Unity对象池试水

  其实接触对象池这个概念已经很久了,网上也有很多现成的插件,比较有名的是PoolManager,功能听说很完善,我并没有细看。现在我想根据网上的一些案例和教程写一个应用于现在这个项目的小ObjectPool,这里有一篇文章对ObjectPool有一定的解释,有兴趣的可以看看。我项目里面有几十个反复要使用的模型,就在这一块下手吧,主要来实现存取两块代码,为了便于检索采用List<T>来实现存取。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Xml;

public class ObjectPool : MonoBehaviour
{
    //// Use this for initialization
    private volatile static ObjectPool _instance = null;
    private Dictionary<int, GameObject> myObjectPool = new Dictionary<int, GameObject>();
    private Action<GameObject> myonetimeInitAction;
    private static readonly object _lock = new object();
    /// <summary>
    /// 初始化
    /// </summary>
    public static ObjectPool Instance
    {
        get
        {
            lock (_lock)
            {
                if (_instance == null)
                {
                    GameObject obj = new GameObject("ObjectPool");
                    _instance = obj.AddComponent(typeof(ObjectPool)) as ObjectPool;
                    //_instance.Init();
                }
                return _instance;
            }
        }
    }
    public void Init()
    {
        Store(1, "Cube");
    }
    /// <summary>
    /// 获取
    /// </summary>
    /// <param name="id">ID号</param>
    /// <returns></returns>
    public GameObject Pick(int id)
    {
        if (myObjectPool.Count == 0)
            return null;
        if (myonetimeInitAction != null)
            myonetimeInitAction(myObjectPool[id]);
        myObjectPool[id].SetActive(true);
        return myObjectPool[id];
    }
    /// <summary>
    /// 回收
    /// </summary>
    /// <param name="id">ID号</param>
    public void RecyleObj(int id)
    {
        myObjectPool[id].SetActive(false);
        myObjectPool[id].transform.parent = transform;
    }
    /// <summary>
    /// 删除
    /// </summary>
    /// <param name="id">ID号</param>
    public void Remove(int id)
    {
        if (myObjectPool.ContainsKey(id))
        {
            Destroy(myObjectPool[id]);
            myObjectPool.Remove(id);
        }
    }
    /// <summary>
    /// 存储
    /// </summary>
    /// <param name="id">ID号</param>
    /// <param name="obj">池内添加物体</param>
    private void Store(int id, GameObject obj)
    {
        if (myObjectPool.ContainsKey(id))
        {
            Debug.Log("Repeat ID !");
            return;
        }
        GameObject newObj = Instantiate(obj) as GameObject;
        newObj.transform.parent = transform;
        newObj.SetActive(false);
        myObjectPool.Add(id, newObj);
    }
    /// <summary>
    /// 存储
    /// </summary>
    /// <param name="id">ID号</param>
    /// <param name="Path">Prefab地址</param>
    private void Store(int id, string Path)
    {
        if (myObjectPool.ContainsKey(id))
        {
            Debug.Log("Repeat ID !");
            return;
        }
        GameObject newObj = Instantiate(Resources.Load(Path)) as GameObject;
        newObj.transform.parent = transform;
        newObj.SetActive(false);
        myObjectPool.Add(id, newObj);
    }
    /// <summary>
    /// 池内物体列表
    /// </summary>
    /// <param name="Path">XML地址</param>
    public void ReadSubjectXml(string Path)
    {
        XmlDocument xmlDoc = new XmlDocument();
        xmlDoc.LoadXml((Resources.Load(Path) as TextAsset).text);
        XmlNodeList subjects = xmlDoc.SelectSingleNode("Model").ChildNodes;
        foreach (XmlElement view in subjects)
        {
            foreach (XmlElement content in view.ChildNodes)
            {
                Store(Convert.ToInt32(content.GetAttribute("ID")), content.InnerText);
            }
        }

    }
}

  写完以后感觉其实原理还是挺简单的,毕竟我对象池的作用只是用来GameObject的处理。

转载于:https://www.cnblogs.com/kyo950/p/5311663.html

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