Unity好用的对象池

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 ());
        }
    }
}
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