010 == Unity对象池 -- 加强版

=========================
Unity对象池--加强版


结构:
1、大池子 GameObjectPool -- 存每一个小池子
2、小池子 SubPool -- 存游戏对象

主要使用两个方法spawn和unSpawn

=========================
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// 游戏对象池,所有类型的对象都由此管理器管理
/// 主要使用两个方法spawn和unSpawn
/// </summary>

public class GameObjectPool:SingletonMono<GameObjectPool>
{
    //protected override void Awake()
    //{
    //    base.Awake();//千万别漏掉
    //}
    //子对象池分类(子弹,怪物,特效等)
    Dictionary<string, SubPool> dicPools = new Dictionary<string, SubPool>();

    /// <summary>
    /// 创建缓冲池对象
    /// </summary>
    /// <param path="path">预制体路径,从Resource加载。路径是Resource文件夹下预制体的路径,如:GameObjectPool.Instance.spawn("NewPrefabs/bullet")</param>
    /// <returns></returns>
    public GameObject spawn(string path)//从池子中取对象
    {
        if (!dicPools.ContainsKey(path))//如果没有子对象池
        {
            createNewSubPool(path);//创建子对象池
        }

        //获取子对象池
        SubPool pool = dicPools[path];
        return pool.spawn();
    }
    /// <summary>
    /// 回收缓冲池对象
    /// </summary>
    /// <param name="go"></param>
    public void unSpawn(GameObject go)//回收对象
    {
        SubPool pool = null;

        foreach (SubPool p in dicPools.Values)
        {
            if (p.contains(go))
            {
                pool = p;
                break;
            }
        }

        pool.unSpawn(go);
    }
    public void unSpawnAll()//回收所有对象
    {
        foreach (SubPool p in dicPools.Values)
        {
            p.unSpawnAll();
        }

    }
    
    //创建新的子对象池
    private void createNewSubPool(string path)
    {
        GameObject goPrefab = Resources.Load<GameObject>(path);
        SubPool    curPool  = new SubPool(goPrefab,transform);

        //对象池名字即是goPrefab名字
        dicPools.Add(path, curPool);
    }
}


using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
/// <summary>
/// 子对象池,用于管理一类对象
/// 
/// </summary>
public class SubPool
{
    GameObject goPrefab;                //预制体
    Transform transParent;              //空物体

    //子对象池中管理的所有对象
    List<GameObject> listObjects = new List<GameObject>();


    //构造函数
    public SubPool(GameObject goPrefab, Transform transParent)
    {
        this.goPrefab = goPrefab;

        //根据预制体名字创建了一个空对象
        GameObject goParent = new GameObject(goPrefab.name);
        goParent.transform.SetParent(transParent);
        this.transParent = goParent.transform;
    }

    /// 1:从容器中查找一个隐藏物体
    /// 2:如果没有找到就克隆goPrefab预制体对象
    public GameObject spawn()
    {
        GameObject go = null;

        foreach (GameObject tmp in listObjects)
        {
            if (!tmp.activeSelf)
            {
                go = tmp;
                break;
            }
        }

        //在容器中如果没有找到
        if (go == null)
        {
            //从资源中读取
            go = GameObject.Instantiate<GameObject>(goPrefab);
            go.transform.parent = transParent;
            listObjects.Add(go);
        }

        go.SetActive(true);
        go.SendMessage("spawn", SendMessageOptions.DontRequireReceiver);
        return go;
    }
    public void unSpawn(GameObject go)
    {
        if (contains(go))
        {
            go.SendMessage("unSpawn", SendMessageOptions.DontRequireReceiver);
            go.SetActive(false);
        }
    }
    public void unSpawnAll()
    {
        foreach (GameObject go in listObjects)
        {
            if (go.activeSelf)
            {
                unSpawn(go);
            }
        }
    }
    public bool contains(GameObject go)
    {
        return listObjects.Contains(go);
    }

}


//通过对象池来生成一个游戏对象
Transform curBullet = GameObjectPool.Instance.spawn("NewPrefabs/bullet").transform;

//回收对象
GameObjectPool.Instance.unSpawn(gameObject);
===================================================================================

猜你喜欢

转载自blog.csdn.net/qq_38104858/article/details/80436859