Fixed bug, then creating pool from derived class

This commit is contained in:
VladimirPirozhenko 2022-09-13 22:05:42 +03:00
parent d9931e379b
commit e2c8ed2399
16 changed files with 27 additions and 671 deletions

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@ -3172,37 +2955,6 @@ CanvasRenderer:
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m_GameObject: {fileID: 1824469385}
m_CullTransparentMesh: 1
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m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
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m_Component:
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m_Layer: 0
m_Name: StraightChunkPool
m_TagString: Untagged
m_Icon: {fileID: 0}
m_NavMeshLayer: 0
m_StaticEditorFlags: 0
m_IsActive: 1
--- !u!4 &1835795561
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m_GameObject: {fileID: 1835795560}
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@ -3476,37 +3228,6 @@ CanvasRenderer:
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m_PrefabAsset: {fileID: 0}
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m_TagString: Untagged
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m_StaticEditorFlags: 0
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@ -4314,6 +4035,7 @@ MonoBehaviour:
m_EditorClassIdentifier:
capacity: 10
prefab: {fileID: 7423857566743054097, guid: 9b90fe6584244f945a5cf4bfffd577c7, type: 3}
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View File

@ -6,6 +6,7 @@ using System;
using System.IO;
using static UnityEditor.EditorGUI;
using System.Linq;
using System.Collections.Generic;
[CustomEditor(typeof(PoolingObject<>),true)]
public class PoolCreatorInspector : Editor
@ -23,6 +24,11 @@ public class PoolCreatorInspector : Editor
private string generatedClassTypeString;
private Type generatedClassType;
PoolCodeGenerator generator;
private Dictionary<string, System.Reflection.TypeInfo> nameTypeLookup = new Dictionary<string, TypeInfo>();
private void Awake()
{
}
private void OnEnable()
{
AssemblyReloadEvents.afterAssemblyReload += GeneratePoolPrefab;
@ -110,16 +116,28 @@ public class PoolCreatorInspector : Editor
pendingToGeneration = false;
targetClassName = generatedClassTypeString;
GameObject poolingObject = new GameObject(targetClassName);
Type poolingObjectType = target.GetType().BaseType;//generatedClassType;//
Type poolingObjectType = null;//target.GetType().BaseType;//generatedClassType;//
// Assembly assem = poolingObjectType.Assembly;
//poolingObjectType = AppDomain.CurrentDomain
//.GetAssemblies()
//.SelectMany(x => x.GetTypes())
//.FirstOrDefault(t => t.Name == targetClassName).GetType();
Type targetType = target.GetType();
nameTypeLookup = targetType.Assembly
.DefinedTypes.Where(t => t.DeclaringType == null)
.ToDictionary(k => k.Name, v => v);
poolingObjectType = nameTypeLookup[targetClassName];
Assembly assem = poolingObjectType.Assembly;
targetClassName = poolingObjectType.ToString();
string poolName = $"{targetClassName}Pool";
//string poolName = $"{target.name}Pool";
Type poolType = assem.GetType($"{poolNamespaceName}.{poolName}");
//string poolObjectName = target.GetType().Name;
// targetClassName = poolObjectName + "Pool";
poolingObject.AddComponent(poolType);
poolingObject.name = poolName;
poolingObject.name = $"{target.name}Pool"; ;
Type typeOfField = poolType;
@ -145,6 +163,7 @@ public class PoolCreatorInspector : Editor
{
prefabPath = defaultPrefabPath;
}
if (!Directory.Exists(prefabPath))
Directory.CreateDirectory(prefabPath);