70 lines
1.8 KiB
C#
70 lines
1.8 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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using Lean.Pool;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace SLSFramework.LeanPoolAssistance
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{
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public class PooledObject : SerializedMonoBehaviour, IPoolable
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{
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[Tooltip("是否在生成后定时自动回收")]
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public bool isAutoDespawn = true;
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[ShowIf("isAutoDespawn")][Tooltip("自动回收时间")]
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public float autoDespawnTime = 1;
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[ShowIf("isAutoDespawn")][Tooltip("自动回收计时器")][ReadOnly][HideInEditorMode]
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public float despawnTimer;
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private List<IPoolable> children;
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protected bool spawnExecuted = false;
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public Action onSpawnAction;
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public Action onDespawnAction;
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public virtual void OnSpawn()
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{
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if (spawnExecuted)
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{
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return;
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}
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spawnExecuted = true;
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despawnTimer = 0;
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onSpawnAction?.Invoke();
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children = GetComponentsInChildren<IPoolable>().ToList();
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children.Remove(this);
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children.ForEach(child => child.OnSpawn());
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}
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protected virtual void Update()
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{
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UpdateTimer(Time.deltaTime);
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}
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protected virtual void UpdateTimer(float deltaTime)
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{
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if (!isAutoDespawn)
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{
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return;
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}
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despawnTimer += deltaTime;
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if (despawnTimer >= autoDespawnTime)
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{
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LeanPool.Despawn(gameObject);
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}
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}
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public virtual void OnDespawn()
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{
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spawnExecuted = false;
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onDespawnAction?.Invoke();
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children.ForEach(child => child.OnDespawn());
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}
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}
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} |