【Unity】构建自己的GameObject缓存池

using Game.Manager.Base;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace Game.Common
{
    public class PoolManager : BaseManager<PoolManager>
    {
        private Dictionary<string, Queue<GameObject>> m_Pool;
        private Dictionary<GameObject, string> m_GoTag;
        /// <summary>
        /// 初始化管理器
        /// </summary>
        public override void Init()
        {
            ClearAll();
        }

        /// <summary>
        /// 清空缓存池,释放所有引用
        /// </summary>
        public void ClearAll()
        {
            m_Pool = new Dictionary<string, Queue<GameObject>>();
            m_GoTag = new Dictionary<GameObject, string>();
        }

        /// <summary>
        /// 回收GameObject
        /// </summary>
        /// <param name="go"></param>
        public void ReturnGameObejct(GameObject go)
        {
            Debug.Assert(go.activeSelf, "gameObject is not active");
            go.SetActive(false);
            string tag = m_GoTag[go];
            RemoveOutMark(go);
            if (!m_Pool.ContainsKey(tag))
            {
                m_Pool[tag] = new Queue<GameObject>();
            }

            m_Pool[tag].Enqueue(go);
        }

        /// <summary>
        /// 请求GameObject
        /// </summary>
        /// <param name="prefab"></param>
        /// <param name="parent"></param>
        /// <returns></returns>
        public GameObject RequestGameObejct(GameObject prefab, Transform parent)
        {
            string tag = prefab.GetInstanceID().ToString();
            GameObject go = GetFromPool(tag);
            if (go == null)
            {
                go = GameObject.Instantiate<GameObject>(prefab, parent);
            }
            go.transform.SetParent(parent);
            MarkAsOut(go, tag);
            return go;
        }

        //从缓存池中取出
        private GameObject GetFromPool(string tag)
        {
            if (m_Pool.ContainsKey(tag) && m_Pool[tag].Count > 0)
            {
                GameObject obj = m_Pool[tag].Dequeue();
                obj.SetActive(true);
                return obj;
            }
            else
            {
                return null;
            }
        }

        //记录GameObject对应的tag
        private void MarkAsOut(GameObject go, string tag)
        {
            m_GoTag.Add(go, tag);
        }

        //去除GameObject的tag标记
        private void RemoveOutMark(GameObject go)
        {
            if (m_GoTag.ContainsKey(go))
            {
                m_GoTag.Remove(go);
            }
            else
            {
                Debug.LogError("remove out mark error, gameObject has not been marked");
            }
        }
    }
}
  • 0
    点赞
  • 1
    收藏
    觉得还不错? 一键收藏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值