这套对象池原理比较简单, 由一个管理器和一个池子组成,池子里存储多个对象池,每个对象池对应一个对象的池,即该对象池内存储实例化的该对象,有管理器持有,统一管理
关于原理什么的不多说,直接上代码
管理器:
/// <summary>
/// 简易对象池
/// </summary>
public class ObjectPoolMgr : MgrBase
{
public static ObjectPoolMgr instance;
/// <summary>
/// 可回收物体
/// </summary>
public List<InitInfo> recycleObjs;
/// <summary>
/// 所有的池子
/// </summary>
public Dictionary<ObjID, ObjectPool> objPools = new Dictionary<ObjID, ObjectPool>();
/// <summary>
/// 游戏中使用的
/// </summary>
public Transform GameObjs;
/// <summary>
/// 初始化的
/// </summary>
public Transform InitObjs;
public override void OnAwake()
{
base.OnAwake();
instance = this;
}
/// <summary>
/// 初始化
/// </summary>
private void Init()
{
List<string> paths = new List<string>();
for (int i = 0; i < recycleObjs.Count; i++)
{
if (!recycleObjs[i].InitOnStart) continue;
string path = GetPath(recycleObjs[i].ID);
if (!string .IsNullOrEmpty(path))
{
paths.Add(path);
}else
{
Debuger.Log("请先配置预设路径:"+recycleObjs [i],Color .red);
return;
}
}
MsgMore<string, Action<GameObject[]>> msg = MsgCenter.Instance.GetMsgMore<string, Action<GameObject[]>>(paths,new List<Action<GameObject[]>>()
{
pres =>
{
for (int i = 0; i < pres.Length; i++)
{
GameObject obj = new GameObject ();
obj .transform .SetParent (InitObjs);
obj.name = pres[i].name;
ObjectPool pool = obj.AddComponent<ObjectPool>();
PoolObj poolobj=pres[i].GetComponent <PoolObj >();
pool .InitPool(poolobj, obj.transform);
objPools.Add(poolobj.ID,pool);
Debuger.Log("初始化对象池:" + pool.Count + " id:" + pool.ID);
}
}
}) as MsgMore<string, Action<GameObject[]>>;
msg.manager = MgrID.AssetsManager;
msg.msgID = (ushort)AssetMsgID.LoadSourceSync;
Send(msg);
}
/// <summary>
/// 申请
/// </summary>
private GameObject [] Apply(ObjID id,int count)
{
ObjectPool pool;
if (objPools .TryGetValue (id ,out pool))
{
return pool.Apply(count);
}
Debuger.Log("申请对象未注册进对象池,请检查:" + id);
return null;
}
public override void ProcessMsg(MsgBase msg)
{
ObjcectPoolMsgID id = (ObjcectPoolMsgID)msg.msgID;
switch (id)
{
case ObjcectPoolMsgID.Init:
Init();
break;
case ObjcectPoolMsgID.CreatCardsPool:
if (objPools .Count > 0)
{
ClearPool();
}
List<string> paths = new List<string>() { GetPath(ObjID.BeautyCard ), GetPath(ObjID.CardUI), GetPath(ObjID.FightingCard)};
MsgMore<string, Action<GameObject[]>> getobjs = MsgCenter.Instance.GetMsgMore<string, Action<GameObject[]>>(paths, new List<Action<GameObject[]>>()
{
pres =>
{
for (int i = 0; i < pres.Length; i++)
{
GameObject obj = new GameObject ();
obj .transform .SetParent (GameObjs );
obj.name = pres[i].name;
ObjectPool pool = obj.AddComponent<ObjectPool>();
PoolObj poolobj=pres[i].GetComponent <PoolObj >();
pool .InitPool(poolobj, obj.transform);
objPools.Add(poolobj.ID,pool);
Debuger.Log("初始化对象池:" + pool.Count + " id:" + pool.ID);
}
(msg as MsgOne <Action >).valuelist [0].Invoke ();
msg .Recyle ();
}
}) as MsgMore<string, Action<GameObject[]>>;
getobjs.manager = MgrID.AssetsManager;
getobjs.msgID = (ushort)AssetMsgID.LoadSourceSync;
Send(getobjs);
return ;
case ObjcectPoolMsgID.ApplyObj:
MsgMore<int, Action<GameObject[]>> apply = msg as MsgMore<int, Action<GameObject[]>>;
apply.T2list[0].Invoke(Apply((ObjID)apply.T1list[0], apply.T1list[1]));
break;
case ObjcectPoolMsgID.ClearGameObjs:
ClearPool();
break;
}
msg.Recyle();
}
private void ClearPool()
{
for (int i = 0; i < GameObjs.childCount; i++)
{
Destroy(GameObjs.GetChild(i).gameObject);
}
objPools.Clear();
}
/// <summary>
/// /获取路径
/// </summary>
/// <param name="ID"></param>
/// <returns></returns>
private string GetPath(ObjID ID)
{
switch (ID)
{
case ObjID.None:
break;
