对象池使用

之前做小游戏整的,方便使用,存一下
代码:

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

public class Poolmanagement : MonoBehaviour
{

    private Dictionary<string, Pool> manapool;   //字典,各种对象池的总结整理
    //public GameObject gamepool;   

    public static Poolmanagement instance; //单例


    // Use this for initialization
    public Poolmanagement()
    {
        manapool = new Dictionary<string, Pool>(); 初始化
    }

    private void Awake()
    {
        instance = this; //单例模式
    }

    void Start()
    {
    }

    // Update is called once per frame
    void Update()
    {

    }
    public T CreatGameObjectPool<T>(string poolName) where T : Pool, new()//这个函数用来新创建对象池。
    {
        if (manapool.ContainsKey(poolName))
        {
            return (T)manapool[poolName];
        }
      
       // GameObject obj = new GameObject(poolName);
        //obj.transform.SetParent(gamepool.transform);
        T pool = new T();
        
        manapool.Add(poolName, pool);
        return pool;

    }

    public GameObject GetGameObject(string poolName, Vector3 position ) //用来获取对象池中对象,并判断是否对象池存在,不存在就新建。
    {
        if (manapool.ContainsKey(poolName))
        {
            return manapool[poolName].Getprfabe(position,poolName);
        }
        else
        {
            return Poolmanagement.instance.CreatGameObjectPool<Pool>(poolName).Getprfabe(position, poolName);
        }
    }



    public void RemoveGameObject(string poolName, GameObject go) //用来移除对象,同样进行判断
    {
        if (manapool.ContainsKey(poolName))
        {
            manapool[poolName].Delprefab(go);
            print("in remove");
        }
        else
        {
            Poolmanagement.instance.CreatGameObjectPool<Pool>(poolName);
            manapool[poolName].Delprefab(go);
        }
    }
}

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Pool : MonoBehaviour {
    private string poolname;
    private int maxcountofprefab;//对象池里面最大数量
    private GameObject prefab;//对象池里面实例化对象
    public Queue<GameObject> prefabqueue;//pool队列
    public Pool()
    {
        prefabqueue = new Queue<GameObject>();
    }
    //public void Init(Vector3 vector3)
    //{
    //    GameObject.Instantiate(gameObject, vector3, Quaternion.identity);
    //}
    public GameObject Getprfabe(Vector3 vector3,string name) //获取对象池中prefab
    {
        
        if (prefabqueue.Count > 0)
        {
            prefab = prefabqueue.Dequeue(); //对象存在就出队列
            prefab.transform.position = vector3;
            prefab.SetActive(true);
            return prefab;
        }
        else //不存在就按照名字加载资源,
        {
            GameObject gameObject = Resources.Load(name) as GameObject;
            prefab =GameObject.Instantiate(gameObject);
            prefab.transform.position = vector3;
            return prefab;
        }
        print(name + "   " + prefabqueue.Count);
    }
    public void Delprefab(GameObject prefab) //删除物体,进入对象池
    {
        if (prefabqueue.Contains(prefab)) //看对象池中是否有这个prefab,有的话就隐藏
        {
           // Destroy(prefab.GetComponent<MoveForward>());
            prefab.SetActive(false);
        }
        else
        {
            //Destroy(prefab.GetComponent<MoveForward>());
            prefab.SetActive(false); //如果没有,那就状态设置false后,进入队列
            prefabqueue.Enqueue(prefab);         
        }
    }
}

使用:

 GameObject bullet = Poolmanagement.instance.GetGameObject("bullet", firePos.position);
Poolmanagement.instance.RemoveGameObject("bullet", bullet);

然后再设置相关Bullet的属性。

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