This commit is contained in:
zhangzheng
2025-12-31 15:56:05 +08:00
parent f154e98620
commit 189c5016be
15 changed files with 694 additions and 495 deletions

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@@ -1,148 +1,274 @@
using System;
using UnityEngine;
using System.Collections.Generic;
using System.Threading;
using UnityEngine.SceneManagement;
namespace Stary.Evo.AudioCore
{
public class AudioSourcePool: IDisposable
/// <summary>
/// 对象池
/// </summary>
public interface IAudioSourcePool
{
private Dictionary<string, Queue<GameObject>> poolDict = new Dictionary<string, Queue<GameObject>>();
private GameObject poolObject;
/// <summary>
/// 将对象存进池里
/// </summary>
/// <param name="obj"></param>
void Creation();
/// <summary>
/// 对象池初始化
/// 从未激活池里面取对象,并放入激活池
/// </summary>
private void PoolAwake()
{
// 检查是否已经存在一个名为"AudioSourcePool"的对象
SceneManager.sceneUnloaded += OnSceneUnloaded;
poolObject = GameObject.Find("AudioSourcePool");
if (poolObject == null)
{
// 如果不存在,创建一个新对象
poolObject = new GameObject("AudioSourcePool");
}
// 初始化 Voice 池(只有 1 个)
poolDict["Voice"] = new Queue<GameObject>();
CreateAudioSource("Voice");
// 初始化 Music 池(最多 2 个)
poolDict["Music"] = new Queue<GameObject>();
for (int i = 0; i < 2; i++)
{
CreateAudioSource("Music");
}
// 初始化 SFX 池(初始 1 个,可动态扩展)
poolDict["SFX"] = new Queue<GameObject>();
CreateAudioSource("SFX");
}
/// <summary>
/// 创建对象
/// </summary>
/// <param name="type">定义对象类型</param>
private void CreateAudioSource(string type)
{
GameObject newObject = new GameObject($"AudioSource_{type}");
newObject.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
newObject.AddComponent<AudioSource>().playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
if (type == "Music")
{
newObject.GetComponent<AudioSource>().loop = true;
}
poolDict[type].Enqueue(newObject);
}
/// <summary>
/// 获取对象
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public AudioSource GetAudioSource(string type)
{
if (poolObject == null)
{
PoolAwake();
}
AudioSourceToken Spawn();
if (!poolDict.ContainsKey(type))
{
Debug.LogError($"UnityEvo:对象池中不存在类型: {type}");
return null;
}
if (poolDict[type].Count == 0)
{
// 如果池为空,动态创建新的 GameObject仅限 SFX 与 Voice
if (type == "SFX" || type == "Voice")
{
CreateAudioSource(type);
}
else
{
Debug.LogWarning($"UnityEvo:对象池 {type} 已用完,无法分配新的 AudioSource");
return null;
}
CreateAudioSource(type);
}
GameObject audioObject = poolDict[type].Dequeue();
AudioSource audioSource = audioObject.GetComponent<AudioSource>();
return audioSource;
}
/// <summary>
/// 从激活池中释放对象到未激活池中
/// </summary>
AudioSourceToken RecycleSpawn(AudioSourceToken source);
/// <summary>
/// 回收对象
/// </summary>
/// <param name="type"></param>
/// <param name="audioObject"></param>
public void ReturnAudioSource(string type, GameObject audioObject)
void RecycleAll();
/// <summary>
/// 清空对象池
/// </summary>
void RemoveAll();
int GetPolLength();
}
public class AudioSourcePool : IAudioSourcePool
{
private GameObject poolObject;
/// <summary>
/// 回收对象的父物体
/// </summary>
private Transform recycle;
protected List<AudioSourceToken> activepool = new List<AudioSourceToken>();
protected Queue<AudioSourceToken> inactivepool = new Queue<AudioSourceToken>();
//没有回收的个数
protected int noRecycleCount;
/// <summary>
/// 对象池物体总数量
/// </summary>
public int poolCount = 0;
/// <summary>
/// 对象池最大数量
/// </summary>
private int poolSize = 0;
public AudioSourcePool(string poolName, int poolSize)
{
if (!poolDict.ContainsKey(type))
this.poolSize = poolSize;
poolObject = GameObject.Find(poolName);
if (poolObject == null)
{
Debug.LogError($"UnityEvo:对象池中不存在类型: {type}");
return;
// 如果不存在,创建一个新对象
poolObject = new GameObject(poolName);
}
AudioSource audioSource = audioObject.GetComponent<AudioSource>();
audioSource.Stop(); // 停止播放
audioSource.clip = null; // 清空音频剪辑
audioSource.volume = 1f; // 音量大小恢复
poolDict[type].Enqueue(audioObject); // 回收到对象池
poolObject = GameObject.Find($"recycle_{poolName}");
if (poolObject == null)
{
// 如果不存在,创建一个新对象
poolObject = new GameObject($"recycle_{poolName}");
}
}
/// <summary>
/// 场景销毁时清空对象池
/// 将对象存进池里
/// </summary>
/// <param name="scene"></param>
void OnSceneUnloaded(Scene scene)
