【Unity】【CSharp】对象池

1. 架构设计特点

单例模式与模块化设计

  • 采用单例模式确保全局唯一的对象池管理器
  • 模块化设计,职责分离明确:
    • GameObjectPool:主管理器
    • ConfigPool:配置组对象池
    • PooledObject:池化对象封装
    • PrefabRefInfo:预制体引用计数

配置驱动架构

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[CreateAssetMenu(fileName = "PoolConfig", menuName = "GameplaySystem/PoolConfig", order = 10)]
public class PoolConfigScriptableObject : ScriptableObject
  • 使用ScriptableObject配置池参数
  • 支持可视化配置管理
  • 配置与代码分离,便于调整

2. 资源管理特点

双重资源加载策略

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public interface IResourceLoader
{
GameObject LoadPrefab(string location);
UniTask<GameObject> LoadPrefabAsync(string location, CancellationToken cancellationToken = default);
}
  • 支持Unity Resources和TEngine两种资源加载方式
  • 接口抽象,易于扩展其他资源系统
  • 同步/异步加载双重支持

智能引用计数管理

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public void AddRef()
{
RefCount++;
LastAccessTime = Time.time;
}

public void RemoveRef()
{
if (RefCount > 0) RefCount--;
}
  • 防止内存泄漏的引用计数机制
  • 时间戳记录,支持过期清理
  • 防重复减少引用计数的保护机制

3. 性能优化特点

对象重用策略

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// 重用临时队列,避免重复创建
private static Queue<PooledObject> _tempQueue = new Queue<PooledObject>();
private static readonly List<PooledObject> _expiredObjects = new List<PooledObject>();
  • 静态临时容器重用,减少GC压力
  • 队列交换技术优化内存分配
  • 过期对象批量清理机制

异步加载优化

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if (LoadingAssets.Contains(assetPath))
{
var completionSource = new UniTaskCompletionSource<GameObject>();
if (!PendingRequests.ContainsKey(assetPath))
{
PendingRequests[assetPath] = new List<UniTaskCompletionSource<GameObject>>();
}
PendingRequests[assetPath].Add(completionSource);
}
  • 避免重复加载同一资源
  • 挂起请求队列管理
  • UniTask异步框架支持取消操作

4. 内存管理特点

分层过期清理机制

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public void CheckExpiredObjects()
{
// 清理过期对象
CheckExpiredPrefabs(); // 清理过期预制体
}
  • 对象级别过期清理
  • 预制体级别过期清理
  • 定时清理避免内存积累

智能池容量管理

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if (AllObjects.Count < Config.poolcnt)
{
// 创建新对象
}
else
{
// 复用最旧的非活跃对象
PooledObject oldestObj = null;
float oldestTime = float.MaxValue;
foreach (var obj in AllObjects)
{
if (!obj.isActive && obj.lastUsedTime < oldestTime)
{
oldestTime = obj.lastUsedTime;
oldestObj = obj;
}
}
}
  • LRU(最近最少使用)策略
  • 动态容量调整
  • 防止池无限增长

5. 监控与调试特点

完善的Editor扩展

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[CustomEditor(typeof(GameObjectPool))]
public class GameObjectPoolEditor : UnityEditor.Editor
  • 实时监控池状态
  • 可视化进度条显示使用率
  • 详细的对象生命周期信息
  • 自动刷新机制

丰富的状态信息

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public class PoolObjectInfo
{
public float remainingTime;
public float expireProgress;
public bool isActive;
}
  • 过期进度可视化
  • 剩余时间显示
  • 活跃状态监控

6. 错误处理特点

防御性编程

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public void RemoveRef()
{
if (RefCount > 0)
{
RefCount--;
}
else
{
Log.Warning($"尝试减少已经为0的引用计数: {AssetPath}");
}
}
  • 引用计数边界检查
  • 空引用检查
  • 重复操作保护

异常恢复机制

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while (AvailableObjects.Count > 0)
{
var obj = AvailableObjects.Dequeue();
if (obj.gameObject == null)
{
// 处理已销毁对象
continue;
}
}
  • 自动清理无效对象
  • 队列一致性维护
  • 异常状态恢复

7. 扩展性特点

接口设计

  • IResourceLoader接口支持多种资源系统
  • 配置驱动支持运行时调整
  • 事件回调机制支持自定义逻辑

生命周期管理

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public class PoolObjectMonitor : MonoBehaviour
{
private void OnDestroy()
{
if (_pool != null && _pooledObject != null)
{
_pool.OnObjectDestroyed(_pooledObject);
}
}
}
  • 自动生命周期监控
  • 销毁事件处理
  • 状态同步机制

8. 使用便利性特点

简化的API设计

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public static class GameObjectPoolHelper
{
public static GameObject LoadGameObject(string assetPath);
public static async UniTask<GameObject> LoadGameObjectAsync(string assetPath, CancellationToken cancellationToken = default);
}
  • 静态辅助类简化调用
  • 同步/异步双重接口
  • 取消令牌支持

总结

这个对象池系统展现了以下核心优势:

  1. 高性能:通过对象重用、静态容器复用、批量清理等手段最小化GC压力
  2. 高可靠性:完善的错误处理、防御性编程、状态一致性保证
  3. 高可维护性:模块化设计、配置驱动、丰富的调试信息
  4. 高扩展性:接口抽象、事件机制、生命周期管理
  5. 易用性:简化的API、详细的文档、可视化配置

整体而言,这是一个企业级的对象池实现,适用于对性能和稳定性要求较高的游戏项目。

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#region Class Documentation

/************************************************************************************************************
Class Name: GameObjectPool.cs
Type: Pool, GameObject, GameObjectPool

