using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Windows;
/// <summary>
/// 抽屉数据 池子中的一列容器
/// </summary>
public class PoolData
{
//抽屉中 对象挂载的父节点
public GameObject fatherObj;
//对象的容器
public List<GameObject> poolList;
public PoolData(GameObject obj ,GameObject poolObj)
{
//给我们的抽屉 创建一个父对象 并且把他作为我们pool对象的子物体
fatherObj = new GameObject(obj.name);
fatherObj.transform.parent = poolObj.transform;
poolList = new List<GameObject>() { obj };
PushObj(obj);
}
/// <summary>
/// 往抽屉里面压东西
/// </summary>
/// <param name="obj"></param>
public void PushObj(GameObject obj)
{
//失活 让其隐藏
obj.SetActive(false);
//存起来
poolList.Add(obj);
//设置父对象
obj.transform.parent = fatherObj.transform;
}
/// <summary>
/// 从抽屉里面取东西
/// </summary>
/// <returns></returns>
public GameObject GetObj()
{
GameObject obj = null;
//取出第一个
obj = poolList[0];
poolList.RemoveAt(0);
//激活 让其显示
obj.SetActive(true);
//断开父子关系
obj.transform.parent = null;
return obj;
}
}
/// <summary>
/// 缓存池模块
/// 1.Dictionary List
/// 2.GameObject 和 Resources 两个公共类中的 API
/// </summary>
public class PoolMgr : BaseManager<PoolMgr>
{
//缓存池
public Dictionary<string, PoolData> poolDic = new Dictionary<string, PoolData>();
private GameObject poolOjb;
/// <summary>
/// 往外拿东西
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public GameObject GetObj(string name)
{
GameObject obj = null;
//有抽屉并且抽屉里有东西
if (poolDic.ContainsKey(name) && poolDic[name].poolList.Count > 0)
{
obj = poolDic[name].GetObj();
}
else
{
obj = GameObject.Instantiate(Resources.Load<GameObject>(name));
//把对象名字改的和池子名字一样
obj.name = name;
}
return obj;
}
/// <summary>
/// 还暂时不用的东西
/// </summary>
public void PushObj(string name, GameObject obj)
{
if (poolOjb == null)
poolOjb = new GameObject("Pool");
//里面有抽屉
if (poolDic.ContainsKey(name))
{
poolDic[name].PushObj(obj);
}
//里面没有抽屉
else
{
poolDic.Add(name, new PoolData(obj, poolOjb));
}
}
/// <summary>
/// 清空缓存池 主要用在场景切换时
/// </summary>
public void Clear()
{
poolDic.Clear();
poolOjb = null;
}
}
transfer
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Test : MonoBehaviour
{
void Start()
{
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
PoolMgr.GetInstance().GetObj("Test/Cube");
}
if (Input.GetKeyDown(KeyCode.KeypadEnter))
{
PoolMgr.GetInstance().GetObj("Test/Sphere");
}
}
}