using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
//三种特效
public enum EffectType
{
BloodSpla,
FirePhoenix,
HolyFire,
}
public class EffectManager : BaseManager
{
private const string Effect_Prefix = "Effect/";//动态加载的特效所在的目录
private GameObject poolManager;//用来存放实例化出来的特效,界面整洁
private Dictionary<EffectType, Stack<PoolEffect>> effectPoolDict = new Dictionary<EffectType, Stack<PoolEffect>>();//每种特效一个栈
public override void Init()//项目需要,无视它
{
switch (SceneManager.GetActiveScene().name)
{
case "001-StartMenu":
break;
case "002-MainMenu":
break;
default:
EffectPoolAdd(EffectType.BloodSpla, 20);
EffectPoolAdd(EffectType.FirePhoenix, 10);
EffectPoolAdd(EffectType.HolyFire, 10);
break;
}
}
private GameObject LoadEffect(EffectType effectType)//从Resources中加载特效,可以相应地改为其他加载方式
{
return Resources.Load<GameObject>(Effect_Prefix + Enum.GetName(typeof(EffectType), effectType));
}
private void EffectPoolAdd(EffectType effectType, int initCount)//需要初始化或者额外添加的特效和数量
{
if (poolManager == null)
poolManager = new GameObject();
GameObject effectPrefab = LoadEffect(effectType);
GameObject effectPool = new GameObject(effectType.ToString() + "Pool");
effectPool.transform.SetParent(poolManager.transform, true);
Stack<PoolEffect> effectStack = new Stack<PoolEffect>();
for (int i = 0; i < initCount; i++)
{
PoolEffect effect = GameObject.Instantiate(effectPrefab, effectPool.transform).GetComponent<PoolEffect>();
effect.InjectEffectManager(this);
effect.transform.SetParent(effectPool.transform);
effect.Init(poolManager.transform, effectPool.transform, effectType);
effectStack.Push(effect);
}
if (effectPoolDict.ContainsKey(effectType) == false)
effectPoolDict.Add(effectType, effectStack);
else
effectPoolDict[effectType] = effectStack;
}
public PoolEffect PopEffect(EffectType effectType)//获取一个特效
{
if (effectPoolDict.ContainsKey(effectType) == false)
{
Debug.LogError("effectType:" + effectType + "不存在");
return null;
}
if (effectPoolDict[effectType].Count <= 0)
EffectPoolAdd(effectType, 10);
return effectPoolDict[effectType].Pop();
}
public void PushEffect(EffectType effectType, PoolEffect effect)//使用完毕归还
{
effectPoolDict[effectType].Push(effect);
}
}