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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using System;
- namespace GameFramework.ObjectPool
- {
- /// <summary>
- /// 对象池接口。
- /// </summary>
- /// <typeparam name="T">对象类型。</typeparam>
- public interface IObjectPool<T> where T : ObjectBase
- {
- /// <summary>
- /// 获取对象池名称。
- /// </summary>
- string Name
- {
- get;
- }
- /// <summary>
- /// 获取对象池完整名称。
- /// </summary>
- string FullName
- {
- get;
- }
- /// <summary>
- /// 获取对象池对象类型。
- /// </summary>
- Type ObjectType
- {
- get;
- }
- /// <summary>
- /// 获取对象池中对象的数量。
- /// </summary>
- int Count
- {
- get;
- }
- /// <summary>
- /// 获取对象池中能被释放的对象的数量。
- /// </summary>
- int CanReleaseCount
- {
- get;
- }
- /// <summary>
- /// 获取是否允许对象被多次获取。
- /// </summary>
- bool AllowMultiSpawn
- {
- get;
- }
- /// <summary>
- /// 获取或设置对象池自动释放可释放对象的间隔秒数。
- /// </summary>
- float AutoReleaseInterval
- {
- get;
- set;
- }
- /// <summary>
- /// 获取或设置对象池的容量。
- /// </summary>
- int Capacity
- {
- get;
- set;
- }
- /// <summary>
- /// 获取或设置对象池对象过期秒数。
- /// </summary>
- float ExpireTime
- {
- get;
- set;
- }
- /// <summary>
- /// 获取或设置对象池的优先级。
- /// </summary>
- int Priority
- {
- get;
- set;
- }
- /// <summary>
- /// 创建对象。
- /// </summary>
- /// <param name="obj">对象。</param>
- /// <param name="spawned">对象是否已被获取。</param>
- void Register(T obj, bool spawned);
- /// <summary>
- /// 检查对象。
- /// </summary>
- /// <returns>要检查的对象是否存在。</returns>
- bool CanSpawn();
- /// <summary>
- /// 检查对象。
- /// </summary>
- /// <param name="name">对象名称。</param>
- /// <returns>要检查的对象是否存在。</returns>
- bool CanSpawn(string name);
- /// <summary>
- /// 获取对象。
- /// </summary>
- /// <returns>要获取的对象。</returns>
- T Spawn();
- /// <summary>
- /// 获取对象。
- /// </summary>
- /// <param name="name">对象名称。</param>
- /// <returns>要获取的对象。</returns>
- T Spawn(string name);
- /// <summary>
- /// 回收对象。
- /// </summary>
- /// <param name="obj">要回收的对象。</param>
- void Unspawn(T obj);
- /// <summary>
- /// 回收对象。
- /// </summary>
- /// <param name="target">要回收的对象。</param>
- void Unspawn(object target);
- /// <summary>
- /// 设置对象是否被加锁。
- /// </summary>
- /// <param name="obj">要设置被加锁的对象。</param>
- /// <param name="locked">是否被加锁。</param>
- void SetLocked(T obj, bool locked);
- /// <summary>
- /// 设置对象是否被加锁。
- /// </summary>
- /// <param name="target">要设置被加锁的对象。</param>
- /// <param name="locked">是否被加锁。</param>
- void SetLocked(object target, bool locked);
- /// <summary>
- /// 设置对象的优先级。
- /// </summary>
- /// <param name="obj">要设置优先级的对象。</param>
- /// <param name="priority">优先级。</param>
- void SetPriority(T obj, int priority);
- /// <summary>
- /// 设置对象的优先级。
- /// </summary>
- /// <param name="target">要设置优先级的对象。</param>
- /// <param name="priority">优先级。</param>
- void SetPriority(object target, int priority);
- /// <summary>
- /// 释放对象。
- /// </summary>
- /// <param name="obj">要释放的对象。</param>
- /// <returns>释放对象是否成功。</returns>
- bool ReleaseObject(T obj);
- /// <summary>
- /// 释放对象。
- /// </summary>
- /// <param name="target">要释放的对象。</param>
- /// <returns>释放对象是否成功。</returns>
- bool ReleaseObject(object target);
- /// <summary>
- /// 释放对象池中的可释放对象。
- /// </summary>
- void Release();
- /// <summary>
- /// 释放对象池中的可释放对象。
- /// </summary>
- /// <param name="toReleaseCount">尝试释放对象数量。</param>
- void Release(int toReleaseCount);
- /// <summary>
- /// 释放对象池中的可释放对象。
- /// </summary>
- /// <param name="releaseObjectFilterCallback">释放对象筛选函数。</param>
- void Release(ReleaseObjectFilterCallback<T> releaseObjectFilterCallback);
- /// <summary>
- /// 释放对象池中的可释放对象。
- /// </summary>
- /// <param name="toReleaseCount">尝试释放对象数量。</param>
- /// <param name="releaseObjectFilterCallback">释放对象筛选函数。</param>
- void Release(int toReleaseCount, ReleaseObjectFilterCallback<T> releaseObjectFilterCallback);
- /// <summary>
- /// 释放对象池中的所有未使用对象。
- /// </summary>
- void ReleaseAllUnused();
- }
- }
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