Example:
// 异步加载游戏物体。
var gameObject = await GameObjectPool.Instance.GetGameObjectAsync(path, token);

// 同步加载游戏物体。
var gameObject = GameObjectPool.Instance.GetGameObject(path);

Example1:
// 异步加载游戏物体。
var gameObject = await GameObjectPoolHelper.LoadGameObjectAsync(path, token);

// 同步加载游戏物体。
var gameObject = GameObjectPoolHelper.LoadGameObject(path);
************************************************************************************************************/

#endregion

using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
using TEngine;

#if UNITY_EDITOR
using UnityEditor;
#endif

namespace GameplaySystem
{
[CreateAssetMenu(fileName = "PoolConfig", menuName = "GameplaySystem/PoolConfig", order = 10)]
public class PoolConfigScriptableObject : ScriptableObject
{
public List<PoolConfig> configs;
}

/// <summary>
/// 对象池配置项。
/// </summary>
[Serializable]
public class PoolConfig
{
public string asset;
public float time;
public int poolcnt;
}

/// <summary>
/// 预制体引用计数信息。
/// </summary>
public class PrefabRefInfo
{
public GameObject Prefab;
public int RefCount;
public float LastAccessTime;
public string AssetPath;

public PrefabRefInfo(GameObject prefab, string assetPath)
{
this.Prefab = prefab;
this.AssetPath = assetPath;
this.RefCount = 0;
this.LastAccessTime = Time.time;
}

public void AddRef()
{
RefCount++;
LastAccessTime = Time.time;
}

public void RemoveRef()
{
if (RefCount > 0) // 防止引用计数变成负数
{
RefCount--;
if (RefCount > 0)
{
LastAccessTime = Time.time;
}
Log.Debug($"RemoveRef: {AssetPath}, refCount: {RefCount}");
}
else
{
Log.Warning($"尝试减少已经为0的引用计数: {AssetPath}");
}
}

public bool CanUnload(float expireTime)
{
return RefCount <= 0 && expireTime > 0 && (Time.time - LastAccessTime) > expireTime;
}
}

[Serializable]
public class PooledObject
{
public GameObject gameObject;
public string assetPath;
public float lastUsedTime;
public bool isActive;
public string instanceName;
public bool isRefCountReduced;

public PooledObject(GameObject go, string path)
{
gameObject = go;
assetPath = path;
lastUsedTime = Time.time;
isActive = false;
instanceName = go.name;
isRefCountReduced = false;
}

/// <summary>
/// 获取过期进度 (0-1),1表示即将过期。
/// </summary>
public float GetExpireProgress(float expireTime)
{
if (expireTime <= 0 || isActive) return 0f;
float timeElapsed = Time.time - lastUsedTime;
return Mathf.Clamp01(timeElapsed / expireTime);
}

/// <summary>
/// 获取剩余时间。
/// </summary>
public float GetRemainingTime(float expireTime)
{
if (expireTime <= 0 || isActive) return -1f;
float timeElapsed = Time.time - lastUsedTime;
return Mathf.Max(0f, expireTime - timeElapsed);
}
}

/// <summary>
/// Inspector显示用的对象信息。
/// </summary>
[Serializable]
public class PoolObjectInfo
{
[SerializeField] public string objectName;
[SerializeField] public string assetPath;
[SerializeField] public bool isActive;
[SerializeField] public float lastUsedTime;
[SerializeField] public float remainingTime;
[SerializeField] public float expireProgress;
[SerializeField] public GameObject gameObject;

public void UpdateFromPooledObject(PooledObject pooledObj, float expireTime)
{
objectName = pooledObj.instanceName;
assetPath = pooledObj.assetPath;
isActive = pooledObj.isActive;
lastUsedTime = pooledObj.lastUsedTime;
remainingTime = pooledObj.GetRemainingTime(expireTime);
expireProgress = pooledObj.GetExpireProgress(expireTime);
gameObject = pooledObj.gameObject;
}
}

/// <summary>
/// Inspector显示用的预制体信息.
/// </summary>
[Serializable]
public class PrefabRefInfoDisplay
{
[SerializeField] public string assetPath;
[SerializeField] public int refCount;
[SerializeField] public float lastAccessTime;
[SerializeField] public GameObject prefab;

public void UpdateFromPrefabRefInfo(PrefabRefInfo info)
{
assetPath = info.AssetPath;
refCount = info.RefCount;
lastAccessTime = info.LastAccessTime;
prefab = info.Prefab;
}
}

/// <summary>
/// Inspector显示用的池信息。
/// </summary>
[Serializable]
public class ConfigPoolInfo
{
[SerializeField] public string configAsset;
[SerializeField] public int maxCount;
[SerializeField] public float expireTime;
[SerializeField] public int totalObjects;
[SerializeField] public int activeObjects;
[SerializeField] public int availableObjects;
[SerializeField] public int loadedPrefabs;
[SerializeField] public List<string> assetPaths = new List<string>();
[SerializeField] public List<PoolObjectInfo> objects = new List<PoolObjectInfo>();
[SerializeField] public List<PrefabRefInfoDisplay> prefabRefs = new List<PrefabRefInfoDisplay>();

public void UpdateFromPool(ConfigPool pool)
{
configAsset = pool.Config.asset;
maxCount = pool.Config.poolcnt;
expireTime = pool.Config.time;
totalObjects = pool.AllObjects.Count;

activeObjects = 0;
foreach (var obj in pool.AllObjects)
{
if (obj.isActive) activeObjects++;
}

availableObjects = pool.AvailableObjects.Count;
loadedPrefabs = pool.LoadedPrefabs.Count;

assetPaths.Clear();
assetPaths.AddRange(pool.LoadedPrefabs.Keys);

