Unity3D-对象池技术

对象池管理器

public class PoolManager : Singleton<PoolManager> {

    private Dictionary<AssetPath, Pool> _dic = new Dictionary<AssetPath, Pool>();

    public void Init()
    {
        foreach (PrefabCfg item in ConfigManager.Instance.PrefabCfgDic.Values)
        {
            List<GameObject> temp = new List<GameObject>();

            for (int i = 0; i < item.InitCount; i++)
            {
                temp.Add(Spawn(item.AssetPath));
            }

            for (int i = 0; i < temp.Count; i++)
            {
                Recycle(temp[i],item.AssetPath);
            }
        }
    }

    public GameObject Spawn(AssetPath path)
    {
        GameObject result = null;
        Pool pool = null;
        string[] strs = path.ToString().Split(new char[] { '_' },System.StringSplitOptions.RemoveEmptyEntries);

        if(_dic.ContainsKey(path))
        {
            pool = _dic[path];
        }
        else
        {
            pool = new Pool();
            _dic.Add(path, pool);
        }
        result = pool.Spawn(strs[0], strs[1]);
        return result;
    }

    public void Recycle(GameObject obj, AssetPath path)
    {
        if(_dic.ContainsKey(path))
        {
            _dic[path].Recycle(obj);
        }
    }
}

对象池

using UnityEngine;
using System.Collections.Generic;

public class Pool
{
    private List<GameObject> _list = new List<GameObject>();
    public GameObject Spawn(string assetType,string assetName)
    {
        GameObject result = null;
        if(_list.Count > 0)
        {
            result = _list[0];
            _list.Remove(result);
            result.SetActive(true);
        }
        else
        {
            result = GameObject.Instantiate(Resources.Load<GameObject>(assetType + "/" + assetName));
        }
        result.name = assetName;
        return result;
    }

    public void Recycle(GameObject obj)
    {
        obj.SetActive(false);
        _list.Add(obj); 
    }
}
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