Files
bansonic_beta_main/Assets/scripts/gamePlay_gameplay/NotePool.cs
T

191 lines
5.7 KiB
C#

using System.Collections.Generic;
using UnityEngine;
public class NotePool : MonoBehaviour
{
public static NotePool Instance { get; private set; }
public GameObject[] notePrefabs; // 短音符预制体(按颜色存储)
public GameObject[] holdNotePrefabs; // 长音符片段预制体
public GameObject[] startNotePrefabs; // 长音符start片段预制体
private int poolSize = 12; // 每种类型的音符池大小
private int maxPoolSize = 60; // 池的最大容量
private Dictionary<int, Stack<GameObject>> notePools; // 短音符对象池
private Dictionary<int, Stack<GameObject>> holdNotePools; // 长音符片段对象池
private Dictionary<int, Stack<GameObject>> startNotePools; // 长音符start片段对象池
private void Awake()
{
if (Instance == null)
{
Instance = this;
}
else
{
Destroy(gameObject);
return;
}
notePools = new Dictionary<int, Stack<GameObject>>();
holdNotePools = new Dictionary<int, Stack<GameObject>>();
startNotePools = new Dictionary<int, Stack<GameObject>>();
for (int i = 0; i < notePrefabs.Length; i++)
{
notePools[i] = new Stack<GameObject>();
holdNotePools[i] = new Stack<GameObject>();
startNotePools[i] = new Stack<GameObject>();
for (int j = 0; j < poolSize; j++)
{
AddToPool(notePools[i], notePrefabs[i]);
AddToPool(startNotePools[i], startNotePrefabs[i]);
}
for (int j = 0; j < poolSize * 5; j++)
{
AddToPool(holdNotePools[i], holdNotePrefabs[i]);
}
}
}
private GameObject GetObjectFromPool(Stack<GameObject> pool, GameObject prefab)
{
if (pool.Count > 0)
{
GameObject obj = pool.Pop();
obj.SetActive(true);
return obj;
}
else
{
if (pool.Count < maxPoolSize)
{
GameObject obj = Instantiate(prefab);
obj.SetActive(true);
return obj;
}
else
{
Debug.LogWarning("对象池已满,生成新的音符!");
GameObject obj = Instantiate(prefab);
obj.SetActive(true);
return obj;
}
}
}
private void ReturnObjectToPool(Stack<GameObject> pool, GameObject obj)
{
if (obj == null || pool.Contains(obj)) return; // 防止重复回收
if (obj != null)
{
obj.SetActive(false); // 设置为非活动状态
if (pool.Count < maxPoolSize)
{
pool.Push(obj);
Debug.Log($"已归还对象:{obj.name},当前池容量:{pool.Count}");
}
else
{
Debug.LogWarning("对象池已满,无法继续归还对象!");
}
}
}
private void AddToPool(Stack<GameObject> pool, GameObject prefab)
{
if (pool.Count < maxPoolSize)
{
GameObject obj = Instantiate(prefab);
obj.SetActive(false);
pool.Push(obj);
}
}
public GameObject GetNote(string color)
{
int colorIndex = GetColorIndexFromName(color);
return GetObjectFromPool(notePools[colorIndex], notePrefabs[colorIndex]);
}
public GameObject GetStartNote(string color)
{
int colorIndex = GetColorIndexFromName(color);
return GetObjectFromPool(startNotePools[colorIndex], startNotePrefabs[colorIndex]);
}
public GameObject GetHoldNoteSegment(string color)
{
int colorIndex = GetColorIndexFromName(color);
return GetObjectFromPool(holdNotePools[colorIndex], holdNotePrefabs[colorIndex]);
}
public void ReturnNote(GameObject note, string color)
{
NoteController noteScript = note.GetComponent<NoteController>();
if (noteScript != null)
{
noteScript.ResetState();
}
ReturnObjectToPool(notePools[GetColorIndexFromName(color)], note);
}
public void ReturnStartNote(GameObject startNote, string color)
{
if (string.IsNullOrEmpty(color))
{
Debug.LogWarning($" 归还 StartNote 时 color 为空!音符名: {startNote.name}");
return;
}
HoldNote holdNote = startNote.GetComponent<HoldNote>();
if (holdNote != null)
{
holdNote.ResetState(); // 确保重置音符状态
}
ReturnObjectToPool(startNotePools[GetColorIndexFromName(color)], startNote);
}
public void ReturnHoldNoteSegment(GameObject holdNote, string color)
{
if (string.IsNullOrEmpty(color))
{
Debug.LogWarning($" 归还 HoldNoteSegment 时 color 为空!音符名: {holdNote.name}");
return;
}
HoldNote holdNoteScript = holdNote.GetComponent<HoldNote>();
if (holdNoteScript != null)
{
holdNoteScript.ResetState(); // 确保重置音符状态
}
ReturnObjectToPool(holdNotePools[GetColorIndexFromName(color)], holdNote);
}
private int GetColorIndexFromName(string colorName)
{
switch (colorName)
{
case "red": return 0;
case "green": return 1;
case "yellow": return 2;
case "purple": return 3;
case "blue": return 4;
default:
Debug.LogError($"未识别的颜色: {colorName},默认使用红色");
return 0;
}
}
}