Firstborn/Assets/AwesomeTechnologies/VegetationStudioPro/Runtime/PrefabSpawner/RuntimePrefabPool.cs

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using System.Collections.Generic;
using AwesomeTechnologies.Utility;
using AwesomeTechnologies.Vegetation;
using AwesomeTechnologies.VegetationSystem;
using Unity.Collections;
using Unity.Mathematics;
using UnityEngine;
public class RuntimePrefabPool : VegetationItemPool
{
private readonly List<GameObject> _prefabPoolList = new List<GameObject>();
private readonly RuntimePrefabRule _runtimePrefabRule;
private int _prefabCounter;
private readonly Transform _prefabParent;
private bool _showPrefabsInHierarchy;
private VegetationItemInfoPro _vegetationItemInfoPro;
private VegetationSystemPro _vegetationSystemPro;
public RuntimePrefabPool(RuntimePrefabRule runtimePrefabRule, VegetationItemInfoPro vegetationItemInfoPro,
Transform prefabParent, bool showPrefabsInHierarchy, VegetationSystemPro vegetationSystemPro)
{
_vegetationSystemPro = vegetationSystemPro;
_vegetationItemInfoPro = vegetationItemInfoPro;
_prefabParent = prefabParent;
_showPrefabsInHierarchy = showPrefabsInHierarchy;
_runtimePrefabRule = runtimePrefabRule;
}
public void SetPrefabVisibility(bool value)
{
_showPrefabsInHierarchy = value;
for (int i = 0; i <= _prefabPoolList.Count - 1; i++)
{
GameObject go = _prefabPoolList[i];
if (value)
{
go.hideFlags = HideFlags.DontSave;
}
else
{
go.hideFlags = HideFlags.HideAndDontSave;
}
}
}
void AddVegetationItemInstanceInfo(GameObject colliderObject)
{
var vegetationItemInstanceInfo = colliderObject.AddComponent<VegetationItemInstanceInfo>();
vegetationItemInstanceInfo.VegetationType = _vegetationItemInfoPro.VegetationType;
vegetationItemInstanceInfo.VegetationItemID = _vegetationItemInfoPro.VegetationItemID;
RuntimeObjectInfo runtimeObjectInfo = colliderObject.AddComponent<RuntimeObjectInfo>();
runtimeObjectInfo.VegetationItemInfo = _vegetationItemInfoPro;
}
void UpdateVegetationItemInstanceInfo(GameObject colliderObject, ItemSelectorInstanceInfo info)
{
VegetationItemInstanceInfo vegetationItemInstanceInfo = colliderObject.GetComponent<VegetationItemInstanceInfo>();
if (vegetationItemInstanceInfo)
{
vegetationItemInstanceInfo.Position = info.Position;
vegetationItemInstanceInfo.VegetationItemInstanceID = Mathf.RoundToInt(vegetationItemInstanceInfo.Position.x *100f).ToString() + "_" +
Mathf.RoundToInt(vegetationItemInstanceInfo.Position.y * 100f).ToString() + "_" +
Mathf.RoundToInt(vegetationItemInstanceInfo.Position.z * 100f).ToString();
vegetationItemInstanceInfo.Rotation = info.Rotation;
vegetationItemInstanceInfo.Scale = info.Scale;
}
}
public override GameObject GetObject(ItemSelectorInstanceInfo info)
{
if (_prefabPoolList.Count <= 0) return CreateRuntimePrefabObject(info);
GameObject prefabObject = _prefabPoolList[_prefabPoolList.Count - 1];
_prefabPoolList.RemoveAtSwapBack(_prefabPoolList.Count - 1);
prefabObject.SetActive(true);
PositionPrefabObject(prefabObject, info);
return prefabObject;
}
public GameObject CreateRuntimePrefabObject(ItemSelectorInstanceInfo info)
{
_prefabCounter++;
GameObject newRuntimePrefab;
if (_runtimePrefabRule.RuntimePrefab)
{
newRuntimePrefab = Object.Instantiate(_runtimePrefabRule.RuntimePrefab);
newRuntimePrefab.name = _runtimePrefabRule.RuntimePrefab.name;
}
else
{
newRuntimePrefab = GameObject.CreatePrimitive(PrimitiveType.Cube);
newRuntimePrefab.name = "Run-time prefab" + _prefabCounter.ToString() + "_" + newRuntimePrefab.name;
}
newRuntimePrefab.hideFlags = GetVisibilityHideFlags();
newRuntimePrefab.transform.SetParent(_prefabParent);
newRuntimePrefab.SetActive(true);
newRuntimePrefab.layer = _runtimePrefabRule.PrefabLayer;
AddVegetationItemInstanceInfo(newRuntimePrefab);
PositionPrefabObject(newRuntimePrefab, info);
return newRuntimePrefab;
}
private HideFlags GetVisibilityHideFlags()
{
return _showPrefabsInHierarchy ? HideFlags.DontSave : HideFlags.HideAndDontSave;
}
void PositionPrefabObject(GameObject prefabObject, ItemSelectorInstanceInfo info)
{
Vector3 scale = Vector3.one;
if (_runtimePrefabRule.UseVegetationItemScale)
{
scale = new Vector3(scale.x * info.Scale.x ,scale.y * info.Scale.y,scale.z* info.Scale.z);
}
Vector3 position = info.Position + _vegetationSystemPro.FloatingOriginOffset;
Vector3 offset;
if (_runtimePrefabRule.UseVegetationItemScale)
{
offset =new Vector3(info.Scale.x * _runtimePrefabRule.PrefabOffset.x, info.Scale.y * _runtimePrefabRule.PrefabOffset.y, info.Scale.z * _runtimePrefabRule.PrefabOffset.z);
}
else
{
offset = _runtimePrefabRule.PrefabOffset;
}
offset +=info.Rotation * offset;
prefabObject.transform.position = position + offset;
prefabObject.transform.localScale = new Vector3(scale.x * _runtimePrefabRule.PrefabScale.x,scale.y * _runtimePrefabRule.PrefabScale.y,scale.z * _runtimePrefabRule.PrefabScale.z);
prefabObject.transform.rotation = info.Rotation * Quaternion.Euler(_runtimePrefabRule.PrefabRotation);
UpdateVegetationItemInstanceInfo(prefabObject, info);
}
public override void ReturnObject(GameObject prefabObject)
{
if (prefabObject == null) return;
if (_runtimePrefabRule.UsePool)
{
prefabObject.SetActive(false);
_prefabPoolList.Add(prefabObject);
}
else
{
DestroyObject(prefabObject);
}
}
private static void DestroyObject(GameObject go)
{
if (Application.isPlaying)
{
Object.DestroyImmediate(go);
}
else
{
Object.DestroyImmediate(go);
}
}
public void Dispose()
{
for (int i = 0; i <= _prefabPoolList.Count - 1; i++)
{
DestroyObject(_prefabPoolList[i]);
}
_prefabPoolList.Clear();
}
}