125 lines
2.7 KiB
C#
125 lines
2.7 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// 池子里的一列容器
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/// </summary>
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public class poolData
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{
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//容器对象挂载的父节点
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public GameObject fatherObj;
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//对象的容器
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public List<GameObject> poolList;
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//构造函数
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public poolData(GameObject obj,GameObject poolObj)
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{
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//给我们的容器创建一个父对象,并且把他作为我们pool对象的子物体
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fatherObj = new GameObject(obj.name);
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fatherObj.transform.parent = poolObj.transform;
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poolList = new List<GameObject>() { obj };
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PushObj(obj);
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}
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/// <summary>
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/// 往容器里面压东西
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/// </summary>
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/// <param name="obj"></param>
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public void PushObj(GameObject obj)
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{
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//失活隐藏
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obj.SetActive(false);
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//存起来
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poolList.Add(obj);
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//设置父对象
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obj.transform.parent = fatherObj.transform;
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}
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/// <summary>
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/// 从容器里面取东西
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/// </summary>
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/// <returns></returns>
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public GameObject GetObj()
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{
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GameObject obj = null;
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//取出第一个
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obj = poolList[0];
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poolList.RemoveAt(0);
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//激活显示
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obj.SetActive(true);
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//断开父对象
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obj.transform.parent = null;
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return obj;
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}
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}
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//缓存池模块,对象池
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//Dictionary List 字典 链表
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//GameObject和Resources两个公共类的API
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public class PoolMgr :BaseManager<PoolMgr>
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{
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//缓存池容器
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public Dictionary<string,poolData> poolDic = new Dictionary<string, poolData>();
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private GameObject poolObj;
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/// <summary>
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/// 往外拿东西
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/// </summary>
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/// <param name="name"></param>
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/// <returns></returns>
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public GameObject GetObj(string name)
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{
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GameObject obj = null;
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//有容器,且容器有物品,可以拿
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if(poolDic.ContainsKey(name) && poolDic[name].poolList.Count > 0)
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{
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obj = poolDic[name].GetObj();
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}
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else
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{
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obj = GameObject.Instantiate(Resources.Load<GameObject>(name));
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//把对面名字改得和池子的名字一样
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obj.name = name;
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}
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return obj;
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}
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/// <summary>
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/// 还回去
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/// </summary>
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public void PushObj(string name, GameObject obj)
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{
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if (poolObj == null)
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{
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poolObj = new GameObject("Pool");
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}
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//里面有容器
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if (poolDic.ContainsKey(name))
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{
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poolDic[name].PushObj(obj);
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}
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//里面没有容器
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else
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{
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//加一个list直接加个物品进去
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poolDic.Add(name, new poolData(obj,poolObj));
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}
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}
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/// <summary>
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/// 清空缓存池,主要用在场景切换时
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/// </summary>
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public void Clear()
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{
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poolDic.Clear();
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poolObj = null;
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}
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}
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