com.alicizax.unity/Runtime/ObjectPool/ObjectBase.cs
2025-03-24 13:16:51 +08:00

176 lines
4.8 KiB
C#

using System;
using AlicizaX;
namespace AlicizaX.ObjectPool
{
/// <summary>
/// 对象基类。
/// </summary>
public abstract class ObjectBase : IMemory
{
private string m_Name;
private object m_Target;
private bool m_Locked;
private int m_Priority;
private DateTime m_LastUseTime;
/// <summary>
/// 初始化对象基类的新实例。
/// </summary>
public ObjectBase()
{
m_Name = null;
m_Target = null;
m_Locked = false;
m_Priority = 0;
m_LastUseTime = default(DateTime);
}
/// <summary>
/// 获取对象名称。
/// </summary>
public virtual string Name
{
get { return m_Name; }
protected set { m_Name = value; }
}
/// <summary>
/// 获取对象。
/// </summary>
public object Target
{
get { return m_Target; }
}
/// <summary>
/// 获取或设置对象是否被加锁。
/// </summary>
public bool Locked
{
get { return m_Locked; }
set { m_Locked = value; }
}
/// <summary>
/// 获取或设置对象的优先级。
/// </summary>
public int Priority
{
get { return m_Priority; }
set { m_Priority = value; }
}
/// <summary>
/// 获取自定义释放检查标记。
/// </summary>
public virtual bool CustomCanReleaseFlag
{
get { return true; }
}
/// <summary>
/// 获取对象上次使用时间。
/// </summary>
public DateTime LastUseTime
{
get { return m_LastUseTime; }
internal set { m_LastUseTime = value; }
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="target">对象。</param>
protected void Initialize(object target)
{
Initialize(null, target, false, 0);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
protected void Initialize(string name, object target)
{
Initialize(name, target, false, 0);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
/// <param name="locked">对象是否被加锁。</param>
protected void Initialize(string name, object target, bool locked)
{
Initialize(name, target, locked, 0);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
/// <param name="priority">对象的优先级。</param>
protected void Initialize(string name, object target, int priority)
{
Initialize(name, target, false, priority);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
/// <param name="locked">对象是否被加锁。</param>
/// <param name="priority">对象的优先级。</param>
protected void Initialize(string name, object target, bool locked, int priority)
{
if (target == null)
{
throw new GameFrameworkException(Utility.Text.Format("Target '{0}' is invalid.", name));
}
m_Name = name ?? string.Empty;
m_Target = target;
m_Locked = locked;
m_Priority = priority;
m_LastUseTime = DateTime.UtcNow;
}
/// <summary>
/// 清理对象基类。
/// </summary>
public virtual void Clear()
{
m_Name = null;
m_Target = null;
m_Locked = false;
m_Priority = 0;
m_LastUseTime = default(DateTime);
}
/// <summary>
/// 获取对象时的事件。
/// </summary>
protected internal virtual void OnSpawn()
{
}
/// <summary>
/// 回收对象时的事件。
/// </summary>
protected internal virtual void OnUnspawn()
{
}
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
protected internal abstract void Release(bool isShutdown);
}
}