cirnogodot/Scripts/Controllers/PoolingManager.cs
2025-06-30 17:28:19 +02:00

149 lines
No EOL
4.2 KiB
C#

using System.Collections.Generic;
using System.Collections.Immutable;
using System.Linq;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Weapons;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Controllers;
public partial class PoolingManager : Node
{
public static PoolingManager Instance { get; private set; }
[Export] public Array<PooledBulletInfo> PoolOnStart { get; private set; }
[Export] public bool DebugView { get; private set; } = false;
private readonly System.Collections.Generic.Dictionary<BulletResource, System.Collections.Generic.List<IBullet>>
_activeBullets = new();
private readonly System.Collections.Generic.Dictionary<BulletResource, System.Collections.Generic.List<IBullet>>
_inactiveBullets = new();
public override void _Ready()
{
Instance = this;
}
private void SpawnInitialBullets()
{
foreach (var bulletInfo in PoolOnStart)
{
for (int i = 0; i < bulletInfo.Amount; i++)
{
SpawnBullet(bulletInfo.Bullet, false);
}
}
}
public IBullet SpawnBullet(BulletResource bulletResource, bool active = true)
{
// Look for bullet among the inactive ones
// If present move it to active, set it as active and return it
// Otherwise spawn it and add it to active and return it
var activeBullets = GetActiveBulletsList(bulletResource);
var inactiveBullets = GetInactiveBulletsList(bulletResource);
var bullet = inactiveBullets.Count > 0 ? inactiveBullets.First() : InstantiateBullet(bulletResource);
if (active)
{
inactiveBullets.Remove(bullet);
activeBullets.Add(bullet);
bullet.Enable();
}
else
{
activeBullets.Add(bullet);
inactiveBullets.Remove(bullet);
bullet.Disable();
}
return bullet;
}
public T SpawnBullet<T>(BulletResource bulletResource, bool active = true) where T : IBullet
{
return (T)SpawnBullet(bulletResource, active);
}
public IEnumerable<IBullet> GetAllActiveBullets()
{
return _activeBullets.Values.SelectMany(list => list);
}
public IEnumerable<IBullet> GetAllInActiveBullets()
{
return _activeBullets.Values.SelectMany(list => list);
}
public List<IBullet> GetActiveBulletsList(BulletResource resource)
{
return GetOrCreateList(_activeBullets, resource);
}
private List<IBullet> GetInactiveBulletsList(BulletResource resource)
{
return GetOrCreateList(_inactiveBullets, resource);
}
public void DisableBullet(IBullet bullet)
{
var activeBulletsList = GetActiveBulletsList(bullet.BulletInfo.OriginalBulletResource);
var inactiveBulletsList = GetInactiveBulletsList(bullet.BulletInfo.OriginalBulletResource);
bullet.Disable(!DebugView);
activeBulletsList.Remove(bullet);
inactiveBulletsList.Add(bullet);
}
public void DisableAllBullets()
{
var allActiveBullets = GetAllActiveBullets().ToImmutableList();
foreach (var bullet in allActiveBullets)
{
var inactiveBulletsList = GetInactiveBulletsList(bullet.BulletInfo.OriginalBulletResource);
bullet.Disable(!DebugView);
inactiveBulletsList.Add(bullet);
}
foreach (var activeBulletsList in _activeBullets)
{
activeBulletsList.Value.Clear();
}
}
private List<IBullet> GetOrCreateList(System.Collections.Generic.Dictionary<BulletResource, List<IBullet>> dict, BulletResource resource)
{
if (dict.TryGetValue(resource, out var list)) return list;
list = [];
dict[resource] = list;
return list;
}
private IBullet InstantiateBullet(BulletResource bulletData)
{
var bullet = bulletData.BulletScene.Instantiate<Node>();
this.AddChild(bullet);
//this.CreateChild<Bullet>(bulletData.BulletScene);
return bullet as IBullet;
}
public void ClearBullets()
{
// TODO: Implement
}
}