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182 lines
6.4 KiB
C#
182 lines
6.4 KiB
C#
1 week ago
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using System;
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using System.Collections.Generic;
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using Unity.Netcode;
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using UnityEngine;
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using UnityEngine.Assertions;
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using UnityEngine.Pool;
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namespace Unity.BossRoom.Infrastructure
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{
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/// <summary>
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/// Object Pool for networked objects, used for controlling how objects are spawned by Netcode. Netcode by default
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/// will allocate new memory when spawning new objects. With this Networked Pool, we're using the ObjectPool to
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/// reuse objects.
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/// Boss Room uses this for projectiles. In theory it should use this for imps too, but we wanted to show vanilla spawning vs pooled spawning.
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/// Hooks to NetworkManager's prefab handler to intercept object spawning and do custom actions.
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/// </summary>
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public class NetworkObjectPool : NetworkBehaviour
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{
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public static NetworkObjectPool Singleton { get; private set; }
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[SerializeField]
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List<PoolConfigObject> PooledPrefabsList;
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HashSet<GameObject> m_Prefabs = new HashSet<GameObject>();
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Dictionary<GameObject, ObjectPool<NetworkObject>> m_PooledObjects = new Dictionary<GameObject, ObjectPool<NetworkObject>>();
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public void Awake()
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{
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if (Singleton != null && Singleton != this)
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{
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Destroy(gameObject);
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}
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else
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{
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Singleton = this;
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}
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}
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public override void OnNetworkSpawn()
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{
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// Registers all objects in PooledPrefabsList to the cache.
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foreach (var configObject in PooledPrefabsList)
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{
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RegisterPrefabInternal(configObject.Prefab, configObject.PrewarmCount);
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}
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}
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public override void OnNetworkDespawn()
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{
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// Unregisters all objects in PooledPrefabsList from the cache.
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foreach (var prefab in m_Prefabs)
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{
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// Unregister Netcode Spawn handlers
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NetworkManager.Singleton.PrefabHandler.RemoveHandler(prefab);
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m_PooledObjects[prefab].Clear();
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}
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m_PooledObjects.Clear();
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m_Prefabs.Clear();
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}
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public void OnValidate()
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{
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for (var i = 0; i < PooledPrefabsList.Count; i++)
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{
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var prefab = PooledPrefabsList[i].Prefab;
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if (prefab != null)
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{
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Assert.IsNotNull(prefab.GetComponent<NetworkObject>(), $"{nameof(NetworkObjectPool)}: Pooled prefab \"{prefab.name}\" at index {i.ToString()} has no {nameof(NetworkObject)} component.");
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}
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}
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}
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/// <summary>
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/// Gets an instance of the given prefab from the pool. The prefab must be registered to the pool.
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/// </summary>
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/// <remarks>
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/// To spawn a NetworkObject from one of the pools, this must be called on the server, then the instance
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/// returned from it must be spawned on the server. This method will then also be called on the client by the
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/// PooledPrefabInstanceHandler when the client receives a spawn message for a prefab that has been registered
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/// here.
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/// </remarks>
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/// <param name="prefab"></param>
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/// <param name="position">The position to spawn the object at.</param>
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/// <param name="rotation">The rotation to spawn the object with.</param>
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/// <returns></returns>
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public NetworkObject GetNetworkObject(GameObject prefab, Vector3 position, Quaternion rotation)
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{
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var networkObject = m_PooledObjects[prefab].Get();
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var noTransform = networkObject.transform;
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noTransform.position = position;
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noTransform.rotation = rotation;
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return networkObject;
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}
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/// <summary>
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/// Return an object to the pool (reset objects before returning).
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/// </summary>
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public void ReturnNetworkObject(NetworkObject networkObject, GameObject prefab)
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{
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m_PooledObjects[prefab].Release(networkObject);
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}
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/// <summary>
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/// Builds up the cache for a prefab.
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/// </summary>
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void RegisterPrefabInternal(GameObject prefab, int prewarmCount)
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{
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NetworkObject CreateFunc()
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{
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return Instantiate(prefab).GetComponent<NetworkObject>();
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}
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void ActionOnGet(NetworkObject networkObject)
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{
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networkObject.gameObject.SetActive(true);
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}
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void ActionOnRelease(NetworkObject networkObject)
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{
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networkObject.gameObject.SetActive(false);
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}
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void ActionOnDestroy(NetworkObject networkObject)
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{
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Destroy(networkObject.gameObject);
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}
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m_Prefabs.Add(prefab);
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// Create the pool
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m_PooledObjects[prefab] = new ObjectPool<NetworkObject>(CreateFunc, ActionOnGet, ActionOnRelease, ActionOnDestroy, defaultCapacity: prewarmCount);
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// Populate the pool
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var prewarmNetworkObjects = new List<NetworkObject>();
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for (var i = 0; i < prewarmCount; i++)
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{
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prewarmNetworkObjects.Add(m_PooledObjects[prefab].Get());
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}
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foreach (var networkObject in prewarmNetworkObjects)
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{
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m_PooledObjects[prefab].Release(networkObject);
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}
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// Register Netcode Spawn handlers
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NetworkManager.Singleton.PrefabHandler.AddHandler(prefab, new PooledPrefabInstanceHandler(prefab, this));
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}
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}
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[Serializable]
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struct PoolConfigObject
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{
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public GameObject Prefab;
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public int PrewarmCount;
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}
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class PooledPrefabInstanceHandler : INetworkPrefabInstanceHandler
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{
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GameObject m_Prefab;
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NetworkObjectPool m_Pool;
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public PooledPrefabInstanceHandler(GameObject prefab, NetworkObjectPool pool)
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{
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m_Prefab = prefab;
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m_Pool = pool;
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}
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NetworkObject INetworkPrefabInstanceHandler.Instantiate(ulong ownerClientId, Vector3 position, Quaternion rotation)
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{
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return m_Pool.GetNetworkObject(m_Prefab, position, rotation);
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}
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void INetworkPrefabInstanceHandler.Destroy(NetworkObject networkObject)
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{
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m_Pool.ReturnNetworkObject(networkObject, m_Prefab);
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}
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}
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}
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