自己写的简单对象池
将预制体放在Resources文件加下
EasyObjectPath 为枚举类型,也就是保存预制体的名称
也是通过名称保存预制体
//用法简单 拿到对象
PoolManager.GetObj(EasyObjectPath.Cube);
// 回收对象
PoolManager.Recycle(gameobject);
//清理内存
poolManager.ClearObjPool(EasyObjectPath objname);
继承BasePoolObject的对象使用
//每当被对象池实例化时会调用此方法,数据重置可在此方法中
OnCreate();
//回收
Recycle();
/********************************************************
文件: PoolManager.cs
作者: 阿飞
日期: CreateTime
寄语: 虎年 虎虎生威 大吉大利
功能: Nothing
*********************************************************/
using System.Collections.Generic;
using UnityEngine;
namespace F_EasyWork
{
/// <summary>
/// 需要加入对象池的对象一般继承此类
/// </summary>
public abstract class BasePoolObject : MonoBehaviour
{
/// <summary>
/// 当对象被创建时自动调用,在awake之后,start之前调用
/// </summary>
/// <param name="data"></param>
public abstract void OnCreate(Object data = null);
/// <summary>
/// 回收对象
/// </summary>
public virtual void Recycle()
{
PoolManager.Recycle(gameObject);
}
[System.Obsolete(" ----继承 BasePoolObject 的对象销毁,请使用 Recycle()方法!----")]
public virtual void OnDestroy()
{
}
}
public class PoolManagerObject : MonoBehaviour
{
/// <summary>
/// 预制体对象池
/// </summary>
Dictionary<string, GameObject> prefabPools = new Dictionary<string, GameObject>();
/// <summary>
/// 实例化一个新对象 ,
/// 工作原理 :检查预制体对象池是否有该预制体
/// 如果存在,直接实例化
/// 如果不存在,Resources加载.如果Resources文件夹下不存在资源,返回 null
/// </summary>
/// <param name="enumobjectName">枚举类型,需变量名与文件路径保持一致</param>
/// <param name="data">初始化需要的数据</param>
/// <returns></returns>
internal GameObject InstantiateNewObject(EasyObjectPath enumobjectName, Object data = null)
{
string objectName = enumobjectName.ToString();
//检测有没有保存的预制体
if (!prefabPools.ContainsKey(objectName))
{
GameObject prefab = Resources.Load<GameObject>(objectName);
if (prefab != null)
{
//将预制体加入 预制体对象池
prefabPools.Add(objectName, prefab);
}
else
{
Debug.LogError("确保预制体路径 : " + objectName + " 存在");
return null;
}
}
//实例化对象
GameObject obj = Instantiate(prefabPools[objectName]);
//对象初始化
BasePoolObject poolObject = obj.GetComponent<BasePoolObject>();
if (poolObject)
{
poolObject.OnCreate(data);
}
//更新对象名称
obj.name = objectName;
return obj;
}
/// <summary>
/// 清理内存
/// </summary>
/// <param name="path"></param>
internal void ClearObj(EasyObjectPath path)
{
string objName=path.ToString();
for (int i = 0; i < transform .childCount; i++)
{
if (transform .GetChild(i).name ==objName )
{
if (!transform .GetChild (i).gameObject .activeSelf )
{
Destroy(transform.GetChild(i).gameObject);
}
}
}
}
}
public class PoolManager : Singleton<PoolManager>
{
public PoolManager()
{
GameObject obj = new GameObject();
obj.name = "PoolManagerObject";
m_poolManagerObject = obj.AddComponent<PoolManagerObject>();
}
/// <summary>
/// 所有被回收的对象
/// </summary>
Dictionary<string, Queue<GameObject>> objectPools = new Dictionary<string, Queue<GameObject>>();
/// <summary>
/// 作为被回收对象的父物体
/// </summary>
PoolManagerObject m_poolManagerObject = null;
/// <summary>
/// 获得一个GameObject
/// </summary>
/// <param name="objName">枚举类型 也是resources文件夹下路径名</param>
/// <param name="data">初始化所需的数据</param>
/// <returns></returns>
public static GameObject GetObj(EasyObjectPath objName, Object data = null)
{
string objectNameorPath = objName.ToString();
//从回收的对象池中获取
if (Instance.objectPools.ContainsKey(objectNameorPath))
{
if (Instance.objectPools[objectNameorPath].Count > 0)
{
foreach (var item in Instance.objectPools[objectNameorPath])
{
if (item != null)
{
GameObject obj = Instance.objectPools[objectNameorPath].Dequeue();
BasePoolObject basePoolObject = obj.GetComponent<BasePoolObject>();
if (basePoolObject != null)
{
basePoolObject.OnCreate(data);
}
obj.SetActive(true);
return obj;
}
}
}
}
GameObject tmp = Instance.m_poolManagerObject.InstantiateNewObject(objName, data);
return tmp;
}
/// <summary>
/// 回收对象
/// </summary>
/// <param name="poolObject"></param>
internal static void Recycle(GameObject obj)
{
if (!Instance.objectPools.ContainsKey(obj.name))
{
Instance.objectPools.Add(obj.name ,new Queue<GameObject>());
}
//添加对象到对象池
Instance.objectPools[obj.name].Enqueue(obj);
//隐藏对象
obj.gameObject.SetActive(false);
obj.transform.parent = Instance.m_poolManagerObject.transform;
}
/// <summary>
/// 清理内存了
/// </summary>
/// <param name="name"></param>
public static void ClearObjPool(EasyObjectPath name)
{
Instance .m_poolManagerObject .ClearObj (name);
Instance.objectPools.Remove(name.ToString ());
}
}
}