/// <param name="obj"></param>
public void Creation()
{
foreach (var pair in poolDict)
AudioSource source = CreatAudioSource();
if (source == null)
{
Queue<GameObject> queue = pair.Value;
while (queue.Count > 0)
Debug.LogErrorFormat("对象池【{0}】已达最大数量【{1}】,无法创建新对象", poolObject.name, poolSize);
return;
}
// if (type == "Music")
// {
// newObject.GetComponent<AudioSource>().loop = true;
// }
inactivepool.Enqueue(new AudioSourceToken(source, new CancellationTokenSource()));
noRecycleCount++;
}
/// <summary>
/// 从未激活池里面取对象,并放入激活池
/// </summary>
/// <param name="createIfPoolEmpty">如果为空是否new出来</param>
public AudioSourceToken Spawn()
{
AudioSourceToken audioSourceToken = null;
if (noRecycleCount > 0)
{
audioSourceToken = inactivepool.Dequeue();
audioSourceToken.source.transform.SetParent(poolObject.gameObject.transform);
noRecycleCount--;
if (audioSourceToken.source == null)
Debug.LogErrorFormat("对象池中不存在此对象【{0}】请排查代码", audioSourceToken.source);
audioSourceToken.cancellationToken = new CancellationTokenSource();
}
else
{
var source = CreatAudioSource();
if (source == null)
{
GameObject obj = queue.Dequeue();
if (obj != null)
Debug.LogErrorFormat("对象池【{0}】已达最大数量【{1}】,无法创建新对象", poolObject.name, poolSize);
return null;
}
audioSourceToken = new AudioSourceToken(source, new CancellationTokenSource());
}
audioSourceToken.source.transform.localPosition = Vector3.zero;
audioSourceToken.source.transform.localRotation = Quaternion.identity;
audioSourceToken.source.transform.localScale = Vector3.one;
activepool.Add(audioSourceToken);
return audioSourceToken;
}
/// <summary>
/// 从激活池中释放对象到未激活池中
/// </summary>
public AudioSourceToken RecycleSpawn(AudioSourceToken audioSourceToken)
{
if (audioSourceToken.source != null && activepool.Contains(audioSourceToken))
{
activepool.Remove(audioSourceToken);
inactivepool.Enqueue(audioSourceToken);
audioSourceToken.source.transform.parent = recycle;
audioSourceToken.source.Stop(); // 停止播放
audioSourceToken.source.clip = null; // 清空音频剪辑
audioSourceToken.source.volume = 1f; // 音量大小恢复
noRecycleCount++;
// 释放CancellationToken资源
audioSourceToken.Dispose();
}
return null;
}
/// <summary>
/// 回收所有对象
/// </summary>
public void RecycleAll()
{
for (int i = 0; i < activepool.Count; i++)
{
RecycleSpawn(activepool[i]);
}
}
/// <summary>
/// 清空对象池
/// </summary>
public void RemoveAll()
{
noRecycleCount = 0;
poolCount = 0;
GameObject.Destroy(poolObject);
inactivepool.Clear();
GameObject.Destroy(recycle.gameObject);
for (int i = 0; i < activepool.Count; i++)
{
RecycleSpawn(activepool[i]);
}
activepool.Clear();
}
/// <summary>
/// 创建一个新的AudioSource对象
/// </summary>
/// <param name="obj"></param>
private AudioSource CreatAudioSource()
{
if (poolCount >= poolSize && poolSize > 0)
return null;
poolCount++;
AudioSource source = new GameObject($"{poolObject.name}_{poolCount}").AddComponent<AudioSource>();
source.gameObject.transform.SetParent(recycle);
source.transform.SetParent(poolObject.transform); // 将新对象作为当前对象的子对象
source.playOnAwake = false; // 添加 AudioSource 组件并禁用自动播放
return source;
}
public int GetPolLength()
{
return inactivepool.Count;
}
}
public class AudioSourceToken
{
public AudioSource source;
public CancellationTokenSource cancellationToken;
public AudioSourceToken(AudioSource source, CancellationTokenSource cancellationToken)
{
this.source = source;
this.cancellationToken = cancellationToken;
}
// 添加释放方法
public void Dispose()
{
// 使用局部变量避免多线程环境下的竞态条件
var cts = Interlocked.Exchange(ref cancellationToken, null);
if (cts != null)
{
try
{
// 取消令牌,触发注册的回调
cts.Cancel();
cts.Dispose();
}
catch (ObjectDisposedException)
{
// 已经被释放,无需处理
}
catch (AggregateException ex)
{
// 处理注册回调抛出的异常
// 只记录第一个异常,避免日志过于冗长
Debug.LogError($"CancellationTokenSource.Cancel() 回调抛出异常: {ex.InnerExceptions[0]}");
// 可以选择不重新抛出,避免中断释放流程
}
catch (Exception ex)
{
Debug.LogError($"CancellationTokenSource.Cancel() 抛出异常: {ex}");
}
finally
{
// 确保始终释放资源
try
{
UnityEngine.Object.Destroy(obj);
cts.Dispose();
}
catch (ObjectDisposedException)
{
// 已经被释放,无需处理
}
}
}
poolDict.Clear();
}
public void Dispose()
{
if (poolObject != null)
{
GameObject.Destroy(poolObject);
}
poolDict.Clear();
}
}
}