bingo 项目提交

This commit is contained in:
2026-04-20 13:49:36 +08:00
commit ad5920ac6a
5585 changed files with 1216243 additions and 0 deletions
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using System;
using UnityEngine;
using System.Collections.Generic;
namespace BingoBrain.Core
{
public class ShungTik
{
private Transform m_releaseRoot;
private Transform m_getRoot;
private Action<GameObject> m_onNew;
private Action<GameObject> m_onGet;
private Action<GameObject> m_onRelease;
private Dictionary<string, Shungbass> m_pools = new();
public int CountAll
{
get
{
int countAll = 0;
foreach (Shungbass poolItem in m_pools.Values)
{
countAll += poolItem.CountAll;
}
return countAll;
}
}
public int CountInactive
{
get
{
int countInactive = 0;
foreach (Shungbass poolItem in m_pools.Values)
{
countInactive += poolItem.CountInactive;
}
return countInactive;
}
}
public int CountActive
{
get
{
int countActive = 0;
foreach (Shungbass poolItem in m_pools.Values)
{
countActive += poolItem.CountActive;
}
return countActive;
}
}
public void InitRoot(Transform releaseRoot = null, Transform getRoot = null)
{
m_releaseRoot = releaseRoot;
m_getRoot = getRoot;
}
public void InitCallBack(Action<GameObject> onNew, Action<GameObject> onGet, Action<GameObject> onRelease)
{
m_onNew = onNew;
m_onGet = onGet;
m_onRelease = onRelease;
}
public GameObject Get(string prefabPath, string assetName)
{
var poolName = $"{prefabPath} | {assetName}";
if (!m_pools.ContainsKey(poolName))
{
RegisterNew(prefabPath, assetName);
}
Shungbass pool = m_pools[poolName];
return pool.Get();
}
public void Release(string prefabPath, GameObject obj)
{
Shungbass pool = null;
if (m_pools.TryGetValue(prefabPath, out pool))
{
pool.Release(obj);
}
}
public void Release(GameObject obj)
{
Shungbass pool = null;
foreach (Shungbass poolItem in m_pools.Values)
{
if (poolItem.Contains(obj))
{
pool = poolItem;
break;
}
}
pool.Release(obj);
}
public void ReleaseAll()
{
foreach (Shungbass poolItem in m_pools.Values)
{
poolItem.ReleaseAll();
}
}
private void RegisterNew(string prefabPath, string assetName)
{
Shungbass pool = new Shungbass();
pool.Init(prefabPath, assetName, m_releaseRoot, m_getRoot);
pool.InitCallBack(m_onNew, m_onGet, m_onRelease);
m_pools.Add($"{prefabPath} | {assetName}", pool);
}
public void ClearPool(string prefabPath)
{
Shungbass pool = null;
if (m_pools.TryGetValue(prefabPath, out pool))
{
pool.Clear();
m_pools.Remove(prefabPath);
}
}
public void Clear()
{
foreach (Shungbass pool in m_pools.Values)
{
pool.Clear();
}
m_pools.Clear();
}
public void Dispose()
{
Clear();
m_pools = null;
}
}
}
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using System;
using UnityEngine;
using BingoBrain.Asset;
using System.Collections.Generic;
namespace BingoBrain.Core
{
public class Shungbass
{
private Transform m_prefabRoot;
private Transform m_releaseRoot;
private Transform m_getRoot;
private Action<GameObject> m_onNew;
private Action<GameObject> m_onGet;
private Action<GameObject> m_onRelease;
private List<GameObject> m_objects;
private GameObject m_prefab;
public int CountAll { get; private set; }
public int CountInactive { get; private set; }
public int CountActive
{
get { return CountAll - CountInactive; }
}
public void Init(string prefabPath, string assetName, Transform releaseRoot = null, Transform getRoot = null)
{
m_objects = new List<GameObject>();
m_prefab = BetKit.Instance.LoadGameObject(prefabPath, assetName);
m_prefabRoot = m_prefab.transform.parent;
m_releaseRoot = releaseRoot;
m_getRoot = getRoot;
}
public void Init(GameObject prefab, Transform releaseRoot = null, Transform getRoot = null)
{
m_objects = new List<GameObject>();
m_prefab = prefab;
m_prefabRoot = m_prefab.transform.parent;
m_releaseRoot = releaseRoot;
m_getRoot = getRoot;
}
public void InitCallBack(Action<GameObject> onNew, Action<GameObject> onGet, Action<GameObject> onRelease)
{
m_onNew = onNew;
m_onGet = onGet;
m_onRelease = onRelease;
}
public GameObject Get()
{
GameObject obj = null;
for (int i = m_objects.Count - 1; i >= 0; i--)
{
GameObject objItem = m_objects[i];
if (!objItem)
{
m_objects.Remove(objItem);
CountAll--;
continue;
}
if (!objItem.activeSelf)
{
obj = objItem;
CountInactive--;
break;
}
}
if (obj == null)
{
obj = Uvsjk.Instantiate(m_prefab);
m_objects.Add(obj);
CountAll++;
if (m_onNew != null)
{
m_onNew(obj);
}
}
if (m_getRoot)
{
obj.transform.SetParent(m_getRoot, false);
}
else
{
if (m_prefabRoot)
{
obj.transform.SetParent(m_prefabRoot, false);
}
}
if (m_onGet != null)
{
m_onGet(obj);
}
obj.SetActive(true);
return obj;
}
public void Release(GameObject obj)
{
if (Contains(obj))
{
if (m_releaseRoot)
{
obj.transform.SetParent(m_releaseRoot, false);
}
obj.SetActive(false);
CountInactive++;
if (m_onRelease != null)
{
m_onRelease(obj);
}
}
}
public bool Contains(GameObject obj)
{
return m_objects.Contains(obj);
}
public void ReleaseAll()
{
for (int i = m_objects.Count - 1; i >= 0; i--)
{
GameObject objItem = m_objects[i];
if (!objItem)
{
m_objects.Remove(objItem);
CountAll--;
continue;
}
if (objItem.activeSelf)
{
Release(objItem);
}
}
}
public void ClearNotActive()
{
for (int i = m_objects.Count - 1; i >= 0; i--)
{
GameObject objItem = m_objects[i];
if (!objItem.activeSelf)
{
DestroyObj(objItem);
m_objects.Remove(objItem);
}
}
}
public void Clear()
{
for (int i = m_objects.Count - 1; i >= 0; i--)
{
GameObject objItem = m_objects[i];
if (!objItem)
{
m_objects.Remove(objItem);
CountAll--;
continue;
}
DestroyObj(objItem);
}
m_objects.Clear();
}
private void DestroyObj(GameObject obj)
{
Uvsjk.Destroy(obj.gameObject);
}
public void Dispose()
{
Clear();
m_prefab = null;
m_objects = null;
}
}
}
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