objects.Clear();
int objectIndex = 0;
foreach (var pooledObj in pool.AllObjects)
{
if (pooledObj.gameObject != null)
{
PoolObjectInfo info;
if (objectIndex < objects.Count)
{
info = objects[objectIndex];
}
else
{
info = new PoolObjectInfo();
objects.Add(info);
}

info.UpdateFromPooledObject(pooledObj, pool.Config.time);
objectIndex++;
}
}

prefabRefs.Clear();
int prefabIndex = 0;
foreach (var kvp in pool.LoadedPrefabs)
{
PrefabRefInfoDisplay info;
if (prefabIndex < prefabRefs.Count)
{
info = prefabRefs[prefabIndex];
}
else
{
info = new PrefabRefInfoDisplay();
prefabRefs.Add(info);
}

info.UpdateFromPrefabRefInfo(kvp.Value);
prefabIndex++;
}
}
}

/// <summary>
/// 配置组对象池 - 管理一个PoolConfig下的所有资源。
/// </summary>
public class ConfigPool
{
public readonly PoolConfig Config;
public Queue<PooledObject> AvailableObjects;
public readonly HashSet<PooledObject> AllObjects;
public readonly Dictionary<string, PrefabRefInfo> LoadedPrefabs;
public readonly Dictionary<string, List<UniTaskCompletionSource<GameObject>>> PendingRequests;
public readonly HashSet<string> LoadingAssets;
public readonly Transform PoolRoot;

private readonly IResourceLoader _resourceLoader;

// 重用临时队列,避免重复创建。
private static Queue<PooledObject> _tempQueue = new Queue<PooledObject>();

// 重用过期对象列表,避免重复创建。
private static readonly List<PooledObject> _expiredObjects = new List<PooledObject>();
private static readonly List<string> _expiredPrefabs = new List<string>();

public ConfigPool(PoolConfig config, IResourceLoader resourceLoader)
{
_resourceLoader = resourceLoader;
Config = config;
AvailableObjects = new Queue<PooledObject>();
AllObjects = new HashSet<PooledObject>();
LoadedPrefabs = new Dictionary<string, PrefabRefInfo>();
PendingRequests = new Dictionary<string, List<UniTaskCompletionSource<GameObject>>>();
LoadingAssets = new HashSet<string>();

// 创建池根节点。
GameObject poolRootGo = new GameObject($"ConfigPool_{config.asset.Replace('/', '_')}");
PoolRoot = poolRootGo.transform;
PoolRoot.SetParent(GameObjectPool.Instance.poolContainer);
poolRootGo.SetActive(false);
}

public bool MatchesAsset(string assetPath)
{
return assetPath.StartsWith(Config.asset);
}

/// <summary>
/// 同步获取对象,如果资源未加载则同步加载。
/// </summary>
public GameObject Get(string assetPath)
{
if (!LoadedPrefabs.ContainsKey(assetPath))
{
if (LoadingAssets.Contains(assetPath))
{
Log.Warning($"资源 {assetPath} 正在异步加载中,同步获取可能导致重复加载,建议使用异步方法");
}

try
{
GameObject prefab = _resourceLoader.LoadPrefab(assetPath);
if (prefab != null)
{
LoadedPrefabs[assetPath] = new PrefabRefInfo(prefab, assetPath);
Log.Debug($"同步加载资源成功: {assetPath}");
}
else
{
Log.Error($"同步加载资源失败: {assetPath}");
return null;
}
}
catch (Exception e)
{
Log.Error($"同步加载资源异常: {assetPath}, 错误: {e.Message}");
return null;
}
}

return GetInternal(assetPath);
}

/// <summary>
/// 异步获取对象。
/// </summary>
public async UniTask<GameObject> GetAsync(string assetPath, CancellationToken cancellationToken = default)
{
if (LoadedPrefabs.ContainsKey(assetPath))
{
return GetInternal(assetPath);
}

if (LoadingAssets.Contains(assetPath))
{
var completionSource = new UniTaskCompletionSource<GameObject>();
if (!PendingRequests.ContainsKey(assetPath))
{
PendingRequests[assetPath] = new List<UniTaskCompletionSource<GameObject>>();
}

PendingRequests[assetPath].Add(completionSource);

try
{
return await completionSource.Task.AttachExternalCancellation(cancellationToken);
}
catch (OperationCanceledException)
{
PendingRequests[assetPath].Remove(completionSource);
throw;
}
}

LoadingAssets.Add(assetPath);
try
{
GameObject prefab = await _resourceLoader.LoadPrefabAsync(assetPath, cancellationToken);
if (prefab != null)
{
LoadedPrefabs[assetPath] = new PrefabRefInfo(prefab, assetPath);
Log.Debug($"异步加载资源成功: {assetPath}");

if (PendingRequests.ContainsKey(assetPath))
{
var requests = PendingRequests[assetPath];
PendingRequests.Remove(assetPath);

foreach (var request in requests)
{
try
{
var go = GetInternal(assetPath);
request.TrySetResult(go);
}
catch (Exception e)
{
request.TrySetException(e);
}
}
}

return GetInternal(assetPath);
}
else
{
throw new Exception($"无法异步加载资源: {assetPath}");
}
}
catch (Exception e)
{
Log.Error($"异步加载资源失败: {assetPath}, 错误: {e.Message}");

if (PendingRequests.ContainsKey(assetPath))
{
var requests = PendingRequests[assetPath];
PendingRequests.Remove(assetPath);

foreach (var request in requests)
{
request.TrySetException(e);
}
}

throw;
}
finally
{
LoadingAssets.Remove(assetPath);
}
}

private GameObject GetInternal(string assetPath)
{
PooledObject pooledObj = null;

