Unity Game FrameWork—模块使用—对象池使用

使用对象池,需继承ObjectBase。首先创建一个OPGame的类,继承于ObjectBase,我们暂且把它叫做OP对象,如下图
[图片]

OP对象有两个地方可以存储成员对象或变量,一个是在OP对象内部如模型ID:m_ModelID。另一个则是对象池基类ObjectBase里的m_Target可以存储任何数据类型,需要装箱和拆箱。在创建OP对象时,我们传入自定义的类型ModelInfor,并在基类初始化时作为参数传入。

API调用

创建OP对象池:
m_OPPool = GameEntry.ObjectPool.CreateSingleSpawnObjectPool(Utility.Text.Format(“OP Pool ({0})”, name), 20, 10, 0);
创建OP对象: 创建完成后处于使用中
ModelInfor ModelInfor = new ModelInfor(i);
OPGame OPGame = OPGame.Create(“模型” + CreateNums, CreateNums, ModelInfor);
m_OPPool.Register(OPGame, true);
获取OP对象: 从对象池中获取未使用的OP对象
OPGame OPGame = m_OPPool.Spawn(“模型” + 0);
回收OP对象: 将正在使用的对象释放,回收至对象池
m_OPPool.Unspawn(OPGame);
设置OP对象是否被加锁: 加锁后,不能从对象池中销毁
m_OPPool.SetLocked(OPGame, true);
设置OP对象优先级: 没啥卵用
m_OPPool.SetPriority(OPGame, 10);

完整代码

ProcedureObjectPool:启动流程,创建ObjectPlayer对象

using UnityEngine;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
namespace StarForce
{
    
    
    public class ProcedureObjectPool : ProcedureBase
    {
    
    
        public override bool UseNativeDialog
        {
    
    
            get
            {
    
    
                return true;
            }
        }

        public override void OnEnter(ProcedureOwner procedureOwner)
        {
    
    
            base.OnEnter(procedureOwner);
            GameObject TT = new GameObject("Player");
            TT.AddComponent<ObjectPlayer>();
        }
    }
}

OPGame :OP对象及所存储的数据类

using GameFramework;
using GameFramework.ObjectPool;
using UnityEngine;

public class OPGame : ObjectBase
{
    
    
    private int m_ModelID;

    public OPGame()
    {
    
    
    }

    public static OPGame Create(string name,int ID, ModelInfor Model)
    {
    
    
        OPGame InstanceOP = ReferencePool.Acquire<OPGame>();
        InstanceOP.Initialize(name, Model);
        InstanceOP.m_ModelID = ID;
        return InstanceOP;
    }

    public override void Clear()
    {
    
    
        base.Clear();
        m_ModelID = -1;
    }
    public override void Release(bool isShutdown)
    {
    
    
        
    }
}
public class ModelInfor
{
    
    
    private int ID;
    private Mesh Mesh;
    private Texture2D Texture2D;
    public ModelInfor(int ID)
    {
    
    
        this.ID = ID;
        Mesh = null;
        Texture2D = null;
    }
    public ModelInfor()
    {
    
    
        this.ID = -1;
        Mesh = null;
        Texture2D = null;
    }
    public Mesh GetMesh()
    {
    
    
        return Mesh;
    }
    public Texture2D GetTexture2D()
    {
    
    
        return Texture2D;
    }
    public int GetID()
    {
    
    
        return ID;
    }
}

ObjectPlayer :OP对象池调用实现

using GameFramework;
using GameFramework.ObjectPool;
using StarForce;
using System.Collections.Generic;
using UnityEngine;

public class ObjectPlayer : MonoBehaviour
{
    
    
    //创建对象名称编号
    int CreateNums = 0;
    private IObjectPool<OPGame> m_OPPool;
    List<OPGame> UsingOPGames;
    void Start()
    {
    
    
        m_OPPool = GameEntry.ObjectPool.CreateSingleSpawnObjectPool<OPGame>(Utility.Text.Format("OP Pool ({0})", name), 20, 10, 0);
        m_OPPool.AutoReleaseInterval = 5;
        UsingOPGames = new List<OPGame>();
    }
    [ContextMenu("CreateItem")]
    public void CreateItem()
    {
    
    
        for (int i = 0; i < 10; i++)
        {
    
    
            ModelInfor ModelInfor = new ModelInfor(i);
            OPGame OPGame = OPGame.Create("模型" + CreateNums, CreateNums, ModelInfor);
            //创建对象
            m_OPPool.Register(OPGame, true);
            UsingOPGames.Add(OPGame);
            if (CreateNums == 2)
            {
    
    
                CreateNums = 0;
            }
            else
            {
    
    
                CreateNums++;
            }
            if (i==0)
            {
    
    
                m_OPPool.SetLocked(OPGame, true);
                m_OPPool.SetPriority(OPGame, 10);
            }
            ModelInfor Model = (ModelInfor)OPGame.Target;
            Debug.LogError(Model.GetID());
        }
        
    }
    [ContextMenu("SpawnItem")]
    public void SpawnItem()
    {
    
    
        //获取对象
        OPGame OPGame = m_OPPool.Spawn("模型" + 0);
        UsingOPGames.Add(OPGame);
        Debug.LogError("获取的对象:"+OPGame.Name);
    }
    [ContextMenu("UnspawnItem")]
    public void UnspawnItem()
    {
    
    
        if (UsingOPGames.Count>3)
        {
    
    
            for (int i = 2; i >= 0; i--)
            {
    
    
                OPGame OPGame = UsingOPGames[i];
                //回收对象
                m_OPPool.Unspawn(OPGame);
                UsingOPGames.Remove(OPGame);
                Debug.LogError("释放的对象:" + OPGame.Name);
            }
        }
    }
}

实现效果

如图创建三个函数,CreateItem,SpawnItem,UnspawnItem
[图片]

函数调用入口如下,点击调用。调用顺序依次为CreateItem,UnspawnItem,SpawnItem
[图片]

CreateItem实现了创建10个对象,第一个对象加锁,优先级设置为10
[图片]

UnspawnItem实现了回收最先创建的三个对象
[图片]
SpawnItem实现了从对象池中获取名称为“模型0”的对象,InUse从false变为了true
[图片]
当我们不实现获取名称为“模型0”的操作时,过一会InUse状态为false的对象被对象池销毁了,而Locked设置为true的“模型0”则没有被销毁。
[图片]

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转载自blog.csdn.net/qq_37619255/article/details/130129751
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