/****************************************************
文件:BaseManager.cs
功能:管理类基类
*****************************************************/
public class BaseManager<T> where T : new()
{
private static T _instance;
public static T Instance
{
get
{
if (_instance == null)
{
_instance = new T();
}
return _instance;
}
}
}
/****************************************************
文件:PoolManager.cs
功能:缓存池管理器
*****************************************************/
using UnityEngine;
using System.Collections.Generic;
public class PoolManager : BaseManager<PoolManager>
{
private Transform PoolTrans;
public Dictionary<string, PoolData> poolDict = new Dictionary<string, PoolData>();
/// <summary>
/// 从对象池中取
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public GameObject GetObj(string name)
{
GameObject obj = null;
if (poolDict.ContainsKey(name) && poolDict[name].poolList.Count > 0)
{
obj = poolDict[name].GetObj();
}
else
{
obj = GameObject.Instantiate(Resources.Load<GameObject>(name));
}
if (obj != null)
{
//改名(去除 Clone)
obj.name = name;
obj.transform.SetParent(null);
obj.SetActive(true);
}
return obj;
}
/// <summary>
/// 回收对象池
/// </summary>
public void RecycleObj(string name, GameObject obj)
{
if (PoolTrans == null)
{
PoolTrans = new GameObject("#PoolTrans#").transform;
}
if (poolDict.ContainsKey(name))
{
poolDict[name].RecycleObj(obj);
}
else
{
poolDict.Add(name, new PoolData(obj, PoolTrans));
}
}
/// <summary>
/// 用于切换场景清理遗留
/// </summary>
public void Clear()
{
poolDict.Clear();
PoolTrans = null;
}
}
public class PoolData
{
public GameObject parent;
public List<GameObject> poolList;
/// <summary>
/// 构造函数
/// </summary>
/// <param name="obj">所要回收的对象</param>
/// <param name="poolObj">对象池的最高节点</param>
public PoolData(GameObject recycleObj, Transform poolNode)
{
parent = new GameObject("#" + recycleObj.name);
parent.transform.SetParent(poolNode);
poolList = new List<GameObject>();
RecycleObj(recycleObj);
}
public GameObject GetObj()
{
GameObject obj = poolList[0];
poolList.RemoveAt(0);
return obj;
}
public void RecycleObj(GameObject recycleObj)
{
recycleObj.SetActive(false);
poolList.Add(recycleObj);
recycleObj.transform.SetParent(parent.transform);
}
}
/****************************************************
文件:TestFrame.cs
功能:框架测试脚本
*****************************************************/
using UnityEngine;
public class TestFrame : MonoBehaviour
{
private void Update()
{
if (Input.GetMouseButtonDown(0))
{
PoolManager.Instance.GetObj("PoolTest/Cube");
}
if (Input.GetMouseButtonDown(1))
{
PoolManager.Instance.GetObj("PoolTest/Sphere");
}
if (Input.GetMouseButtonDown(2))
{
PoolManager.Instance.GetObj("PoolTest/Capsule");
}
}
}
/****************************************************
文件:DelayPoolObj.cs
功能:延迟池对象
*****************************************************/
using UnityEngine;
public class DelayPoolObj : MonoBehaviour
{
private void OnEnable()
{
Invoke("Delay", 1);
}
void Delay()
{
PoolManager.Instance.RecycleObj(this.gameObject.name, this.gameObject);
}
}