using UnityEngine;
using System.Collections;
public class attack : MonoBehaviour
{
//鼠标按下,调用GetFromPool
void OnMouseDown()
{//GameObject.Find("Point").transform.position
GameObject o= ObjectPool.instance.GetFromPool("Bullet", new Vector3(0,0,0), Quaternion.identity);
o.transform.LookAt(transform.position);
o.GetComponent<Rigidbody>().AddForce(Vector3.forward*3000);
} //触发,调用方法ReturnPool
void OnTriggerEnter(Collider collider) {
if (collider.name=="Bullet(Clone)")
{
collider.gameObject.GetComponent<Rigidbody>().velocity = Vector3.zero;
ObjectPool.instance.ReturnPool(collider.gameObject);
}
}
}
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class ObjectPool : MonoBehaviour
{
//定义一个池子,里面存的是对象名字,以及游戏对象
Dictionary<string, List<GameObject>> pool = new Dictionary<string, List<GameObject>>(); //这里定义一个伪单例
public static ObjectPool instance;
void Awake() { instance = this; } //存对象的方法
public void ReturnPool(GameObject go)
{
//获取对象名 string name = go.name; //判断有无对象
if (pool.ContainsKey(name)) { pool[name].Add(go); }
else
{
//没有对象池时,实例化一个
pool.Add(name, new List<GameObject>() { go });
}
go.SetActive(false);//隐藏对象
} //取对象
public GameObject GetFromPool(string name, Vector3 p, Quaternion q)
{
GameObject go; //存的名字是(Clone)
string prefabName = name + "(Clone)";
//对象池中有改对象池时,并且其中存在的数量大于0,直接取对象
if (pool.ContainsKey(prefabName) && pool[prefabName].Count > 0)
{
go = pool[prefabName][0]; //获取后移除
pool[prefabName].RemoveAt(0); //设置坐标
go.SetActive(true);
go.transform.position = p;
go.transform.rotation = q;
}
else
{
go = Instantiate(Resources.Load(name), p, q) as GameObject;
}
return go;
}
}