_tempQueue.Clear();

while (AvailableObjects.Count > 0)
{
var obj = AvailableObjects.Dequeue();
if (obj.gameObject == null)
{
// 只有在引用计数未减少时才处理
if (!obj.isRefCountReduced)
{
OnObjectReallyDestroyed(obj);
}
else
{
// 只需要从集合中移除,不需要减少引用计数
AllObjects.Remove(obj);
}

continue;
}

if (obj.assetPath == assetPath)
{
pooledObj = obj;
break;
}
else
{
_tempQueue.Enqueue(obj);
}
}

// 将不匹配的对象放回队列
while (_tempQueue.Count > 0)
{
AvailableObjects.Enqueue(_tempQueue.Dequeue());
}

if (pooledObj == null)
{
if (AllObjects.Count < Config.poolcnt)
{
var prefabRefInfo = LoadedPrefabs[assetPath];
GameObject instantiate = GameObject.Instantiate(prefabRefInfo.Prefab);
pooledObj = new PooledObject(instantiate, assetPath);
AllObjects.Add(pooledObj);

prefabRefInfo.AddRef();

var monitor = instantiate.GetComponent<PoolObjectMonitor>();
if (monitor == null)
{
monitor = instantiate.AddComponent<PoolObjectMonitor>();
}

monitor.Initialize(this, pooledObj);
}
else
{
PooledObject oldestObj = null;
float oldestTime = float.MaxValue;

foreach (var obj in AllObjects)
{
if (!obj.isActive && obj.lastUsedTime < oldestTime)
{
oldestTime = obj.lastUsedTime;
oldestObj = obj;
}
}

if (oldestObj != null)
{
DestroyPooledObject(oldestObj);

var prefabRefInfo = LoadedPrefabs[assetPath];
GameObject instantiate = GameObject.Instantiate(prefabRefInfo.Prefab);
pooledObj = new PooledObject(instantiate, assetPath);
AllObjects.Add(pooledObj);

prefabRefInfo.AddRef();

var monitor = instantiate.GetComponent<PoolObjectMonitor>();
if (monitor == null)
{
monitor = instantiate.AddComponent<PoolObjectMonitor>();
}

monitor.Initialize(this, pooledObj);
}
else
{
Log.Warning($"对象池已满且所有对象都在使用中: {Config.asset},无法创建新对象 {assetPath}");
return null;
}
}
}

pooledObj.isActive = true;
pooledObj.lastUsedTime = Time.time;
pooledObj.gameObject.SetActive(true);
pooledObj.gameObject.transform.SetParent(null);

return pooledObj.gameObject;
}

public void Return(GameObject go)
{
PooledObject pooledObj = null;
foreach (var obj in AllObjects)
{
if (obj.gameObject == go)
{
pooledObj = obj;
break;
}
}

if (pooledObj != null && pooledObj.isActive)
{
pooledObj.isActive = false;
pooledObj.lastUsedTime = Time.time;

go.SetActive(false);
go.transform.SetParent(PoolRoot);
go.transform.localPosition = Vector3.zero;
go.transform.localRotation = Quaternion.identity;
go.transform.localScale = Vector3.one;

AvailableObjects.Enqueue(pooledObj);
}
}

public void OnObjectDestroyed(PooledObject pooledObj)
{
// 防止重复减少引用计数
if (!pooledObj.isRefCountReduced)
{
OnObjectReallyDestroyed(pooledObj);
}
else
{
// 只需要从集合中移除
AllObjects.Remove(pooledObj);
CleanAvailableQueue(pooledObj);
}
}

private void OnObjectReallyDestroyed(PooledObject pooledObj)
{
// 标记引用计数已减少,防止重复处理
if (pooledObj.isRefCountReduced)
{
return;
}

pooledObj.isRefCountReduced = true;
AllObjects.Remove(pooledObj);

// 减少预制体引用计数
if (LoadedPrefabs.TryGetValue(pooledObj.assetPath, out PrefabRefInfo refInfo))
{
refInfo.RemoveRef();
}

CleanAvailableQueue(pooledObj);
}

// 清理可用队列
private void CleanAvailableQueue(PooledObject pooledObj)
{
_tempQueue.Clear();
while (AvailableObjects.Count > 0)
{
var obj = AvailableObjects.Dequeue();
if (obj != pooledObj)
{
_tempQueue.Enqueue(obj);
}
}

// 交换队列
(AvailableObjects, _tempQueue) = (_tempQueue, AvailableObjects);
}

private void DestroyPooledObject(PooledObject pooledObj)
{
// 先标记引用计数已减少
if (pooledObj.isRefCountReduced)
{
return;
}

// 先处理引用计数
OnObjectReallyDestroyed(pooledObj);

if (pooledObj.gameObject != null)
{
GameObject.Destroy(pooledObj.gameObject);
}
}

public void CheckExpiredObjects()
{
if (Config.time <= 0) return;

float currentTime = Time.time;

// 重用过期对象列表
_expiredObjects.Clear();

foreach (var obj in AllObjects)
{
if (!obj.isActive && !obj.isRefCountReduced && (currentTime - obj.lastUsedTime) > Config.time)
{
_expiredObjects.Add(obj);
}
}

foreach (var expiredObj in _expiredObjects)
{
DestroyPooledObject(expiredObj);
}

// 重建可用队列
_tempQueue.Clear();
while (AvailableObjects.Count > 0)
{
var obj = AvailableObjects.Dequeue();
if (AllObjects.Contains(obj) && !obj.isRefCountReduced)
{
_tempQueue.Enqueue(obj);
}
}

// 交换队列
(AvailableObjects, _tempQueue) = (_tempQueue, AvailableObjects);

CheckExpiredPrefabs();
}

private void CheckExpiredPrefabs()
{
if (Config.time <= 0) return;

