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@ -538,6 +549,7 @@ SkinnedMeshRenderer:
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@ -628,6 +640,8 @@ SkinnedMeshRenderer:
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@ -649,6 +663,7 @@ SkinnedMeshRenderer:
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@ -1025,6 +1040,8 @@ SkinnedMeshRenderer:
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@ -1046,6 +1063,7 @@ SkinnedMeshRenderer:
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@ -1159,6 +1177,8 @@ SkinnedMeshRenderer:
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@ -1180,6 +1200,7 @@ SkinnedMeshRenderer:
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@ -1383,10 +1405,10 @@ Rigidbody:
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@ -1438,6 +1460,19 @@ MonoBehaviour:
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@ -1511,6 +1548,7 @@ SkinnedMeshRenderer:
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@ -1615,6 +1655,7 @@ SkinnedMeshRenderer:
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@ -1748,6 +1791,7 @@ SkinnedMeshRenderer:
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@ -4402,6 +4446,8 @@ SkinnedMeshRenderer:
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@ -4423,6 +4469,7 @@ SkinnedMeshRenderer:
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@ -4530,6 +4579,7 @@ SkinnedMeshRenderer:
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@ -4621,6 +4671,8 @@ MeshRenderer:
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@ -4642,6 +4694,7 @@ MeshRenderer:
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@ -4719,6 +4774,7 @@ SkinnedMeshRenderer:
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@ -4946,6 +5004,7 @@ SkinnedMeshRenderer:
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@ -5067,6 +5126,8 @@ MeshRenderer:
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@ -5088,6 +5149,7 @@ MeshRenderer:
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@ -5165,6 +5229,7 @@ SkinnedMeshRenderer:
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@ -5248,6 +5313,8 @@ MeshRenderer:
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@ -5269,6 +5336,7 @@ MeshRenderer:
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@ -5326,6 +5394,8 @@ SkinnedMeshRenderer:
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@ -5347,6 +5417,7 @@ SkinnedMeshRenderer:
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@ -5421,6 +5492,8 @@ SkinnedMeshRenderer:
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@ -5442,6 +5515,7 @@ SkinnedMeshRenderer:
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@ -5532,6 +5606,8 @@ MeshRenderer:
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@ -5553,6 +5629,7 @@ MeshRenderer:
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@ -6889,6 +6966,8 @@ SkinnedMeshRenderer:
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@ -6910,6 +6989,7 @@ SkinnedMeshRenderer:
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@ -6991,6 +7071,8 @@ SkinnedMeshRenderer:
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@ -7012,6 +7094,7 @@ SkinnedMeshRenderer:
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@ -119,63 +119,6 @@ NavMeshSettings:
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SceneRoots:
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- {fileID: 841540285}
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|
|
|||
|
|
@ -32,7 +32,10 @@ public class Managers : MonoBehaviour
|
|||
}
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DontDestroyOnLoad(obj);
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s_instance = obj.GetComponent<Managers>();
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|
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s_instance._pool.Init();
