使用对象池能够重复利用创建的资源,避免重复的创建和销毁,减少内存分配和垃圾回收带来的开销。当某个物品需要重复的创建和销毁时,就可以考虑用到对象池。
核心需要两样
- 存放不同对象池的一个容器,Dictionary
- 存放物体的对象池,List、Stack、Queue等等
是否设置构造函数为私有取决于继承的单例模板的实现方式,使用单例模式是为了确保该类具有唯一的实例,并能够通过获取实例的方法直接调用对象池模块里的内容。
在存取对象时,是否激活或者隐藏物体取决于具体的设计,还可以采用将物体移动到某个位置等方法。
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PoolData
{
public GameObject father;
public Stack<GameObject> poolStack;
public PoolData(GameObject obj, GameObject poolFather)
{
father = new GameObject(obj.name);
father.transform.parent = poolFather.transform;
poolStack = new Stack<GameObject>();
PushObj(obj);
}
public void PushObj(GameObject obj)
{
obj.SetActive(false);
poolStack.Push(obj);
obj.transform.SetParent(father.transform);
}
public GameObject GetObj()
{
GameObject obj = poolStack.Pop();
obj.SetActive(true);
obj.transform.parent = null;
return obj;
}
}
public class PoolManager : BaseManger<PoolManager>
{
//作为储存不同类型对象池的容器
private Dictionary<string, PoolData> poolDic = new Dictionary<string, PoolData>();
private PoolManager() { }
private GameObject poolObj;
/// <summary>
/// 获取一个物体
/// </summary>
/// <param name="name"></param>
/// <returns></returns>
public GameObject GetObj(string name)
{
GameObject obj = null;
try
{
//判断该类型池是否存在,并且池中是否有物体
if (poolDic.ContainsKey(name) && poolDic[name].poolStack.Count > 0)
{
obj = poolDic[name].GetObj();
}
else
{
//不存在就直接从资源里加载并在场景生成一个物体
obj = Instantiate(Resources.Load<GameObject>(name));
obj.name = name; //去掉(clone)后缀
}
}
catch(Exception e)
{
Debug.LogError("资源获取失败:" + e.Message);
}
return obj;
}
/// <summary>
/// 将物体放入对象池
/// </summary>
/// <param name="name"></param>
/// <param name="obj"></param>
public void PushObj(string name, GameObject obj)
{
if (poolObj is null)
{
poolObj = new GameObject("Pool");
}
if (poolDic.ContainsKey(name))
{
poolDic[name].PushObj(obj);
}
else
{
poolDic.Add(name, new PoolData(obj, poolObj));
}
}
/// <summary>
/// 清空全部池
/// </summary>
public void ClearAllPool()
{
poolDic.Clear();
poolObj = null;
}
}
如果想要异步加载资源,则做如下修改
public void GetObj(string name, UnityAction<GameObject> callback)
{
try
{
//判断该类型池是否存在,并且池中是否有物体
if (poolDic.ContainsKey(name) && poolDic[name].poolStack.Count > 0)
{
callback(poolDic[name].GetObj());
}
else
{
ResManager.GetInstance().LoadAsync<GameObject>(name, callback);
}
}
catch(Exception e)
{
Debug.LogError("资源获取失败:" + e.Message);
}
}