Unity - the implementation of the buffer pool

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");
        }
    }
}

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Origin blog.csdn.net/weixin_46711336/article/details/129186524