Unity对象池的实现

网上介绍对象池的文章有很多,但是总感觉代码不太清晰,并不适合新手学习

最近在一个工程里看到一段对象池的代码感觉不错,故分享一下

[code]phpcode

using UnityEngine;

using System.Collections;

using System.Collections.Generic;

using System;

 

public class PoolManager : UnitySingleton<PoolManager> {

 

       public static Dictionary<Type, Stack<IPoolable>> ObjectPoolDic = new Dictionary<Type, Stack<IPoolable>>();

       public static Dictionary<Type, int> ObjectPoolSizeDic = new Dictionary<Type,int>();

      

       void Start () {

 

       }

      

       public void RegistPoolableType(Type type, int poolSize)

       {

              if (!ObjectPoolDic.ContainsKey(type))

              {

                     ObjectPoolDic[type] = new Stack<IPoolable>();

                     ObjectPoolSizeDic[type] = poolSize;

              }

       }

      

       public bool HasPoolObject(Type type)

       {

              return ObjectPoolDic.ContainsKey(type) && ObjectPoolDic[type].Count > 0;

       }

      

       public bool IsPoolFull(Type type)

       {

              if (!ObjectPoolDic.ContainsKey(type))

                     return true;

              else if (ObjectPoolDic[type].Count >= ObjectPoolSizeDic[type])

                     return true;

              return false;

       }

      

       public IPoolable TakePoolObject(Type type)

       {

              if (ObjectPoolDic.ContainsKey(type) && ObjectPoolDic[type].Count > 0)

              {

                     return ObjectPoolDic[type].Pop();

              }

              else

              {

                     return null;

              }

       }

      

       public bool PutPoolObject(Type type, IPoolable obj)

       {

              if (!ObjectPoolDic.ContainsKey(type) || ObjectPoolDic[type].Count >= ObjectPoolSizeDic[type])

              {

                     GameObject.Destroy((obj as MonoBehaviour).gameObject);

                     return false;

              }

              else

              {

                     (obj as MonoBehaviour).gameObject.SetActive(false);

                     //(obj as MonoBehaviour).transform.parent = GameManager.Instance.PoolRoot;

                     ObjectPoolDic[type].Push(obj);

                     return true;

              }

       }

}

首先继承自一个单例类,就可以用PoolManager.Instance来获取这个类的单例了

定义了两个字典,一个用来对应存储对应的对象类型的栈,一个用来记录实例化的最大个数来控制内存

用的时候Pop,用完了Push

可存储在对象池的对象必须实现IPoolable接口

[code]phpcode

using UnityEngine;

using System.Collections;

 

public interface IPoolable {

 

       void Destroy();

}

destroy里可以这样写

[code]phpcode

       if (!PoolManager.Instance.IsPoolFull(GetType()))

              {

                     PoolManager.Instance.PutPoolObject(GetType(), this);

              }

              else

              {

                     GameObject.Destroy(this.gameObject);

              }

 

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