolName; Type typeOfField = poolType; FieldInfo fieldInfo = null; @@ -111,8 +63,8 @@ public class PoolCreator : Editor } if (fieldInfo == null) throw new ArgumentOutOfRangeException("Prefab", string.Format("Field {0} was not found in Type {1}", "prefab", typeOfField.FullName)); - var poolingObjectComponent = poolingObject.GetComponent(poolType); - fieldInfo.SetValue(poolingObjectComponent, target); + var poolingObjectComponent = poolObject.GetComponent(poolType); + fieldInfo.SetValue(poolingObjectComponent, poolingObject); Type capacityType = poolType; //if (capacityType.GetProperty("Capacity", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance) == null) // throw new ArgumentOutOfRangeException("Capacity", string.Format("Property {0} was not found in Type {1}", "Capacity", obj.GetType().FullName)); @@ -129,7 +81,7 @@ public class PoolCreator : Editor localPath = AssetDatabase.GenerateUniqueAssetPath(localPath); bool prefabSuccess; - PrefabUtility.SaveAsPrefabAssetAndConnect(poolingObject, localPath, InteractionMode.UserAction, out prefabSuccess); + PrefabUtility.SaveAsPrefabAssetAndConnect(poolObject, localPath, InteractionMode.UserAction, out prefabSuccess); if (prefabSuccess == true) Debug.Log("Prefab was saved successfully"); @@ -137,4 +89,5 @@ public class PoolCreator : Editor Debug.Log("Prefab failed to save" + prefabSuccess); Debug.Log("Done"); } + } diff --git a/Assets/Scripts/Editor/PoolCreator.cs.meta b/Assets/Scripts/Editor/PoolCreator.cs.meta index 3b3c2ca..45828fb 100644 --- a/Assets/Scripts/Editor/PoolCreator.cs.meta +++ b/Assets/Scripts/Editor/PoolCreator.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 9ca19bcf0c7b9e64b94968ce8eeea0de +guid: 5cdbd5dce7522f649bda974218e1e500 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Editor/PoolCreatorInspector.cs b/Assets/Scripts/Editor/PoolCreatorInspector.cs new file mode 100644 index 0000000..57f4708 --- /dev/null +++ b/Assets/Scripts/Editor/PoolCreatorInspector.cs @@ -0,0 +1,99 @@ + +using UnityEditor; +using UnityEngine; +using System.Reflection; +using System; +using System.IO; + +[CustomEditor(typeof(PoolingObject<>),true)] +public class PoolCreatorInspector : Editor +{ + private string targetClassName; + private string poolNamespaceName; + private bool pendingToGeneration = false; + private int poolCapacity = 10; + private void OnEnable() + { + // pendingToGeneration = false; + AssemblyReloadEvents.afterAssemblyReload += GeneratePoolPrefab; + } + private void OnDisable() + { + // pendingToGeneration = false; + AssemblyReloadEvents.afterAssemblyReload -= GeneratePoolPrefab; + } + + public override void OnInspectorGUI() + { + base.OnInspectorGUI(); + + EditorGUILayout.IntField("Pool Capacity: ",poolCapacity); + + if (GUILayout.Button("Create Pool From This Object")) + { + string poolObjectName = target.GetType().Name; + string targetClassName = poolObjectName + "Pool"; + string poolNamespaceName = "Pools"; + this.targetClassName = targetClassName; + this.poolNamespaceName = poolNamespaceName; + PoolCodeGenerator generator = new PoolCodeGenerator($"{Application.dataPath}/Scripts/Road/Pools/{targetClassName}.cs", targetClassName, poolNamespaceName, poolObjectName); //$"{targetClassName}.cs" + var relativePath = $"Assets/Scripts/Road/Pools/{targetClassName}.cs"; + generator.GenerateCSharpCode(); + AssetDatabase.ImportAsset(relativePath); + AssetDatabase.Refresh(); + EditorUtility.RequestScriptReload(); + AssetDatabase.SaveAssets(); + pendingToGeneration = true; + } + } + + public void GeneratePoolPrefab() + { + + if (pendingToGeneration == false) + return; + pendingToGeneration = false; + + GameObject poolingObject = new GameObject(targetClassName); + Type poolingObjectType = target.GetType(); + Assembly assem = poolingObjectType.Assembly; + string poolName = $"{target.name}Pool"; + Type poolType = assem.GetType($"{poolNamespaceName}.