// 重用过期预制体列表
_expiredPrefabs.Clear();

foreach (var kvp in LoadedPrefabs)
{
var refInfo = kvp.Value;
if (refInfo.CanUnload(Config.time))
{
_expiredPrefabs.Add(kvp.Key);
}
}

foreach (var assetPath in _expiredPrefabs)
{
var refInfo = LoadedPrefabs[assetPath];
Log.Debug($"卸载过期预制体: {assetPath}, 引用计数: {refInfo.RefCount}");

_resourceLoader.UnloadAsset(refInfo.Prefab);
LoadedPrefabs.Remove(assetPath);
}
}

public void Clear()
{
foreach (var obj in AllObjects)
{
if (obj.gameObject != null)
{
GameObject.Destroy(obj.gameObject);
}
}

AllObjects.Clear();
AvailableObjects.Clear();

foreach (var kvp in LoadedPrefabs)
{
var refInfo = kvp.Value;
if (refInfo.Prefab != null)
{
Log.Debug($"清理时卸载预制体: {kvp.Key}, 引用计数: {refInfo.RefCount}");
_resourceLoader.UnloadAsset(refInfo.Prefab);
}
}

LoadedPrefabs.Clear();
LoadingAssets.Clear();

foreach (var requests in PendingRequests.Values)
{
foreach (var request in requests)
{
request.TrySetCanceled();
}
}

PendingRequests.Clear();

if (PoolRoot != null)
{
GameObject.Destroy(PoolRoot.gameObject);
}
}
}

/// <summary>
/// 对象销毁监听器。
/// </summary>
public class PoolObjectMonitor : MonoBehaviour
{
private ConfigPool _pool;
private PooledObject _pooledObject;

public void Initialize(ConfigPool pool, PooledObject pooledObject)
{
_pool = pool;
_pooledObject = pooledObject;
}

private void OnDestroy()
{
if (_pool != null && _pooledObject != null)
{
_pool.OnObjectDestroyed(_pooledObject);
}
}
}

/// <summary>
/// 游戏对象池管理器。
/// </summary>
public class GameObjectPool : MonoBehaviour
{
private static GameObjectPool _instance;

public static GameObjectPool Instance
{
get
{
if (_instance == null)
{
GameObject go = new GameObject("[GameObjectPool]");
_instance = go.AddComponent<GameObjectPool>();
DontDestroyOnLoad(go);
}

return _instance;
}
}

[Header("检查间隔")] public float checkInterval = 10f;

[Header("资源加载器")] public bool useEngineResourceLoader = true;

[Header("Inspector显示设置")] public bool showDetailedInfo = true;

[Header("池状态信息")] [SerializeField] private List<ConfigPoolInfo> poolInfos = new List<ConfigPoolInfo>();

public Transform poolContainer;
internal IResourceLoader _resourceLoader;

private List<PoolConfig> _poolConfigs;
private List<ConfigPool> _configPools;
private Dictionary<GameObject, ConfigPool> _gameObjectToPool;

// 重用预加载对象列表
private static readonly List<GameObject> _preloadedObjects = new List<GameObject>();

private float _lastCleanupTime;

private void Awake()
{
if (_instance == null)
{
_instance = this;
DontDestroyOnLoad(gameObject);
Initialize();
}
else if (_instance != this)
{
Destroy(gameObject);
}
}

private void Initialize()
{
_resourceLoader = useEngineResourceLoader ? new TEngineResourceLoader() as IResourceLoader : new DefaultResourceLoader() as IResourceLoader;

GameObject containerGo = new GameObject("PoolContainer");
poolContainer = containerGo.transform;
poolContainer.SetParent(transform);

_configPools = new List<ConfigPool>();
_gameObjectToPool = new Dictionary<GameObject, ConfigPool>();

try
{
_poolConfigs = ModuleSystem.GetModule<IResourceModule>().LoadAsset<PoolConfigScriptableObject>("PoolConfig").configs;
_poolConfigs.Sort((a, b) => b.asset.Length.CompareTo(a.asset.Length));

foreach (var config in _poolConfigs)
{
var configPool = new ConfigPool(config, _resourceLoader);
_configPools.Add(configPool);
}
}
catch (Exception e)
{
Log.Error($"加载对象池配置失败: {e.Message}");
_poolConfigs = new List<PoolConfig>();
}

// 初始化清理时间
_lastCleanupTime = Time.time;
}

private void Update()
{
if (Time.time - _lastCleanupTime >= checkInterval)
{
PerformCleanup();
_lastCleanupTime = Time.time;
}
}

/// <summary>
/// 执行对象池清理。
/// </summary>
private void PerformCleanup()
{
if (_configPools == null || _configPools.Count == 0)
{
return;
}

foreach (var pool in _configPools)
{
pool.CheckExpiredObjects();
}
}

/// <summary>
/// 手动触发一次清理。
/// </summary>
public void ForceCleanup()
{
PerformCleanup();
_lastCleanupTime = Time.time;
}

