对象池写法

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

public enum ObjectType //枚举类型 放入对象池的种类
{
    Shell,
    WereWolf,
    GoldWolf,
    WolfBoss,
    WolfNormal
}
public class Level1Manager : MonoBehaviour {
    static Level1Manager s_Instance;//单例
    Dictionary<ObjectType, List<GameObject>> m_ObjectPool;//我的对象池
    Dictionary<ObjectType, GameObject> m_ObjectPre;//我的所有预制体
    public static Level1Manager Instance
    {
        get
        {
            return s_Instance;
        }
    }
    void Awake()
    {
        s_Instance = this;
    }
    // Use this for initialization
    void Start () {
        m_ObjectPool = new Dictionary<ObjectType, List<GameObject>>();//给对象池开辟空间
        m_ObjectPre = new Dictionary<ObjectType, GameObject>();
        m_ObjectPre[ObjectType.WereWolf] = Resources.Load(GameDefine.WereWolfPath) as GameObject;
        m_ObjectPre[ObjectType.GoldWolf] = Resources.Load(GameDefine.GoldWolfPath) as GameObject;
        m_ObjectPre[ObjectType.WolfBoss] = Resources.Load(GameDefine.WolfBossPath) as GameObject;
        m_ObjectPre[ObjectType.WolfNormal] = Resources.Load(GameDefine.WolfNormalPath) as GameObject;
        m_ObjectPre[ObjectType.Shell] = Resources.Load(GameDefine.ShellPath) as GameObject;
    }   
    /// <summary>
    /// 创建水果
    /// </summary>
    /// <param name="enemy"></param>
    /// <param name="bornPos"></param>
    /// <param name="bornRot"></param>
    public GameObject CreatObject(ObjectType objecttype,Vector3 bornPos,Vector3 bornRot)
    {
        GameObject m_Obj;
        if (!m_ObjectPool.ContainsKey(objecttype))//如果字典里没有此Key值
        {
            m_ObjectPool.Add(objecttype, new List<GameObject>());//添加此Key
        }
        if (m_ObjectPool[objecttype].Count == 0)//如果对应对象池类型里面没有元素
        {
            m_Obj = Instantiate<GameObject>(m_ObjectPre[objecttype], bornPos, Quaternion.Euler(bornRot));
        }
        else
        {
            m_Obj = m_ObjectPool[objecttype][0];
            m_ObjectPool[objecttype][0].SetActive(true);//显示敌人
            m_ObjectPool[objecttype][0].transform.position = bornPos;
            m_ObjectPool[objecttype][0].transform.rotation = Quaternion.Euler(bornRot);
            m_ObjectPool[objecttype].Remove(m_Obj);
        }
        return m_Obj;
    }
    /// <summary>
    /// 销毁水果
    /// </summary>
    public void DestroyObject(GameObject obj)
    {
        obj.SetActive(false);//隐藏敌人
        ObjectPoolType temp = obj.AddComponent<ObjectPoolType>();//获取对象池类组件
        if (!m_ObjectPool.ContainsKey(temp.m_ObjType))//如果字典里没有此Key值
        {
            m_ObjectPool.Add(temp.m_ObjType, new List<GameObject>());//添加此Key
        }
        m_ObjectPool[temp.m_ObjType].Add(obj);//按照对象类型加入对象池
    }
}
以下是封装nodejs使用mysql2的连接池的写法: ```javascript const mysql = require('mysql2/promise'); class MysqlPool { constructor(config) { this.pool = mysql.createPool(config); } async execute(sql, values) { const connection = await this.pool.getConnection(); try { const [rows] = await connection.execute(sql, values); return rows; } catch (err) { throw err; } finally { connection.release(); } } async beginTransaction() { const connection = await this.pool.getConnection(); try { await connection.beginTransaction(); return connection; } catch (err) { connection.release(); throw err; } } async commitTransaction(connection) { try { await connection.commit(); connection.release(); } catch (err) { await connection.rollback(); connection.release(); throw err; } } async rollbackTransaction(connection) { try { await connection.rollback(); connection.release(); } catch (err) { connection.release(); throw err; } } } module.exports = MysqlPool; ``` 在上面的代码中,我们使用了 `mysql2/promise` 模块创建了一个连接池,然后封装了一些常用的方法,包括 `execute`、 `beginTransaction`、 `commitTransaction` 和 `rollbackTransaction`。其中,`execute` 方法用于执行 SQL 语句,`beginTransaction` 方法用于开启事务,`commitTransaction` 方法用于提交事务,`rollbackTransaction` 方法用于回滚事务。 使用时,只需要实例化 `MysqlPool` 类,然后调用相应的方法即可。例如: ```javascript const MysqlPool = require('./mysql-pool'); const config = { host: 'localhost', user: 'root', password: '123456', database: 'test', waitForConnections: true, connectionLimit: 10, queueLimit: 0, }; const pool = new MysqlPool(config); async function getUsers() { const sql = 'SELECT * FROM users'; const result = await pool.execute(sql); return result; } getUsers().then((result) => { console.log(result); }).catch((err) => { console.error(err); }); ``` 上面的代码中,我们首先创建了一个 `config` 对象,包含了数据库连接的配置信息。然后实例化了一个 `MysqlPool` 对象,并且调用了 `execute` 方法执行了一条 SQL 查询语句。最后输出查询结果或者错误信息。
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