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Resolve: #14 FEAT: Add fallback rendering for WebGL target #16

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10 changes: 5 additions & 5 deletions Assets/Unity-Bullet-Hell/Scripts/Core/Pool.cs
Original file line number Diff line number Diff line change
Expand Up @@ -11,8 +11,8 @@ public struct Node
public bool Active;
}

private Node[] Nodes;
private Queue<int> Available;
protected Node[] Nodes;
protected Queue<int> Available;

public int ActiveNodes
{
Expand Down Expand Up @@ -44,7 +44,7 @@ public Pool(int capacity)
}
}

public void Clear()
public virtual void Clear()
{
Available.Clear();
for (int i = 0; i < Nodes.Length; i++)
Expand All @@ -59,14 +59,14 @@ public Node GetActive(int index)
return Nodes[index];
}

public Node Get()
public virtual Node Get()
{
int index = Available.Dequeue();
Nodes[index].Active = true;
return Nodes[index];
}

public void Return(int index)
public virtual void Return(int index)
{
if (Nodes[index].Active)
{
Expand Down
91 changes: 91 additions & 0 deletions Assets/Unity-Bullet-Hell/Scripts/Core/PoolFallback.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,91 @@
using UnityEngine;

namespace BulletHell
{
public class PoolFallback<T> : Pool<T> where T : ProjectileData, new()
{
/// <summary>
/// `GameObject` to put fallback `GameObject`s (as children)
/// </summary>
private static GameObject manager;
public static GameObject Manager
{
get
{
manager ??= new GameObject("ProjectileManagerFallback");
return manager;
}
}

private static Texture2D GetTexture2DFromTexture(Texture texture)
{
Texture2D texture2D = new Texture2D(texture.width, texture.height, TextureFormat.RGBA32, false);
RenderTexture currentRT = RenderTexture.active;
RenderTexture renderTexture = new RenderTexture(texture.width, texture.height, 32);
Graphics.Blit(texture, renderTexture);
RenderTexture.active = renderTexture;
texture2D.ReadPixels(new Rect(0, 0, renderTexture.width, renderTexture.height), 0, 0);
texture2D.Apply();
RenderTexture.active = currentRT;
return texture2D;
}

private static Sprite GetSpriteFromTexture2D(Texture2D texture)
{
var texture2d = GetTexture2DFromTexture(texture);
return Sprite.Create(texture2d, new Rect(0, 0, texture2d.width, texture2d.height), new Vector2(0.5f, 0.5f));
}

/// <summary>
/// The fallback projectile prefab to display
/// </summary>
private ProjectilePrefab prefab;

public PoolFallback(int capacity, ProjectilePrefab prefab) : base(capacity)
{
// Make sure the `GameObject` instantiated later inactive at first, and not interfere with the original prefab
var active = prefab.gameObject.activeSelf;
prefab.gameObject.SetActive(false);
this.prefab = GameObject.Instantiate(prefab, Manager.transform);
prefab.gameObject.SetActive(active);

InitSprite();
}

private void InitSprite()
{
var renderer = prefab.gameObject.AddComponent<SpriteRenderer>();
if (renderer) // not attached to a `SpriteRenderer`
{
renderer.sprite = prefab.Texture
? GetSpriteFromTexture2D(GetTexture2DFromTexture(prefab.Texture)) // use specified sprite
: Resources.Load<Sprite>("Textures/circlewhite"); // use default sprite
}
renderer.sortingOrder = Mathf.CeilToInt(prefab.ZIndez); // `ZIndez` is floating point so it won't be the same but still try to keep consistency
}

public override void Clear()
{
for (int i = 0; i < Nodes.Length; i++)
{
if (Nodes[i].Item.FallBackObject) GameObject.Destroy(Nodes[i].Item.FallBackObject);
}
base.Clear();
}

public override Node Get()
{
var node = base.Get();
node.Item.FallBackObject = GameObject.Instantiate(prefab.gameObject, Manager.transform);
return node;
}

public override void Return(int index)
{
var fo = Nodes[index].Item.FallBackObject;
if (fo) GameObject.Destroy(fo);
Nodes[index].Item.FallBackObject = null;
base.Return(index);
}
}
}
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