// Editor专用的刷新。
private void UpdateInspectorInfo()
{
poolInfos.Clear();
foreach (var pool in _configPools)
{
var info = new ConfigPoolInfo();
info.UpdateFromPool(pool);
poolInfos.Add(info);
}
}

public void SetResourceLoader(IResourceLoader resourceLoader)
{
_resourceLoader = resourceLoader;
}

public GameObject GetGameObject(string assetPath)
{
ConfigPool pool = FindConfigPool(assetPath);
GameObject go = null;

if (pool != null)
{
go = pool.Get(assetPath);
}
else
{
go = _resourceLoader.LoadGameObject(assetPath);
}

if (go != null && pool != null)
{
_gameObjectToPool[go] = pool;
}

return go;
}

public async UniTask<GameObject> GetGameObjectAsync(string assetPath, CancellationToken cancellationToken = default)
{
ConfigPool pool = FindConfigPool(assetPath);
GameObject go = null;

if (pool != null)
{
go = await pool.GetAsync(assetPath, cancellationToken);
}
else
{
go = await _resourceLoader.LoadGameObjectAsync(assetPath, null, cancellationToken);
}

if (go != null && pool != null)
{
_gameObjectToPool[go] = pool;
}

return go;
}

public void Release(GameObject go)
{
if (go == null) return;

if (_gameObjectToPool.TryGetValue(go, out ConfigPool pool))
{
pool.Return(go);
_gameObjectToPool.Remove(go);
}
else
{
Destroy(go);
}
}

public async UniTask PreloadAsync(string assetPath, int count = 1, CancellationToken cancellationToken = default)
{
ConfigPool pool = FindConfigPool(assetPath);
if (pool == null)
{
Log.Warning($"资源 {assetPath} 没有对应的池配置,无法预加载");
return;
}

// 优化:重用预加载对象列表
_preloadedObjects.Clear();
for (int i = 0; i < count; i++)
{
GameObject go = await pool.GetAsync(assetPath, cancellationToken);
if (go != null)
{
_preloadedObjects.Add(go);
}
}

foreach (var go in _preloadedObjects)
{
pool.Return(go);
_gameObjectToPool.Remove(go);
}
}

public void Preload(string assetPath, int count = 1)
{
ConfigPool pool = FindConfigPool(assetPath);
if (pool == null)
{
Log.Warning($"资源 {assetPath} 没有对应的池配置,无法预加载");
return;
}

// 优化:重用预加载对象列表
_preloadedObjects.Clear();
for (int i = 0; i < count; i++)
{
GameObject go = pool.Get(assetPath);
if (go != null)
{
_preloadedObjects.Add(go);
}
}

foreach (var go in _preloadedObjects)
{
pool.Return(go);
_gameObjectToPool.Remove(go);
}
}

private ConfigPool FindConfigPool(string assetPath)
{
foreach (var pool in _configPools)
{
if (pool.MatchesAsset(assetPath))
{
return pool;
}
}

return null;
}

/// <summary>
/// 手动刷新Inspector信息
/// </summary>
public void RefreshInspectorInfo()
{
UpdateInspectorInfo();
}

public void ClearAllPools()
{
foreach (var pool in _configPools)
{
pool.Clear();
}

_gameObjectToPool.Clear();
poolInfos.Clear();
}

private void OnDestroy()
{
ClearAllPools();
}
}

public interface IResourceLoader
{
GameObject LoadPrefab(string location);
UniTask<GameObject> LoadPrefabAsync(string location, CancellationToken cancellationToken = default);
GameObject LoadGameObject(string location, Transform parent = null);
UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default);
void UnloadAsset(GameObject gameObject);
}

public class DefaultResourceLoader : IResourceLoader
{
public GameObject LoadPrefab(string location)
{
return Resources.Load<GameObject>(location);
}

public async UniTask<GameObject> LoadPrefabAsync(string location, CancellationToken cancellationToken = default)
{
return await Resources.LoadAsync<GameObject>(location).ToUniTask(cancellationToken: cancellationToken) as GameObject;
}

public GameObject LoadGameObject(string location, Transform parent = null)
{
var prefab = Resources.Load<GameObject>(location);
if (prefab == null) return null;

var instance = GameObject.Instantiate(prefab);
if (instance != null && parent != null)
{
instance.transform.SetParent(parent);
}

return instance;
}

public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default)
{
var prefab = await Resources.LoadAsync<GameObject>(location).ToUniTask(cancellationToken: cancellationToken) as GameObject;
if (prefab == null) return null;

var instance = GameObject.Instantiate(prefab);
if (instance != null && parent != null)
{
instance.transform.SetParent(parent);
}

return instance;
}

public void UnloadAsset(GameObject gameObject)
{
Resources.UnloadAsset(gameObject);
}
}

public class TEngineResourceLoader : IResourceLoader
{
private IResourceModule _resourceModule;

private void CheckInit()
{
if (_resourceModule == null)
{
_resourceModule = ModuleSystem.GetModule<IResourceModule>();
}
}

public GameObject LoadPrefab(string location)
{
CheckInit();
return _resourceModule.LoadAsset<GameObject>(location);
}

public async UniTask<GameObject> LoadPrefabAsync(string location, CancellationToken cancellationToken = default)
{
CheckInit();
return await _resourceModule.LoadAssetAsync<GameObject>(location, cancellationToken);
}

public GameObject LoadGameObject(string location, Transform parent = null)
{
CheckInit();
return _resourceModule.LoadGameObject(location, parent);
}

public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default)
{
CheckInit();
return await _resourceModule.LoadGameObjectAsync(location, parent, cancellationToken);
}

public void UnloadAsset(GameObject gameObject)
{
CheckInit();
_resourceModule.UnloadAsset(gameObject);
}
}

public static class GameObjectPoolHelper
{
public static GameObject LoadGameObject(string assetPath)
{
return GameObjectPool.Instance.GetGameObject(assetPath);
}

public static async UniTask<GameObject> LoadGameObjectAsync(string assetPath, CancellationToken cancellationToken = default)
{
return await GameObjectPool.Instance.GetGameObjectAsync(assetPath, cancellationToken);
}

public static void Release(GameObject go)
{
GameObjectPool.Instance.Release(go);
}
}
}

#if UNITY_EDITOR
namespace GameplaySystem
{
[CustomEditor(typeof(GameObjectPool))]
public class GameObjectPoolEditor : UnityEditor.Editor
{
private bool[] _poolFoldouts;
private bool[] _prefabFoldouts;
private float _lastRefreshTime;
private const float AUTO_REFRESH_INTERVAL = 0.1f;