{targetClassName}"); + + poolingObject.AddComponent(poolType); + poolingObject.name = poolName; + + Type typeOfField = poolType; + FieldInfo fieldInfo = null; + while (fieldInfo == null && typeOfField != null) + { + fieldInfo = typeOfField.GetField("prefab", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); + typeOfField = typeOfField.BaseType; + } + if (fieldInfo == null) throw new ArgumentOutOfRangeException("Prefab", string.Format("Field {0} was not found in Type {1}", "prefab", typeOfField.FullName)); + + var poolingObjectComponent = poolingObject.GetComponent(poolType); + fieldInfo.SetValue(poolingObjectComponent, target); + Type capacityType = poolType; + + PropertyInfo propertyInfo = capacityType.BaseType.GetProperty("Capacity", BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); + propertyInfo.SetValue(poolingObjectComponent, poolCapacity, BindingFlags.NonPublic | BindingFlags.Instance, null, null, null); + + if (!Directory.Exists("Assets/Prefabs/Pools")) + AssetDatabase.CreateFolder("Assets/Prefabs", "Pools"); + + string localPath = "Assets/Prefabs/Pools/" + poolName + ".prefab"; + + localPath = AssetDatabase.GenerateUniqueAssetPath(localPath); + + bool prefabSuccess; + PrefabUtility.SaveAsPrefabAssetAndConnect(poolingObject, localPath, InteractionMode.UserAction, out prefabSuccess); + + if (prefabSuccess == true) + Debug.Log("Prefab was saved successfully"); + else + Debug.Log("Prefab failed to save" + prefabSuccess); + Debug.Log("Done"); + } + +} diff --git a/Assets/Scripts/Player/WeaponController.cs.meta b/Assets/Scripts/Editor/PoolCreatorInspector.cs.meta similarity index 83% rename from Assets/Scripts/Player/WeaponController.cs.meta rename to Assets/Scripts/Editor/PoolCreatorInspector.cs.meta index c476133..3b3c2ca 100644 --- a/Assets/Scripts/Player/WeaponController.cs.meta +++ b/Assets/Scripts/Editor/PoolCreatorInspector.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: 737c01cbc791a3748b6d82f8a200e7d1 +guid: 9ca19bcf0c7b9e64b94968ce8eeea0de MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Editor/PoolCreatorWindow.cs b/Assets/Scripts/Editor/PoolCreatorWindow.cs new file mode 100644 index 0000000..927964c --- /dev/null +++ b/Assets/Scripts/Editor/PoolCreatorWindow.cs @@ -0,0 +1,64 @@ +using System; +using System.Collections; +using System.Collections.Generic; +using System.Reflection; +using UnityEditor; +using UnityEngine; + +public class PoolCreatorWindow : EditorWindow +{ + private int poolCapacity = 10; + private GameObject poolingObject; + private PoolCreator creator; + private void OnEnable() + { + AssemblyReloadEvents.afterAssemblyReload += CreatePoolPrefab; + } + private void OnDisable() + { + AssemblyReloadEvents.afterAssemblyReload -= CreatePoolPrefab; + } + + [MenuItem("Pooling/PoolCreatorWindow")] + public static void ShowWindow() + { + EditorWindow.GetWindow(typeof(PoolCreatorWindow)); + } + + void OnGUI() + { + // The actual window code goes here + EditorGUILayout.IntField("Pool Capacity: ", poolCapacity); + //GameObject pObj = EditorGUI.ObjectField(new Rect(3, 3, position.width - 6, 20), + // "Blablabla", + // obj, + // typeof(GameObject)); + + //poolingObject = EditorGUILayout.ObjectField(poolingObject, typeof(PoolingObject<>), true) as PoolingObject<>; + //Type type; + // foreach (var component in poolingObject.GetComponents(typeof(PoolingObject<>))) + // { + // type = component.GetType(); + + + //Type poolingObjectType = poolingObject.GetType(); + + // Assembly assem = poolingObjectType.Assembly; + //string poolName = $"{poolingObject.name}Pool"; + // Type poolType = assem.GetType("Turret"); + + //var poolingObjectComponent = poolingObject.GetComponent(poolingObjectType); + if (GUILayout.Button("Create Pool From This Object")) + { + // creator = new PoolCreator(component, poolCapacity, "Pools"); + } + // } + } + private void CreatePoolPrefab() + { + if (creator == null) + return; + creator.GeneratePoolPrefab(); + } + +} \ No newline at end of file diff --git a/Assets/Scripts/Weapons/Weapon.cs.meta b/Assets/Scripts/Editor/PoolCreatorWindow.cs.meta similarity index 83% rename from Assets/Scripts/Weapons/Weapon.cs.meta rename to Assets/Scripts/Editor/PoolCreatorWindow.cs.meta index 54bcfd9..9ec0c03 100644 --- a/Assets/Scripts/Weapons/Weapon.cs.meta +++ b/Assets/Scripts/Editor/PoolCreatorWindow.cs.meta @@ -1,5 +1,5 @@ fileFormatVersion: 2 -guid: c83d0633ae49f864191b0891870b2279 +guid: f0bfc4b29502d834fb03d076136c3d34 MonoImporter: externalObjects: {} serializedVersion: 2 diff --git a/Assets/Scripts/Player/WeaponController.cs b/Assets/Scripts/Player/WeaponController.cs deleted file mode 100644 index 8904547..0000000 --- a/Assets/Scripts/Player/WeaponController.cs +++ /dev/null @@ -1,22 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; -//enum EWeaponState {iShooting,CanShoot,CannotShoot,Reloading} -public class WeaponController : MonoBehaviour -{ - [SerializeField] List weapons; - [SerializeField] Transform weaponPoint; - private Weapon currentWeapon; - public bool canShoot { get; set;} //player - void Start() - { - currentWeapon = weapons[0]; - currentWeapon.Equip(weaponPoint); - canShoot = true; - } - public void PerfomShoot() - { - if (canShoot) - StartCoroutine(currentWeapon.Shoot()); - } -} diff --git a/Assets/Scripts/Road/ChunkGenerator.cs b/Assets/Scripts/Road/ChunkGenerator.cs index d2ccf2c..af77c31 100644 --- a/Assets/Scripts/Road/ChunkGenerator.cs +++ b/Assets/Scripts/Road/ChunkGenerator.cs @@ -1,3 +1,4 @@ +using Pools; using System.Collections; using System.Collections.Generic; using UnityEngine; @@ -13,7 +14,7 @@ public class ChunkGenerator : MonoBehaviour if (ObstaclePools.IsEmpty()) return chunkToFill; var obstaclePool = ObstaclePools.GetRandomElement(); - var obstacle = obstaclePool.GetFromPool(); + var obstacle = obstaclePool.Spawn(); chunkToFill.Obstacles.Add(obstacle); obstacle.transform.SetParent(chunkToFill.transform, true); obstacle.transform.localPosition = chunkToFill.Grid.GetRandomPosition(); diff --git a/Assets/Scripts/Road/ChunkSpawner.cs b/Assets/Scripts/Road/ChunkSpawner.cs index 09cc58b..96c6a3c 100644 --- a/Assets/Scripts/Road/ChunkSpawner.cs +++ b/Assets/Scripts/Road/ChunkSpawner.cs @@ -21,8 +21,8 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner public void SpawnInitialChunks() { - lastChunk = chunkPool.GetFromPool(); - for (int i = 0; i < chunkPool.Capacity / 2; i++) + lastChunk = chunkPool.Spawn(); + for (int i = 0; i < chunkPool.InitialCapacity; i++) { Spawn(); } @@ -30,7 +30,8 @@ public class ChunkSpawner : MonoBehaviour // TODO: ISpawner public void Spawn() { - Chunk newChunk = chunkPool.GetFromPool(); + Chunk newChunk = chunkPool.Spawn(); + newChunk.gameObject.SetActive(true); newChunk.ChangeTransformBasedOnPreviousChunk(lastChunk); chunkGenerator.Generate(newChunk); lastChunk = newChunk; diff --git a/Assets/Scripts/Road/Pools/BasePool.cs b/Assets/Scripts/Road/Pools/BasePool.cs index 2443b79..5be161a 100644 --- a/Assets/Scripts/Road/Pools/BasePool.cs +++ b/Assets/Scripts/Road/Pools/BasePool.cs @@ -1,19 +1,24 @@ using UnityEngine; + public class BasePool : MonoBehaviour where T : PoolingObject { - [field: SerializeField] public int Capacity { get; private set; } - [SerializeField] private T prefab; + [SerializeField] private int capacity; + [SerializeField] private bool isActiveByDefault; + [SerializeField] private T prefab; + public int Capacity { get { return pool.Capacity; } private set { capacity = value; } } + public int InitialCapacity { get; private set; } + private ObjectPool pool; private void Awake() { - pool = new ObjectPool(CreateAction, GetAction, ReturnAction, Capacity); + pool = new ObjectPool(CreateAction, GetAction, ReturnAction, DestroyAction,capacity,isActiveByDefault); + InitialCapacity = capacity; } protected virtual T CreateAction() { T instance = Instantiate(prefab); - instance.gameObject.SetActive(false); instance.transform.SetParent(gameObject.transform, false); instance.OwningPool = this; return instance; @@ -28,8 +33,61 @@ public class BasePool : MonoBehaviour where T : PoolingObject { instance.gameObject.SetActive(false); } + protected virtual void DestroyAction(T instance) + { + Destroy(instance.gameObject); + } - public T GetFromPool() + public int GetActiveElementCount() + { + return pool.GetActiveElementsCount(); + } + + public int GetInactiveElementCount() + { + return pool.GetInactiveElementsCount(); + } + + public bool ContainsElement(T element) + { + return pool.ContainsElement(element); + } + + public bool ContainsElement(T element, bool isActive) + { + return pool.ContainsElement(element, isActive); + } + + public bool TryGetFromPos(in Vector3 pos, out T element) + { + if (pool.TryGetFromPos(pos, out element)) + { + return true; + } + return false; + } + + public void Destroy(T obj) + { + pool.Destroy(obj); + } + + public void DestroyAllElements() + { + pool.DestroyAllElements(); + } + + public void DestroyAllElements(bool isActive) + { + pool.DestroyAllElements(isActive); + } + + public void ReturnAllElementsToPool() + { + pool.ReturnAllElementsToPool(); + } + + public T Spawn() { return pool.Get(); } diff --git a/Assets/Scripts/Road/Pools/ObjectPool.cs b/Assets/Scripts/Road/Pools/ObjectPool.cs index 84dc70a..2d3c07f 100644 --- a/Assets/Scripts/Road/Pools/ObjectPool.cs +++ b/Assets/Scripts/Road/Pools/ObjectPool.cs @@ -1,62 +1,78 @@ using System; using System.Collections; using System.Collections.Generic; +using System.Linq; using UnityEngine; -//Ïåðåäàâàòü Action ïî äîáàâëåíèþ è óäàëåíèþ èç ïóëà public class ObjectPool : IEnumerable where T : MonoBehaviour { public int Capacity { get; private set; } + private Func actionOnCreate; private Action actionOnGet; private Action actionOnRelease; + private Action actionOnDestroy; - private List pool; + private List activePoolElements; + private Queue inactivePoolElements; - public ObjectPool(Func actionOnCreate, Action actionOnGet, Action actionOnRelease, int initialCapacity) + public ObjectPool(Func actionOnCreate, Action actionOnGet, Action actionOnRelease, Action actionOnDestroy, int initialCapacity,bool isActiveByDefault) { Capacity = initialCapacity; - this.actionOnCreate = actionOnCreate; - + this.actionOnCreate = actionOnCreate; this.actionOnGet = actionOnGet; this.actionOnRelease = actionOnRelease; - pool = new List(); + this.actionOnDestroy = actionOnDestroy; + activePoolElements = new List(); + inactivePoolElements = new Queue(); + for (uint i = 0; i < Capacity; i++) { var obj = actionOnCreate(); - pool.Add(obj); - } - } - public T this[int i] - { - get => pool[i]; - set => pool[i] = value; - } - public T TryGetFromPos(in Vector3 pos,bool isActive) - { - - foreach (var obj in pool) - { - if (isActive) + // inactivePoolElements.Enqueue(obj); + //obj.gameObject.SetActive(isActiveByDefault); + if (isActiveByDefault) { - if (obj.gameObject.activeInHierarchy && pos == obj.gameObject.transform.position) - { - actionOnGet.Invoke(obj); - return obj; - } + actionOnGet(obj); } else { - if (!obj.gameObject.activeInHierarchy && pos == obj.gameObject.transform.position) - { - actionOnGet.Invoke(obj); - return obj; - } - } + actionOnRelease(obj); + } } - return null; } + public bool ContainsElement(T element) + { + return ContainsElement(element, true) || ContainsElement(element, false); + } + + public bool ContainsElement(T element,bool isActive) + { + if (isActive) + { + return activePoolElements.Contains(element); + } + else + { + return inactivePoolElements.Contains(element); + } + } + + public bool TryGetFromPos(in Vector3 pos,out T element) + { + element = null; + foreach (var obj in activePoolElements) + { + if (pos == obj.gameObject.transform.position) + { + actionOnGet.Invoke(obj); + element = obj; + return true; + } + } + return false; + } public T Get() { if (TryGet(out var element)) @@ -64,55 +80,102 @@ public class ObjectPool : IEnumerable where T : MonoBehaviour return element; } T instance = ExpandPool(); - instance.gameObject.SetActive(true); return instance; } - private bool TryGet(out T element) - { - List inactiveObjects = GetInactiveElements(); - if (inactiveObjects.Count > 0) - { - var obj = inactiveObjects[UnityEngine.Random.Range(0, inactiveObjects.Count)]; - element = obj; - actionOnGet.Invoke(element); - return true; - } - element = null; - return false; - } - public List GetInactiveElements() - { - return pool.FindAll(obj => !obj.gameObject.activeInHierarchy); - } - - public List GetActiveElements() - { - return pool.FindAll(obj => obj.gameObject.activeInHierarchy); - } - - public T ExpandPool() + private T ExpandPool() { var obj = actionOnCreate(); Capacity++; - pool.Add(obj); + obj.gameObject.SetActive(true); + activePoolElements.Add(obj); return obj; } + private bool TryGet(out T element) + { + element = null; + if (inactivePoolElements.Count > 0) + { + var obj = inactivePoolElements.Dequeue(); + if (obj == null) + { + return false; + } + element = obj; + actionOnGet.Invoke(element); + activePoolElements.Add(obj); + return true; + } + return false; + } + + public void Destroy(T obj) + { + activePoolElements.Remove(obj); + actionOnDestroy.Invoke(obj); + } + public void DestroyAllElements() + { + DestroyAllElements(true); + DestroyAllElements(false); + } + public void DestroyAllElements(bool isActive) + { + if (isActive) + { + foreach (var obj in activePoolElements) + { + Destroy(obj); + } + activePoolElements.Clear(); + } + else + { + foreach (var obj in inactivePoolElements) + { + Destroy(obj); + } + inactivePoolElements.Clear(); + } + } + + public void ReturnAllElementsToPool() + { + foreach (var obj in activePoolElements) + { + ReturnToPool(obj); + } + activePoolElements.Clear(); + } + + public int GetInactiveElementsCount() + { + return inactivePoolElements.Count(); + } + + public int GetActiveElementsCount() + { + return activePoolElements.Count(); + } + public void ReturnToPool(T obj) { if (obj == null) + { + activePoolElements.RemoveAll(o => o == null); return; - if (obj.gameObject.activeInHierarchy) + } + if (activePoolElements.Remove(obj)) { actionOnRelease.Invoke(obj); + inactivePoolElements.Enqueue(obj); } - return; } public IEnumerator GetEnumerator() { - return pool.GetEnumerator(); + return activePoolElements.GetEnumerator(); } IEnumerator IEnumerable.GetEnumerator() diff --git a/Assets/Scripts/Road/Pools/ObstaclePool.cs b/Assets/Scripts/Road/Pools/ObstaclePool.cs index 52d334d..ddf5cb3 100644 --- a/Assets/Scripts/Road/Pools/ObstaclePool.cs +++ b/Assets/Scripts/Road/Pools/ObstaclePool.cs @@ -1,7 +1,18 @@ -using System; -using UnityEngine; +//------------------------------------------------------------------------------ +// +// This code was generated by a tool. +// Runtime Version:4.0.30319.42000 +// +// Changes to this file may cause incorrect behavior and will be lost if +// the code is regenerated. +// +//------------------------------------------------------------------------------ -public class ObstaclePool : BasePool +namespace Pools { - -} \ No newline at end of file + + + public sealed class ObstaclePool : BasePool + { + } +} diff --git a/Assets/Scripts/Weapons/BulletProjectile.cs b/Assets/Scripts/Weapons/BulletProjectile.cs deleted file mode 100644 index fd34c4f..0000000 --- a/Assets/Scripts/Weapons/BulletProjectile.cs +++ /dev/null @@ -1,34 +0,0 @@ -using System; -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class BulletProjectile : MonoBehaviour, IResettable -{ - [SerializeField] private float projectileSpeed; - [SerializeField] private float projectileLifetime; - private Rigidbody bulletRigidBody; - public WaitForSeconds ProjectileLifetimeWait { get; private