Unity-WebSocket/Assets/FishNet/Runtime/Utility/Performance/ObjectPool.cs
2025-06-28 11:28:54 +03:30

85 lines
4.3 KiB
C#

using FishNet.Managing;
using FishNet.Managing.Object;
using FishNet.Object;
using System;
using System.Collections.Generic;
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>
[Obsolete("Use AddPrefabObjects.")]
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;
}
}