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using System;
using System.Collections.Generic;
using Unity.Profiling;
using UnityEngine;
namespace UnityEngine.Perception.Randomization.Randomizers.Utilities
{
/// <summary>
/// Facilitates object pooling for a pre-specified collection of prefabs with the caveat that objects can be fetched
/// from the cache but not returned. Every frame, the cache needs to be reset, which will return all objects to the pool
/// </summary>
class GameObjectOneWayCache
{
static ProfilerMarker s_ResetAllObjectsMarker = new ProfilerMarker("ResetAllObjects");
// Objects will reset to this origin when not being used
Transform m_CacheParent;
Dictionary<int, int> m_InstanceIdToIndex;
List<GameObject>[] m_InstantiatedObjects;
int[] m_NumObjectsActive;
int NumObjectsInCache { get; set; }
public int NumObjectsActive { get; private set; }
public GameObjectOneWayCache(Transform parent, GameObject[] prefabs)
{
m_CacheParent = parent;
m_InstanceIdToIndex = new Dictionary<int, int>();
m_InstantiatedObjects = new List<GameObject>[prefabs.Length];
m_NumObjectsActive = new int[prefabs.Length];
var index = 0;
foreach (var prefab in prefabs)
{
var instanceId = prefab.GetInstanceID();
m_InstanceIdToIndex.Add(instanceId, index);
m_InstantiatedObjects[index] = new List<GameObject>();
m_NumObjectsActive[index] = 0;
++index;
}
}
public GameObject GetOrInstantiate(GameObject prefab)
{
if (!m_InstanceIdToIndex.TryGetValue(prefab.GetInstanceID(), out var index))
{
throw new ArgumentException($"Prefab {prefab.name} (ID: {prefab.GetInstanceID()}) is not in cache.");
}
++NumObjectsActive;
if (m_NumObjectsActive[index] < m_InstantiatedObjects[index].Count)
{
var nextInCache = m_InstantiatedObjects[index][m_NumObjectsActive[index]];
++m_NumObjectsActive[index];
return nextInCache;
}
else
{
++NumObjectsInCache;
var newObject = Object.Instantiate(prefab, m_CacheParent);
++m_NumObjectsActive[index];
m_InstantiatedObjects[index].Add(newObject);
return newObject;
}
}
public void ResetAllObjects()
{
using (s_ResetAllObjectsMarker.Auto())
{
NumObjectsActive = 0;
for (var i = 0; i < m_InstantiatedObjects.Length; ++i)
{
m_NumObjectsActive[i] = 0;
foreach (var obj in m_InstantiatedObjects[i])
{
// Position outside the frame
obj.transform.localPosition = new Vector3(10000, 0, 0);
}
}
}
}
}
}