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s_instance._sound.Init();
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}
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}
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|
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|
|
@ -54,5 +57,7 @@ public class Managers : MonoBehaviour
|
|||
Sound.Clear();
|
||||
Scene.Clear();
|
||||
UI.Clear();
|
||||
|
||||
Pool.Clear();
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}
|
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}
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|
|
|
|||
|
|
@ -1,8 +1,10 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using UnityEngine;
|
||||
|
||||
public class PoolManager
|
||||
{
|
||||
#region Pool
|
||||
// Pool하는데 만약에 A 와 B가 있는데 이게 전부 다 같은 Pool_root 밑에 있으면
|
||||
// A를 Push 했다가 B를 Pop 할 수도 있음
|
||||
// 그래서 A와 B를 구분하기 위해서 Dictionary를 사용함
|
||||
|
|
@ -14,7 +16,60 @@ public class PoolManager
|
|||
|
||||
// 스택 큐 다상관 없는데
|
||||
Stack<Poolable> _poolStack = new Stack<Poolable>();
|
||||
|
||||
public void Init(GameObject original, int count = 5)
|
||||
{
|
||||
Original = original;
|
||||
Root = new GameObject().transform;
|
||||
Root.name = $"{original.name}_Root";
|
||||
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
Poolable poolable = Create();
|
||||
Push(poolable);
|
||||
}
|
||||
}
|
||||
|
||||
Poolable Create()
|
||||
{
|
||||
GameObject go = Object.Instantiate<GameObject>(Original);
|
||||
go.name = Original.name;
|
||||
return go.GetOrAddComponent<Poolable>();
|
||||
}
|
||||
|
||||
public void Push(Poolable poolable)
|
||||
{
|
||||
if(poolable == null) return;
|
||||
|
||||
poolable.transform.parent = Root;
|
||||
poolable.gameObject.SetActive(false);
|
||||
poolable.IsUsing = false;
|
||||
|
||||
_poolStack.Push(poolable);
|
||||
}
|
||||
|
||||
public Poolable Pop(Transform parent)
|
||||
{
|
||||
Poolable poolable;
|
||||
if(_poolStack.Count > 0)
|
||||
poolable = _poolStack.Pop();
|
||||
else
|
||||
poolable = Create();
|
||||
|
||||
poolable.gameObject.SetActive(true);
|
||||
|
||||
//@DontDestroyOnLoad 해제
|
||||
if (parent == null)
|
||||
poolable.transform.parent = Managers.Scene.CurrentScene.transform;
|
||||
|
||||
poolable.transform.parent = parent;
|
||||
poolable.IsUsing = true;
|
||||
return poolable;
|
||||
}
|
||||
|
||||
}
|
||||
#endregion
|
||||
|
||||
Dictionary<string, Pool> _pool = new Dictionary<string, Pool>();
|
||||
|
||||
Transform _root;
|
||||
|
|
@ -29,16 +84,49 @@ public class PoolManager
|
|||
|
||||
public void Push(Poolable poolable)
|
||||
{
|
||||
string name = poolable.gameObject.name;
|
||||
if (_pool.ContainsKey(name) == false)
|
||||
{
|
||||
GameObject.Destroy(poolable.gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
_pool[name].Push(poolable);
|
||||
}
|
||||
|
||||
public void CreatePool(GameObject original, int count = 5)
|
||||
{
|
||||
Pool pool = new Pool();
|
||||
pool.Init(original, count);
|
||||
pool.Root.parent = _root.transform;
|
||||
_pool.Add(original.name, pool);
|
||||
}
|
||||
|
||||
public Poolable Pop(GameObject original, Transform parent = null)
|
||||
{
|
||||
return null;
|
||||
if(_pool.ContainsKey(original.name) == false)
|
||||
CreatePool(original);
|
||||
|
||||
return _pool[original.name].Pop(parent);
|
||||
}
|
||||
|
||||
public GameObject GetOriginal(string path)
|
||||
public GameObject GetOriginal(string name)
|
||||
{
|
||||
return Managers.Resource.Load<GameObject>($"Prefabs/{path}");
|
||||
if(_pool.ContainsKey(name) == false)
|
||||
return null;
|
||||
|
||||
return _pool[name].Original;
|
||||
// return Managers.Resource.Load<GameObject>($"Prefabs/{path}");
|
||||
}
|
||||
|
||||
// 이걸 다 날려야 하나 안날려야 하나는 게임마다 다를거 같다.
|
||||
// 대부분의 경우에는 안날려도 큰 문제는 없을거 같긴한데
|
||||
// 대규모 MMORPG 같은 경우 - 지역풀이 너무 다른 경우 기존의 리소스를 날려버리고 다시 받는 경우가 있을 수 있다.
