您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
113 行
4.3 KiB
113 行
4.3 KiB
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>
|
|
public class GameObjectOneWayCache
|
|
{
|
|
static ProfilerMarker s_ResetAllObjectsMarker = new ProfilerMarker("ResetAllObjects");
|
|
|
|
Transform m_CacheParent;
|
|
Dictionary<int, int> m_InstanceIdToIndex;
|
|
List<CachedObjectData>[] m_InstantiatedObjects;
|
|
int[] m_NumObjectsActive;
|
|
int NumObjectsInCache { get; set; }
|
|
|
|
/// <summary>
|
|
/// The number of active cache objects in the scene
|
|
/// </summary>
|
|
public int NumObjectsActive { get; private set; }
|
|
|
|
/// <summary>
|
|
/// Creates a new GameObjectOneWayCache
|
|
/// </summary>
|
|
/// <param name="parent">The parent object all cached instances will be parented under</param>
|
|
/// <param name="prefabs">The prefabs to cache</param>
|
|
public GameObjectOneWayCache(Transform parent, GameObject[] prefabs)
|
|
{
|
|
m_CacheParent = parent;
|
|
m_InstanceIdToIndex = new Dictionary<int, int>();
|
|
m_InstantiatedObjects = new List<CachedObjectData>[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<CachedObjectData>();
|
|
m_NumObjectsActive[index] = 0;
|
|
++index;
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// Retrieves an existing instance of the given prefab from the cache if available.
|
|
/// Otherwise, instantiate a new instance of the given prefab.
|
|
/// </summary>
|
|
/// <param name="prefab"></param>
|
|
/// <returns></returns>
|
|
/// <exception cref="ArgumentException"></exception>
|
|
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];
|
|
foreach (var tag in nextInCache.randomizerTags)
|
|
tag.Register();
|
|
return nextInCache.instance;
|
|
}
|
|
|
|
++NumObjectsInCache;
|
|
var newObject = Object.Instantiate(prefab, m_CacheParent);
|
|
++m_NumObjectsActive[index];
|
|
m_InstantiatedObjects[index].Add(new CachedObjectData(newObject));
|
|
return newObject;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Return all active cache objects back to an inactive state
|
|
/// </summary>
|
|
public void ResetAllObjects()
|
|
{
|
|
using (s_ResetAllObjectsMarker.Auto())
|
|
{
|
|
NumObjectsActive = 0;
|
|
for (var i = 0; i < m_InstantiatedObjects.Length; ++i)
|
|
{
|
|
m_NumObjectsActive[i] = 0;
|
|
foreach (var cachedObjectData in m_InstantiatedObjects[i])
|
|
{
|
|
// Position outside the frame
|
|
cachedObjectData.instance.transform.localPosition = new Vector3(10000, 0, 0);
|
|
foreach (var tag in cachedObjectData.randomizerTags)
|
|
tag.Unregister();
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
struct CachedObjectData
|
|
{
|
|
public GameObject instance;
|
|
public RandomizerTag[] randomizerTags;
|
|
|
|
public CachedObjectData(GameObject instance)
|
|
{
|
|
this.instance = instance;
|
|
randomizerTags = instance.GetComponents<RandomizerTag>();
|
|
}
|
|
}
|
|
}
|
|
}
|