using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
///
/// 抽屉数据 池子中的一列容器
///
public class PoolData
{
//抽屉中 对象挂载的父节点
public GameObject fatherObj;
//对象的容器
public List poolList;
public PoolData(GameObject obj, GameObject poolObj)
{
//给我们的抽屉 创建一个父对象 并且把他作为我们pool(衣柜)对象的子物体
fatherObj = new GameObject(obj.name);
fatherObj.transform.parent = poolObj.transform;
poolList = new List() {};
PushObj(obj);
}
///
/// 往抽屉里面 压都东西
///
///
public void PushObj(GameObject obj)
{
//失活 让其隐藏
obj.SetActive(false);
//存起来
poolList.Add(obj);
//设置父对象
obj.transform.parent = fatherObj.transform;
}
///
/// 从抽屉里面 取东西
///
///
public GameObject GetObj()
{
GameObject obj = null;
//取出第一个
obj = poolList[0];
poolList.RemoveAt(0);
//激活 让其显示
obj.SetActive(true);
//断开了父子关系
obj.transform.parent = null;
return obj;
}
}
///
/// 缓存池模块
/// 1.Dictionary List
/// 2.GameObject 和 Resources 两个公共类中的 API
///
public class PoolMgr : BaseManager
{
//缓存池容器 (衣柜)
public Dictionary poolDic = new Dictionary();
private GameObject poolObj;
///
/// 往外拿东西
///
///
///
public void GetObj(string name, UnityAction callBack)
{
//有抽屉 并且抽屉里有东西
if (poolDic.ContainsKey(name) && poolDic[name].poolList.Count > 0)
{
callBack(poolDic[name].GetObj());
}
else
{
//通过异步加载资源 创建对象给外部用
ResMgr.GetInstance().LoadAsync(name, (o) =>
{
o.name = name;
callBack(o);
});
//obj = GameObject.Instantiate(Resources.Load(name));
//把对象名字改的和池子名字一样
//obj.name = name;
}
}
///
/// 换暂时不用的东西给我
///
public void PushObj(string name, GameObject obj)
{
if (poolObj == null)
poolObj = new GameObject("Pool");
//里面有抽屉
if (poolDic.ContainsKey(name))
{
poolDic[name].PushObj(obj);
}
//里面没有抽屉
else
{
poolDic.Add(name, new PoolData(obj, poolObj));
}
}
///
/// 清空缓存池的方法
/// 主要用在 场景切换时
///
public void Clear()
{
poolDic.Clear();
poolObj = null;
}
}