Unity学习笔记:自制的简单对象池

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


public struct PoolObject
{
    public GameObject gameObject;
    public string type;
    public bool isusing;

    public PoolObject(GameObject gameObject,string type,bool isusing)
    {
        this.gameObject = gameObject;
        this.type = type;
        this.isusing = isusing;
    }
}

public class EasyPool
{

    private static EasyPool main;

    public static EasyPool Main
    {
        get
        {
            main = main ?? new EasyPool();
            return main;
        }
    }

    private List<PoolObject> poolObjects = new List<PoolObject>();
    private PoolObject pObject;
    private GameObject pool;
    
    
    public GameObject Instance(GameObject instance,string type)
    {
        for (int i = 0; i < poolObjects.Count; i++)
        {
            if (poolObjects[i].type == instance.name && poolObjects[i].isusing == false)
            {
                pObject = poolObjects[i];
                pObject.isusing = true;
                pObject.gameObject.SetActive(true);
                pObject.gameObject.transform.position = instance.transform.position;
                poolObjects[i] = pObject;
                return poolObjects[i].gameObject;
            }
        }

        if (pool == null)
        {
            pool = new GameObject();
            pool.name = "pool";
        }

        GameObject gg = GameObject.Instantiate(instance);
        gg.transform.parent = pool.transform;
        gg.transform.position = instance.transform.position;
        gg.SetActive(true);
        poolObjects.Add(new PoolObject(gg,type,true));
        return gg;
    }

    public void Close(GameObject des)
    {
        for (int i = 0; i < poolObjects.Count; i++)
        {
            if (poolObjects[i].gameObject.transform == des.transform && poolObjects[i].isusing)
            {
                pObject = poolObjects[i];
                pObject.gameObject.transform.position = new Vector3(float.MaxValue,float.MaxValue,float.MaxValue);
                pObject.gameObject.SetActive(false);
                pObject.isusing = false;
                poolObjects[i] = pObject;
            }
        }
    }
    
    public void Destroy(GameObject des)
    {
        for (int i = 0; i < poolObjects.Count; i++)
        {
            if (poolObjects[i].gameObject.transform == des.transform)
            {
                pObject = poolObjects[i];
                GameObject.Destroy(pObject.gameObject);
                poolObjects.RemoveAt(i);
                return;
            }
        }
    }


}

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