// 缓存序列化属性,避免重复查找
private SerializedProperty _poolInfosProperty;

private void OnEnable()
{
_poolInfosProperty = serializedObject.FindProperty("poolInfos");
_lastRefreshTime = Time.time;
}

public override void OnInspectorGUI()
{
var pool = (GameObjectPool)target;

// 更新序列化对象
serializedObject.Update();

// 绘制默认Inspector
DrawDefaultInspector();
EditorGUILayout.Space();

// 手动刷新按钮
if (GUILayout.Button("刷新池状态信息"))
{
RefreshPoolInfo(pool);
}

// 检查是否需要自动刷新
bool shouldAutoRefresh = pool.showDetailedInfo &&
Selection.activeGameObject == pool.gameObject &&
Time.time - _lastRefreshTime > AUTO_REFRESH_INTERVAL;

if (shouldAutoRefresh)
{
RefreshPoolInfo(pool);
}

if (!pool.showDetailedInfo)
{
serializedObject.ApplyModifiedProperties();
return;
}

EditorGUILayout.Space();
EditorGUILayout.LabelField("对象池详细信息", EditorStyles.boldLabel);

// 重新获取属性以确保数据是最新的
_poolInfosProperty = serializedObject.FindProperty("poolInfos");

if (_poolInfosProperty != null && _poolInfosProperty.arraySize > 0)
{
DrawPoolInfos();
}
else
{
EditorGUILayout.HelpBox("暂无池信息,请等待系统初始化或点击刷新按钮", MessageType.Info);
}

// 显示自动刷新状态
if (Selection.activeGameObject == pool.gameObject)
{
EditorGUILayout.HelpBox("Inspector正在自动刷新 (仅在选中时)", MessageType.Info);
}

// 应用修改的属性
serializedObject.ApplyModifiedProperties();
}

private void RefreshPoolInfo(GameObjectPool pool)
{
pool.RefreshInspectorInfo();
_lastRefreshTime = Time.time;
serializedObject.Update(); // 立即更新序列化对象

// 标记需要重绘
if (Selection.activeGameObject == pool.gameObject)
{
EditorUtility.SetDirty(pool);
Repaint();
}
}

private void DrawPoolInfos()
{
int poolCount = _poolInfosProperty.arraySize;

// 确保折叠状态数组大小正确
if (_poolFoldouts == null || _poolFoldouts.Length != poolCount)
{
bool[] oldPoolFoldouts = _poolFoldouts;
bool[] oldPrefabFoldouts = _prefabFoldouts;

_poolFoldouts = new bool[poolCount];
_prefabFoldouts = new bool[poolCount];

// 保持之前的折叠状态
if (oldPoolFoldouts != null)
{
for (int i = 0; i < Mathf.Min(oldPoolFoldouts.Length, poolCount); i++)
{
_poolFoldouts[i] = oldPoolFoldouts[i];
if (oldPrefabFoldouts != null && i < oldPrefabFoldouts.Length)
{
_prefabFoldouts[i] = oldPrefabFoldouts[i];
}
}
}
}

for (int i = 0; i < poolCount; i++)
{
DrawPoolInfo(i);
}
}

private void DrawPoolInfo(int poolIndex)
{
var poolInfo = _poolInfosProperty.GetArrayElementAtIndex(poolIndex);
if (poolInfo == null) return;

var configAssetProp = poolInfo.FindPropertyRelative("configAsset");
var totalObjectsProp = poolInfo.FindPropertyRelative("totalObjects");
var maxCountProp = poolInfo.FindPropertyRelative("maxCount");
var activeObjectsProp = poolInfo.FindPropertyRelative("activeObjects");

if (configAssetProp == null || totalObjectsProp == null || maxCountProp == null || activeObjectsProp == null)
return;

string configAsset = configAssetProp.stringValue;
int totalObjects = totalObjectsProp.intValue;
int maxCount = maxCountProp.intValue;
int activeObjects = activeObjectsProp.intValue;

EditorGUILayout.BeginVertical("box");

// 使用Rect布局来精确控制Foldout的大小
Rect rect = EditorGUILayout.GetControlRect();
Rect foldoutRect = new Rect(rect.x, rect.y, 15, rect.height);
Rect progressRect = new Rect(rect.x + 20, rect.y, rect.width - 120, rect.height);
Rect labelRect = new Rect(rect.x + rect.width - 95, rect.y, 95, rect.height);

// 绘制折叠按钮
_poolFoldouts[poolIndex] = EditorGUI.Foldout(foldoutRect, _poolFoldouts[poolIndex], GUIContent.none);

// 使用率进度条
float usage = maxCount > 0 ? (float)totalObjects / maxCount : 0f;
EditorGUI.ProgressBar(progressRect, usage, $"{configAsset} ({totalObjects}/{maxCount})");

// 活跃对象数
EditorGUI.LabelField(labelRect, $"活跃:{activeObjects}", EditorStyles.miniLabel);

if (_poolFoldouts[poolIndex])
{
EditorGUI.indentLevel++;
DrawPoolDetails(poolInfo, poolIndex);
EditorGUI.indentLevel--;
}