|
||||
public void Clear()
|
||||
{
|
||||
foreach (Transform child in _root)
|
||||
GameObject.Destroy(child.gameObject);
|
||||
|
||||
_pool.Clear();
|
||||
}
|
||||
}
|
||||
|
|
@ -4,26 +4,42 @@ using UnityEngine;
|
|||
public class ResourceManager {
|
||||
public T Load<T>(string path) where T : Object
|
||||
{
|
||||
// [PM]_1. 에 해당하는 해결책: if문
|
||||
if (typeof(T) == typeof(GameObject))
|
||||
{
|
||||
string name = path;
|
||||
int idx = name.LastIndexOf('/');
|
||||
if (idx >= 0)
|
||||
name = name.Substring(idx + 1);
|
||||
GameObject go = Managers.Pool.GetOriginal(name);
|
||||
if (go != null)
|
||||
return go as T;
|
||||
}
|
||||
return Resources.Load<T>(path);
|
||||
}
|
||||
|
||||
public GameObject Instantiate(string path, Transform parent = null)
|
||||
{
|
||||
// [PM]_1. 이 original도 들고 있을 경우에는 로드 없이 사용하면 될 것 같다.
|
||||
GameObject prefab = Load<GameObject>($"Prefabs/{path}");
|
||||
if (prefab == null)
|
||||
GameObject original = Load<GameObject>($"Prefabs/{path}");
|
||||
if (original == null)
|
||||
{
|
||||
Debug.Log($"Prefab Missing! {path}");
|
||||
return null;
|
||||
}
|
||||
|
||||
// [PM]_2. 혹시 풀링된 오브젝트가 있을 경우에는 그걸 사용하면 된다.
|
||||
|
||||
// [PM]_2. 의 해결책
|
||||
if (original.GetComponent<Poolable>() != null)
|
||||
return Managers.Pool.Pop(original, parent).gameObject;
|
||||
|
||||
// 여기는 프리팹을 만들다 보면 뒤에 (Clone) 이라는 이름이 붙는다.
|
||||
// 이걸 제거하는 작업
|
||||
GameObject go = Object.Instantiate(prefab, parent);
|
||||
GameObject go = Object.Instantiate(original, parent);
|
||||
int idx = go.name.IndexOf("(Clone)");
|
||||
if (idx > 0)
|
||||
go.name = prefab.name;//go.name.Substring(0, idx);
|
||||
go.name = original.name;//go.name.Substring(0, idx);
|
||||
return go;
|
||||
|
||||
// return Object.Instantiate(prefab, parent);
|
||||
|
|
@ -33,6 +49,14 @@ public class ResourceManager {
|
|||
{
|
||||
if(go == null) return;
|
||||
// 만약 풀링 필요시 풀링 매니저에게 위탁
|
||||
Poolable poolable = go.GetComponent<Poolable>();
|
||||
if (poolable != null)
|
||||
{
|
||||
Managers.Pool.Push(poolable);
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
Object.Destroy(go);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,8 +1,24 @@
|
|||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
public class GameScene : BaseScene
|
||||
{
|
||||
class Test
|
||||
{
|
||||
public int id = 0;
|
||||
}
|
||||
class CoroutineTest: IEnumerable
|
||||
{
|
||||
public IEnumerator GetEnumerator()
|
||||
{
|
||||
yield return new Test() {id = 1};
|
||||
yield return new Test() {id = 2};
|
||||
yield return new Test() {id = 3};
|
||||
yield return new Test() {id = 4};
|
||||
|
||||
}
|
||||
}
|
||||
protected override void Init()
|
||||
{
|
||||
base.Init();
|
||||
|
|
@ -10,6 +26,13 @@ public class GameScene : BaseScene
|
|||
_sceneType = Define.Scene.Game;
|
||||
|
||||
Managers.UI.ShowSceneUI<UI_Inven>("UI_Inven");
|
||||
|
||||
CoroutineTest coroutineTest = new CoroutineTest();
|
||||
foreach (Test t in coroutineTest)
|
||||
{
|
||||
Debug.Log(t.id);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
public override void Clear()
|
||||
|
|
|
