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(Effec
Unity3D一种简单的对象池写法
最新推荐文章于 2021-06-25 14:36:10 发布