set; } - public event Action OnBulletHit; - void Awake() - { - bulletRigidBody = GetComponent(); - ProjectileLifetimeWait = new WaitForSeconds(projectileLifetime); - } - public void Launch(Vector3 direction) - { - bulletRigidBody.velocity = direction * projectileSpeed; - } - private void OnTriggerEnter(Collider other) - { - if (other.TryGetComponent(out Obstacle obstacle)) - { - obstacle.Impact(); - OnBulletHit?.Invoke(this); - } - } - public void ResetToDefault() - { - gameObject.SetActive(false); - } -} diff --git a/Assets/Scripts/Weapons/ProjectileSpawner.cs b/Assets/Scripts/Weapons/ProjectileSpawner.cs deleted file mode 100644 index 8802d02..0000000 --- a/Assets/Scripts/Weapons/ProjectileSpawner.cs +++ /dev/null @@ -1,49 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -public class ProjectileSpawner -{ - private BulletProjectile projectilePrefab; - private Transform projectileParent; - private ObjectPool projectilePool; - private int initialPoolCapacity; - - public ProjectileSpawner(BulletProjectile projectilePrefab,Transform projectileParent) - { - initialPoolCapacity = 15; - this.projectilePrefab = projectilePrefab; - this.projectileParent = projectileParent; - projectilePool = new ObjectPool(CreateProjectile, GetProjectile, HideProjectile, initialPoolCapacity); - - } - private BulletProjectile CreateProjectile() - { - BulletProjectile projectile = GameObject.Instantiate(projectilePrefab, new Vector3(), new Quaternion()); - projectile.gameObject.SetActive(false); - projectile.transform.SetParent(projectileParent); - return projectile; - } - private void GetProjectile(BulletProjectile projectile) - { - projectile.gameObject.SetActive(true); - projectile.OnBulletHit += ReturnToPool; - } - private void HideProjectile(BulletProjectile projectile) - { - projectile.ResetToDefault(); - projectile.OnBulletHit -= ReturnToPool; - } - public void ReturnToPool(BulletProjectile projectile) - { - if (projectile == null) - return; - projectilePool.ReturnToPool(projectile); - } - public BulletProjectile Spawn(Vector3 spawnPos) - { - BulletProjectile projectile = projectilePool.Get(); - projectile.transform.position = spawnPos; - return projectile; - } -} diff --git a/Assets/Scripts/Weapons/ProjectileSpawner.cs.meta b/Assets/Scripts/Weapons/ProjectileSpawner.cs.meta deleted file mode 100644 index 78f91ca..0000000 --- a/Assets/Scripts/Weapons/ProjectileSpawner.cs.meta +++ /dev/null @@ -1,11 +0,0 @@ -fileFormatVersion: 2 -guid: ab42421ab93861f429f78f4fd3b1608c -MonoImporter: - externalObjects: {} - serializedVersion: 2 - defaultReferences: [] - executionOrder: 0 - icon: {instanceID: 0} - userData: - assetBundleName: - assetBundleVariant: diff --git a/Assets/Scripts/Weapons/Weapon.cs b/Assets/Scripts/Weapons/Weapon.cs deleted file mode 100644 index 885b3f7..0000000 --- a/Assets/Scripts/Weapons/Weapon.cs +++ /dev/null @@ -1,32 +0,0 @@ -using System.Collections; -using System.Collections.Generic; -using UnityEngine; - -[RequireComponent(typeof(Rigidbody))] -public class Weapon : MonoBehaviour -{ - [SerializeField] Transform projectileParent; - [SerializeField] BulletProjectile projectilePrefab; - [SerializeField] Transform muzzlePoint; - ProjectileSpawner projectileSpawner; - private void Awake() - { - projectileSpawner = new ProjectileSpawner(projectilePrefab, projectileParent); - } - public void Equip(Transform weaponPoint) - { - transform.gameObject.SetActive(true); - transform.SetParent(weaponPoint, false); - transform.localPosition = Vector3.zero; - transform.localRotation = Quaternion.identity; - transform.localScale = Vector3.one; - } - public IEnumerator Shoot() - { - Vector3 spawnPosition = muzzlePoint.transform.position; - BulletProjectile projectile = projectileSpawner.Spawn(spawnPosition); - projectile.Launch(Vector3.forward); - yield return projectile.ProjectileLifetimeWait; - projectileSpawner.ReturnToPool(projectile); - } -}