简单对象池的实现(多种GameObject)

之前做的一个项目,需要很频繁的生成多种不同模型,所以我就把之前单一对象池修改了下,可以使用多种GameObject~~。 废话不多说,上代码 

ObjectPool类

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class ObjectPool

{

private ListdespawnedTrans;

public AnimalTransformInfo origianTran;

public Transform prefab;

public Transform root;

public int curTranCount = 0;

public int TranCount

{

get

{

return curTranCount;

}

}

public ObjectPool(Transform _prefab, Transform _root)    

{       

 despawnedTrans = new List();

origianTran = new AnimalTransformInfo();

prefab = _prefab;

root = _root;

prefab.SetParent(root);

prefab.gameObject.SetActive(false);

}

public int DespawnedCout

{

get

{

return despawnedTrans.Count;

}

}

////// 从池中取出一个对象

//////

public Transform Spwan()    {       

 if(despawnedTrans.Count == 0)        {           

 CreateInstance();        }        

Transform tran = despawnedTrans[0];        

origianTran.initPos = tran.position;        

origianTran.initRoate = tran.rotation;        

origianTran.initScale = tran.localScale;        

despawnedTrans.RemoveAt(0);        

tran.gameObject.SetActive(true);        

return tran;    

}

public void DeSpawn(Transform tran, bool parentChange = true)

{

if(despawnedTrans.Contains(tran))

{

return;

}

if(parentChange)

{

tran.SetParent(root);

}

tran.position = origianTran.initPos;

tran.rotation = origianTran.initRoate;

tran.localScale = origianTran.initScale;

despawnedTrans.Add(tran);

tran.gameObject.SetActive(false);

}

///

/// 创建新的一个对象

///

public void CreateInstance()

{

GameObject obj = GameObject.Instantiate(prefab.gameObject);

obj.transform.SetParent(root);

despawnedTrans.Add(obj.transform);

obj.name = prefab.name;

// obj.name = string.Concat(prefab.name, curTranCount++);  修改名字

}

///

/// 在池中一次创建多个新的对象

/////

public IEnumerator CreateInstances(int count)

{

for(int i =0;i < count;i++)

{

CreateInstance();

yield return null;

}

}

///

/// 释放池

///

public void Dispose()

{

curTranCount = 0;

despawnedTrans.ForEach(delegate (Transform tran)

{

if(tran != null)

{

GameObject.Destroy(tran.gameObject);

}

});

if(prefab != null)

{

GameObject.Destroy(prefab.gameObject);

}

despawnedTrans = null;

}

}

接下来是创建不同的池,使用ItemCreator类

using System.Collections;

using System.Collections.Generic;

using UnityEngine;

public class ItemCreator {    

public DictionarybasePools;    

private Transform poolRoot;      

 public ItemCreator()    {      

  basePools = new Dictionary();

poolRoot = new GameObject("PoolRoot").transform;

MonoBehaviour.DontDestroyOnLoad(poolRoot.gameObject);

}

////

// 创建一个对象池

//////

public void AddPool(GameObject prefabObj)

{

AddPool(prefabObj.name, prefabObj, poolRoot);

}

//创建一个池对象并添加到Dic中

public void AddPool(string prefabName ,GameObject prefabObj ,Transform root)

{

if(basePools.ContainsKey(prefabName))

{

return;

}

ObjectPool prefabPool = new ObjectPool(prefabObj.transform, root);

basePools.Add(prefabName, prefabPool);

}

//从一个池中取出一个对象

public Transform SpawnObjByName(string name )    {      

  if(!basePools.ContainsKey(name))        {                     

 GameObject newPoolObj = MonoBehaviour.Instantiate(Resources.Load("model/"+name));

newPoolObj.name = name;

AddPool(newPoolObj);

return basePools[name].Spwan();

}

return basePools[name].Spwan();

}

//将对象还给池

public void DeSpawn(string nam, Transform tran, bool parentChange =true)

{

if(!basePools.ContainsKey(nam))

{

return;

}

basePools[nam].DeSpawn(tran,parentChange);

}

到此为止,生成的时候调用这个管理类来生成就行了,释放也是一样的~~

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