对象池

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public enum ObjectType//两种子弹的枚举
{
    cubeBullet,
    sphereBullet,
}
public class MyPool : MonoBehaviour {

    //定义单例,方便调用
    private static MyPool poolInstance;
    //生成对象预设体
    public GameObject cubeBulletPrefab;
    public GameObject sphereBulletPrefab;
    //对象类型与预设体的映射关系
    private Dictionary<ObjectType,GameObject> typeMatchPrefab=new Dictionary<ObjectType,GameObject>();
    private Dictionary<ObjectType, List<GameObject>> pool = new Dictionary<ObjectType, List<GameObject>>();
    public static MyPool PoolInstance
    {
        get { return MyPool.poolInstance; }
        
    }

	void Start () {
        poolInstance = this;
        typeMatchPrefab.Add(ObjectType.cubeBullet,cubeBulletPrefab);
        typeMatchPrefab.Add(ObjectType.sphereBullet,sphereBulletPrefab);
	}
	
    public GameObject GetObjectInPool(ObjectType ot,Vector3 pos)
    {
         GameObject go;
        //先判断池子中是否有该类型的小池子,并且小池子中是否有对象存在
        if (pool.ContainsKey(ot) && pool[ot].Count > 0)
        {
            go = pool[ot][0];//取出池子中的第一个对象
            pool[ot].RemoveAt(0);//池子中移除该对象
            go.SetActive(true);//激活对象
        }
        //若没有该类型的小池子,或者小池子没有对象,则实例化一个游戏对象给它
        else
        {
             go= GameObject.Instantiate(typeMatchPrefab[ot])as GameObject;
        }
        go.transform.position = pos;
        return go;
    }

    public void PushPool(ObjectType ot,GameObject go)
    {
        //取消激活对象
        go.SetActive(false);
        //判断池子中是否有该子池子,没有则创建一个,放进去
        if (pool.ContainsKey(ot))
        {
            pool[ot].Add(go);
        }
        else
        {
            pool[ot] = new List<GameObject> { go };
        }
    }	
}




using UnityEngine;
using System.Collections;

public class MyFight : MonoBehaviour {

    public Transform cubeBulletStartPos;
    public Transform sphereBulletStartPos;
    public float force = 15f;

	void Update () {
        if (Input.GetMouseButtonDown(0))
        {
            GameObject go = MyPool.PoolInstance.GetObjectInPool(ObjectType.cubeBullet, cubeBulletStartPos.position);
            go.GetComponent<Rigidbody>().AddForce(force * go.transform.forward);
            StartCoroutine(DestroyObject(ObjectType.cubeBullet, go));
        }
        if (Input.GetMouseButtonDown(1))
        {
            GameObject go = MyPool.PoolInstance.GetObjectInPool(ObjectType.sphereBullet, sphereBulletStartPos.position);
            go.GetComponent<Rigidbody>().AddForce(force * go.transform.forward);
            StartCoroutine(DestroyObject(ObjectType.sphereBullet, go));
        }
	}

    public IEnumerator DestroyObject(ObjectType ot, GameObject go)
    {
        yield return new WaitForSeconds(1f);
        go.GetComponent<Rigidbody>().velocity = Vector3.zero;
        MyPool.PoolInstance.PushPool(ot, go);
    }
}

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