case ObjID.CardUI:
return "Prefabs/UI/PlayerCardUI";
case ObjID.FightingCard:
return "Prefabs/UI/SingleCardFighting";
case ObjID.BeautyCard:
return "Prefabs/UI/BeautyCard";
}
return "";
}
}
对象池:
public enum ObjID
{
None,
/// <summary>
/// 卡片
/// </summary>
CardUI=1,
}
/// <summary>
/// 对象池
/// </summary>
public class ObjectPool:PartBase
{
/// <summary>
/// 池子
/// </summary>
public Queue <PoolObj> objectPool;
/// <summary>
/// 唯一标识, 对应于回收对象的ID
/// </summary>
public ObjID ID;
/// <summary>
/// 活跃池
/// </summary>
public List<PoolObj> activePool;
/// <summary>
/// 池子存储位置
/// </summary>
public Transform poolTr;
/// <summary>
/// 预制
/// </summary>
public PoolObj pre;
public int Count
{
get
{
return objectPool.Count;
}
}
/// <summary>
/// 构造函数
/// </summary>
/// <param name="obj"></param>
public void InitPool(PoolObj obj,Transform tr)
{
poolTr = tr;
//poolTr.gameObject.SetActive(false);
pre = obj;
objectPool = new Queue<PoolObj>();
activePool = new List<PoolObj>();
ID = obj .ID;
for (int i = 0; i < obj .MaxCountInPool; i++)
{
objectPool.Enqueue(CreatNew().GetComponent <PoolObj >());
}
}
/// <summary>
///创建新的
/// </summary>
private GameObject CreatNew(bool active = false)
{
GameObject clone = GameObject.Instantiate(pre, poolTr).gameObject;
clone.SetActive(active);
return clone;
}
/// <summary>
/// 申请
/// </summary>
/// <param name="count"></param>
/// <returns></returns>
public GameObject [] Apply(int count)
{
GameObject[] objs = new GameObject[count];
int index = 0;
while (objectPool.Count >0 && index <count)
{
PoolObj obj = objectPool.Dequeue();
objs[index] = obj.gameObject;
obj.gameObject.SetActive(true);
obj.OnActive(recyle=> { Recyle(recyle); });
index ++;
activePool.Add(obj);
}
for (int i = index ; i < count; i++)
{
objs[i] = CreatNew(true);
PoolObj ob = objs[i].GetComponent<PoolObj>();
ob.OnActive(recyle => { Recyle(recyle); });
activePool.Add(ob);
}
return objs;
}
/// <summary>
/// 回收
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public bool Recyle(PoolObj obj)
{
if (obj.ID != ID) return false;
obj.gameObject.SetActive(false);
obj.transform.SetParent(transform);
activePool.Remove(obj);
objectPool.Enqueue(obj);
return true;
}
/// <summary>
/// 删除池子 --弃用
/// </summary>
public void DestroySelf()
{
for (int i = 0; i < activePool .Count ; i++)
{
GameObject.Destroy(activePool[i]);
}
while (objectPool .Count >0)
{
GameObject.Destroy(objectPool.Dequeue().gameObject);
}
}
}
对于要放入对象池的物体,要挂载下边的脚本,并进行配置:
/// <summary>
/// 注入对象池的物体 挂载的脚本
/// </summary>
public class PoolObj : MonoBehaviour
{
/// <summary>
/// 是否自动回收
/// </summary>
[HideInInspector ]
public bool AutoRecyle;
/// <summary>
/// 自动回收计时
/// </summary>
[SerializeField]
private float recyleTime;
/// <summary>
/// 该对象在池中的最多个数
/// </summary>
public int MaxCountInPool;
/// <summary>
/// 对象标识 每种对象对应一个
/// </summary>
public ObjID ID;
/// <summary>
/// 是否已经回收
/// </summary>
public bool HasRecyle;
private float revTime;//当前剩余时间回收
/// <summary>
/// 回收事件
/// </summary>
private Action<PoolObj> OnRecyle;
/// <summary>
/// 激活对象
/// </summary>
public void OnActive(Action<PoolObj> act )
{
revTime = recyleTime;
HasRecyle =false;
OnRecyle = act;
}
/// <summary>
/// 刷新回收时间
/// </summary>
public void UpdateTime()
{
if (AutoRecyle&&!HasRecyle)
{
revTime -= Time.deltaTime;
if (revTime < 0)
{
Recyle();
}
}
}
/// <summary>
///回收
/// </summary>
public virtual void Recyle()
{
HasRecyle = true;
if (OnRecyle !=null)
{
OnRecyle(this);
}
}
}
使用:
在场景中挂载管理器脚本,配置一下要在运行时初始化的对象的id,这样在游戏运行时会吧配置的对象创建到对应的池子里
你可以指定初始化的个数,也就是在池子中的最高数量,当全部取出后,再次申请会重新创建,该数量基于实际情况设置,即同时存在场景中的峰值即可,当然,可多可少!