|||
|
|
@ -1,4 +1,5 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.SceneManagement;
|
||||
|
||||
|
|
@ -9,6 +10,15 @@ public class LoginScene : BaseScene
|
|||
base.Init();
|
||||
_sceneType = Define.Scene.Login;
|
||||
|
||||
List<GameObject> list = new List<GameObject>();
|
||||
for (int i = 0; i < 5; i++)
|
||||
list.Add(Managers.Resource.Instantiate("UnityChan"));
|
||||
|
||||
foreach (GameObject obj in list)
|
||||
{
|
||||
Managers.Resource.Destroy(obj);
|
||||
}
|
||||
|
||||
// Managers.UI.ShowSceneUI<UI_Login>("UI_Login");
|
||||
}
|
||||
|
||||
|
|
|
|||
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|
|
@ -1,5 +1,5 @@
|
|||
{
|
||||
"process_id" : 1538,
|
||||
"process_id" : 22412,
|
||||
"version" : "6000.2.2f1",
|
||||
"app_path" : "/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app",
|
||||
"app_contents_path" : "/Applications/Unity/Hub/Editor/6000.2.2f1/Unity.app/Contents"
|
||||
|
|
|
|||
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|
|||
[{"Port":60567,"SolutionName":"prj_Inflearn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"},{"Port":60568,"SolutionName":"Unity_Learn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"}]
|
||||
[{"Port":55671,"SolutionName":"prj_Inflearn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"},{"Port":55672,"SolutionName":"Unity_Learn","ProtocolGuid":"ca1ba338-cca4-4e4d-8a49-b08f8e521651"}]
|
||||
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|||
{"m_ScrollY":0.0,"m_ExpandedSceneGameObjectInstanceIDs":[-30340,-23454,-16132,-16032,-15106,-14916,-13430,-13238,-13120,-13028,-12848,-12740,-12640,-12452,-12176,-9522,-4724,-4536,-4526,-3786,-3598,-3588,-1286],"m_LastClickedInstanceID":0,"m_OpenSceneGUIDs":["6149b1fe862d645adb4ba001c78ad696"]}
|
||||
{"m_ScrollY":0.0,"m_ExpandedSceneGameObjectInstanceIDs":[-107134,-102290,-102262,-97938,-94174,-94146,-85690,-85662,-78708,-74908,-74180,-46396,-26914,-26716,-26706,-19094,-1256,-12],"m_LastClickedInstanceID":0,"m_OpenSceneGUIDs":["6149b1fe862d645adb4ba001c78ad696"]}
|
||||
|
|
@ -1 +1 @@
|
|||
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":-0.03946417570114136,"y":0.8620405197143555,"z":-0.07471156865358353},"rotation":{"x":-0.08717229217290878,"y":0.8995905518531799,"z":-0.21045254170894624,"w":-0.37262260913848879},"size":2.146087408065796,"orthographic":false}
|
||||
{"cameraMode":{"drawMode":0,"name":"Shaded","section":"Shading Mode"},"sceneLighting":false,"audioPlay":false,"sceneViewState":{"m_AlwaysRefresh":false,"showFog":true,"showSkybox":true,"showFlares":true,"showImageEffects":true,"showParticleSystems":true,"showVisualEffectGraphs":true,"m_FxEnabled":true},"in2DMode":false,"pivot":{"x":0.0,"y":0.0,"z":0.0},"rotation":{"x":-0.08717229217290878,"y":0.8995905518531799,"z":-0.21045254170894624,"w":-0.37262260913848879},"size":35.35533905029297,"orthographic":false}
|
||||
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|
|||
1569
|
||||
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|
||||
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Reference in New Issue
Block a user