Initial commit: Unity WordConnect project

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2025-08-01 19:12:05 +08:00
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// // ©2015 - 2025 Candy Smith
// // All rights reserved
// // Redistribution of this software is strictly not allowed.
// // Copy of this software can be obtained from unity asset store only.
// // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// // FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT. IN NO EVENT SHALL THE
// // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// // THE SOFTWARE.
using System.Collections.Generic;
using UnityEngine;
using WordsToolkit.Scripts.System;
namespace WordsToolkit.Scripts.Gameplay.Pool
{
public class PoolObject : MonoBehaviour
{
protected static readonly Dictionary<string, PoolObject> pools = new();
public GameObject prefab;
protected Queue<GameObject> pool = new();
public virtual void Awake()
{
if (prefab != null)
{
SetPrefab(prefab);
}
}
public void SetPrefab(GameObject newPrefab)
{
pools[newPrefab.name] = this;
prefab = newPrefab;
}
private void OnDestroy()
{
pools.Clear();
}
protected GameObject Create()
{
var item = Instantiate(prefab, transform);
item.name = prefab.name;
return item;
}
private GameObject Get()
{
var item = pool.Count == 0 ? Create() : pool.Dequeue();
if (item.activeSelf && pool.Count > 0)
{
item = pool.Dequeue();
}
item.SetActive(true);
return item;
}
public static void Return(GameObject item)
{
if (item == null)
{
return;
}
item.SetActive(false);
if (pools.TryGetValue(item.name, out var pool))
{
pool.pool.Enqueue(item);
}
}
public static GameObject GetObject(GameObject prefab)
{
return GetPool(prefab);
}
public static GameObject GetObject(GameObject prefab, Vector3 position)
{
var item = GetPool(prefab);
item.transform.position = position;
return item;
}
private static GameObject GetPool(GameObject prefab)
{
var prefabName = prefab.name;
if (pools.TryGetValue(prefabName, out var pool))
{
return pool.Get();
}
var poolObject = new GameObject(prefabName).AddComponent<PoolObject>();
poolObject.transform.SetParent(GameObject.Find("FXPool").transform);
poolObject.prefab = prefab;
poolObject.transform.localScale = Vector3.one;
pools.Add(prefabName, poolObject);
return poolObject.Get();
}
public static GameObject GetObject(string prefabName)
{
if (pools.TryGetValue(prefabName, out var pool))
{
return pool.Get();
}
Debug.LogError($"Pool with name {prefabName} not found");
return null;
}
}
}