Files
2026-03-30 20:11:57 +07:00

96 lines
4.8 KiB
C#

using FishNet.Managing;
using FishNet.Managing.Object;
using FishNet.Object;
using System;
using System.Collections.Generic;
using FishNet.Utility.Extension;
using UnityEngine;
namespace FishNet.Utility.Performance
{
public abstract class ObjectPool : MonoBehaviour
{
/// <summary>
/// NetworkManager this ObjectPool belongs to.
/// </summary>
protected NetworkManager NetworkManager { get; private set; }
/// <summary>
/// Called at the end of every frame. This can be used to perform routine tasks.
/// </summary>
public virtual void LateUpdate() { }
/// <summary>
/// Initializes this script for use.
/// </summary>
public virtual void InitializeOnce(NetworkManager nm)
{
NetworkManager = nm;
}
/// <summary>
/// Returns an object that has been stored. A new object will be created if no stored objects are available.
/// </summary>
/// <param name = "prefabId">PrefabId of the object to return.</param>
/// <param name = "collectionId">CollectionId of the object to return.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
[Obsolete("Use RetrieveObject(int, ushort, RetrieveOption, parent, Vector3?, Quaternion? Vector3?, bool) instead.")] // Remove in V5
public virtual NetworkObject RetrieveObject(int prefabId, ushort collectionId, Transform parent = null, Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, bool makeActive = true, bool asServer = true) => null;
/// <summary>
/// Returns an object that has been stored. A new object will be created if no stored objects are available.
/// </summary>
/// <param name = "prefabId">PrefabId of the object to return.</param>
/// <param name = "collectionId">CollectionId of the object to return.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public virtual NetworkObject RetrieveObject(int prefabId, ushort collectionId, ObjectPoolRetrieveOption options, Transform parent = null, Vector3? position = null, Quaternion? rotation = null, Vector3? scale = null, bool asServer = true) => null;
/// <summary>
/// Returns a prefab using specified values.
/// </summary>
/// <param name = "prefabId">PrefabId of the object to return.</param>
/// <param name = "collectionId">CollectionId of the object to return.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public virtual NetworkObject GetPrefab(int prefabId, ushort collectionId, bool asServer)
{
PrefabObjects po = NetworkManager.GetPrefabObjects<PrefabObjects>(collectionId, false);
return po.GetObject(asServer, prefabId);
}
/// <summary>
/// Stores an object into the pool.
/// </summary>
/// <param name = "instantiated">Object to store.</param>
/// <param name = "asServer">True if being called on the server side.</param>
/// <returns></returns>
public abstract void StoreObject(NetworkObject instantiated, bool asServer);
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name = "prefab">Prefab to cache.</param>
/// <param name = "count">Quantity to spawn.</param>
/// <param name = "asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
public virtual void CacheObjects(NetworkObject prefab, int count, bool asServer) { }
/// <summary>
/// Instantiates a number of objects and adds them to the pool.
/// </summary>
/// <param name = "prefab">Prefab to cache.</param>
/// <param name = "count">Quantity to spawn.</param>
/// <param name = "asServer">True if storing prefabs for the server collection. This is only applicable when using DualPrefabObjects.</param>
/// <returns>Prefabs instantiated and added to cache.</returns>
public virtual List<NetworkObject> StorePrefabObjects(NetworkObject prefab, int count, bool asServer) => default;
/// <summary>
/// Sets the transform of a NetworkObject to it's values during serialization.
/// </summary>
public static void SetTransformToSerializedValues(NetworkObject nob)
{
nob.transform.SetLocalPositionRotationAndScale(nob.SerializedTransformProperties.Position, nob.SerializedTransformProperties.Rotation, nob.SerializedTransformProperties.Scale);
}
}
}