使用Unity对象池优化内存,减少GC。
*由字典和List实现该对象池,游戏对象的实例化与Destroy分别由GetObj函数和ReturnObj函数完成
*预加载游戏对象
*设置缓存池大小
/// <summary>
/// 预加载的游戏对象
/// </summary>
[Serializable]
public class poolItem
{
public GameObject objToPool;
public int amountToPool;//预加载的游戏对象数量
public bool canExpand = true;//场景中是否允许存在的游戏对象数量多余预加载游戏对象的数量
}
public class PoolManager : MonoBehaviour
{
public static PoolManager poolInstance;
public List<poolItem> poolStart;
public int generalSize = 100;//默认缓存池大小
private Dictionary<string, List<object>> pooledDic;//游戏对象缓存映射
private Dictionary<string, int> poolSizeDic;//缓存池与缓存池大小映射
void Awake()
{
poolInstance = this;
pooledDic = new Dictionary<string, List<object>>();
poolSizeDic = new Dictionary<string, int>();
}
void Start()
{
pooledDic = new Dictionary<string, List<object>>();
//初始化预加载
foreach (poolItem item in poolStart)
{
if (!item.canExpand)
RegPool(item.objToPool.name, item.amountToPool);
RegPool(item.objToPool.name, generalSize);
for (int i = 0; i < item.amountToPool; i++)
{
pooledDic[item.objToPool.name].Add(Instantiate(item.objToPool));
item.objToPool.SetActive(false);
}
}
}
/// <summary>
/// 初始化缓存池,并设置缓存池大小
/// </summary>
/// <param name="item"></param>
/// <param name="size"></param>
public void RegPool(string item, int size)
{
if (!pooledDic.ContainsKey(item))
{
pooledDic[item] = new List<object>();
poolSizeDic[item] = size;
}
}
/// <summary>
/// 判断缓存池是否已经满了
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool PoolIsFull(string item)
{
return pooledDic.ContainsKey(item) && pooledDic[item].Count == poolSizeDic[item];
}
/// <summary>
/// 获取并激活游戏对象
/// </summary>
/// <param name="objname"></param>
/// <returns></returns>
public GameObject GetObj(string objname)
{
if (objname == null) return null;
GameObject go;
if (pooledDic.ContainsKey(objname) && pooledDic[objname].Count > 0)
{
go = pooledDic[objname][0] as GameObject;
pooledDic[objname].RemoveAt(0);
go.SetActive(true);
}
else
{
foreach (poolItem item in poolStart)
{
if (objname == item.objToPool.name)
{
if (item.canExpand)
{
go = Instantiate(item.objToPool);
go.SetActive(true);
}
return null;
}
}
go = null;
}
return go;
}
/// <summary>
/// 销毁游戏对象加入缓存池
/// </summary>
/// <param name="objname"></param>
public bool ReturnObj(GameObject obj)
{
if (obj == null || PoolIsFull(obj.name))
return false;
obj.SetActive(false);
string name = obj.name.Replace("(Clone)", "");
if (pooledDic.ContainsKey(name))
pooledDic[name].Add(obj);
else
{
RegPool(obj.name, generalSize);
pooledDic[obj.name].Add(obj);
}
return true;
}
}