EditorGUILayout.EndVertical();
EditorGUILayout.Space();
}

private void DrawPoolDetails(SerializedProperty poolInfo, int poolIndex)
{
var configAssetProp = poolInfo.FindPropertyRelative("configAsset");
var maxCountProp = poolInfo.FindPropertyRelative("maxCount");
var expireTimeProp = poolInfo.FindPropertyRelative("expireTime");
var loadedPrefabsProp = poolInfo.FindPropertyRelative("loadedPrefabs");

if (configAssetProp != null)
EditorGUILayout.LabelField($"配置路径: {configAssetProp.stringValue}");
if (maxCountProp != null)
EditorGUILayout.LabelField($"最大数量: {maxCountProp.intValue}");
if (expireTimeProp != null)
EditorGUILayout.LabelField($"过期时间: {expireTimeProp.floatValue}s");
if (loadedPrefabsProp != null)
EditorGUILayout.LabelField($"已加载预制体: {loadedPrefabsProp.intValue}");

EditorGUILayout.Space();

// 绘制预制体引用信息
DrawPrefabRefs(poolInfo, poolIndex);

// 绘制对象详细信息
DrawObjectDetails(poolInfo);
}

private void DrawPrefabRefs(SerializedProperty poolInfo, int poolIndex)
{
var prefabRefsProp = poolInfo.FindPropertyRelative("prefabRefs");
if (prefabRefsProp == null || prefabRefsProp.arraySize <= 0) return;

// 使用简单的Foldout,不指定宽度
_prefabFoldouts[poolIndex] = EditorGUILayout.Foldout(_prefabFoldouts[poolIndex], "预制体引用信息:");

if (_prefabFoldouts[poolIndex])
{
EditorGUI.indentLevel++;

for (int j = 0; j < prefabRefsProp.arraySize; j++)
{
DrawPrefabRefInfo(prefabRefsProp.GetArrayElementAtIndex(j));
}

EditorGUI.indentLevel--;
}

EditorGUILayout.Space();
}

private void DrawPrefabRefInfo(SerializedProperty prefabRef)
{
if (prefabRef == null) return;

var assetPathProp = prefabRef.FindPropertyRelative("assetPath");
var refCountProp = prefabRef.FindPropertyRelative("refCount");
var lastAccessTimeProp = prefabRef.FindPropertyRelative("lastAccessTime");
var prefabObjProp = prefabRef.FindPropertyRelative("prefab");

EditorGUILayout.BeginHorizontal("box");

EditorGUILayout.BeginVertical();
if (assetPathProp != null)
EditorGUILayout.LabelField($"{System.IO.Path.GetFileName(assetPathProp.stringValue)}", EditorStyles.boldLabel);
if (refCountProp != null)
EditorGUILayout.LabelField($"引用计数: {refCountProp.intValue}", EditorStyles.miniLabel);
if (lastAccessTimeProp != null)
EditorGUILayout.LabelField($"最后访问: {(Time.time - lastAccessTimeProp.floatValue):F1}秒前", EditorStyles.miniLabel);
EditorGUILayout.EndVertical();

if (prefabObjProp != null)
EditorGUILayout.ObjectField(prefabObjProp.objectReferenceValue, typeof(GameObject), false, GUILayout.Width(100));

EditorGUILayout.EndHorizontal();
}

private void DrawObjectDetails(SerializedProperty poolInfo)
{
var objectsProp = poolInfo.FindPropertyRelative("objects");
if (objectsProp == null || objectsProp.arraySize <= 0) return;

EditorGUILayout.LabelField("对象详情:", EditorStyles.boldLabel);

for (int j = 0; j < objectsProp.arraySize; j++)
{
DrawObjectInfo(objectsProp.GetArrayElementAtIndex(j));
}
}

private void DrawObjectInfo(SerializedProperty obj)
{
if (obj == null) return;

var objNameProp = obj.FindPropertyRelative("objectName");
var objAssetPathProp = obj.FindPropertyRelative("assetPath");
var isActiveProp = obj.FindPropertyRelative("isActive");
var remainingTimeProp = obj.FindPropertyRelative("remainingTime");
var expireProgressProp = obj.FindPropertyRelative("expireProgress");
var gameObjectProp = obj.FindPropertyRelative("gameObject");

EditorGUILayout.BeginHorizontal("box");

// 状态颜色指示器
bool isActive = isActiveProp?.boolValue ?? false;
var statusColor = isActive ? Color.green : Color.yellow;
var prevColor = GUI.color;
GUI.color = statusColor;
EditorGUILayout.LabelField("●", GUILayout.Width(15));
GUI.color = prevColor;

EditorGUILayout.BeginVertical();

// 对象名称和路径
string objName = objNameProp?.stringValue ?? "Unknown";
string objAssetPath = objAssetPathProp?.stringValue ?? "";
EditorGUILayout.LabelField($"{objName} ({System.IO.Path.GetFileName(objAssetPath)})", EditorStyles.boldLabel);
EditorGUILayout.LabelField($"状态: {(isActive ? "活跃" : "空闲")}", EditorStyles.miniLabel);

// 过期进度条
if (!isActive && remainingTimeProp != null && expireProgressProp != null)
{
float remainingTime = remainingTimeProp.floatValue;
float expireProgress = expireProgressProp.floatValue;

if (remainingTime >= 0)
{
Rect expireRect = GUILayoutUtility.GetRect(100, 16, GUILayout.ExpandWidth(true), GUILayout.Height(16));
EditorGUI.ProgressBar(expireRect, expireProgress, $"释放倒计时: {remainingTime:F1}s");
}
}

EditorGUILayout.EndVertical();

// GameObject引用
if (gameObjectProp != null)
EditorGUILayout.ObjectField(gameObjectProp.objectReferenceValue, typeof(GameObject), true, GUILayout.Width(100));

EditorGUILayout.EndHorizontal();
}

public override bool RequiresConstantRepaint()
{
// 只有在选中对象池时才需要持续重绘
var pool = target as GameObjectPool;
return pool != null && pool.showDetailedInfo && Selection.activeGameObject == pool.gameObject;
}
}
}
#endif