64 lines
2.1 KiB
C#
64 lines
2.1 KiB
C#
using System;
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using BriarQueen.Framework.Assets;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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using VContainer;
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using Object = UnityEngine.Object;
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namespace BriarQueen.Framework.Services.Destruction
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{
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/// <summary>
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/// Handles safe destruction of GameObjects and ensures proper cleanup from world state.
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/// </summary>
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public class DestructionService
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{
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private readonly AddressableManager _addressables;
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[Inject]
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public DestructionService(AddressableManager addressables)
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{
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_addressables = addressables;
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}
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/// <summary>
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/// Asynchronously destroys a GameObject, invoking destructible callbacks and unregistering state.
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/// </summary>
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public async UniTask Destroy(GameObject go)
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{
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if (go == null) return;
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Debug.Log($"[DestructionManager] Trying to destroy object of {go}");
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var destructibles = go.GetComponentsInChildren<IDestructible>(true);
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if (destructibles is { Length: > 0 })
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{
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foreach (var d in destructibles)
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try
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{
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if (d != null) await d.OnPreDestroy();
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[DestructionManager] Exception in OnPreDestroy of {d}: {ex}");
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}
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foreach (var d in destructibles)
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try
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{
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if (d != null) await d.OnDestroyed();
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}
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catch (Exception ex)
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{
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Debug.LogWarning($"[DestructionManager] Exception in OnDestroyed of {d}: {ex}");
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}
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}
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// Prefer Addressables release if this is an Addressables-managed instance.
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if (_addressables != null &&
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_addressables.TryReleaseInstance(go)) return; // Addressables.ReleaseInstance will destroy it.
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Object.Destroy(go);
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}
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}
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} |