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这里介绍一种对象池的写法。它的优点在于无论取出还是插入游戏物体都是常数量时间。
using UnityEngine; using System.Collections; using System.Collections.Generic; //对象池 public class GameObjectPool : MonoSingleton<GameObjectPool> { /// <summary>可能存放多个种类的对象,每个种类有多个对象 </summary> private Dictionary<string, LinkedList<GameObject>> Pool = new Dictionary<string, LinkedList<GameObject>>(); private Dictionary<GameObject, LinkedListNode<GameObject>> ObjectDic = new Dictionary<GameObject, LinkedListNode<GameObject>>(); /// <summary>增加物体进入池(按类别增加)</summary> public void Add(string key, GameObject go) { //1.如果key在容器中存在,则将go加入对应的列表 //2.如果key在容器中不存在,是先创建一个列表,再加入 if (!Pool.ContainsKey(key)) { Pool.Add(key, new LinkedList<GameObject>()); } LinkedListNode<GameObject> t = new LinkedListNode<GameObject>(go); Pool[key].AddLast(t); ObjectDic[go] = t; } /// <summary>销毁物体(将对象隐藏)</summary> public void MyDestory(string key, GameObject destoryGo) { //设置destoryGo隐藏 ObjectDic[destoryGo].Value.SetActive(false); LinkedListNode<GameObject> temp = ObjectDic[destoryGo]; Pool[key].Remove(temp); Pool[key].AddFirst(temp); } /// <summary>将对象归入池中<summary> public void MyDestory(string key, GameObject tempGo, float delay) { //开启一个协程 StartCoroutine(DelayDestory(key, tempGo, delay)); } /// <summary>延迟销毁</summary> private IEnumerator DelayDestory(string key, GameObject destoryGO, float delay) { //等待一个延迟的时间 yield return new WaitForSeconds(delay); MyDestory(key, destoryGO); } /// <summary>创建一个游戏物体到场景 </summary> public GameObject CreateObject(string key, GameObject go, Vector3 position, Quaternion quaternion) { //先找是否有可用的,如果没有则创建,如果有找到后设置好位置,朝向再返回 GameObject tempGo = Pool[key].First.Value; if (tempGo.activeSelf == false) { tempGo.transform.position = position; tempGo.transform.rotation = quaternion; tempGo.SetActive(true); Pool[key].RemoveFirst(); Pool[key].AddLast(ObjectDic[tempGo]); } else { tempGo = GameObject.Instantiate(go, position, quaternion) as GameObject; Add(key, tempGo); } return tempGo; } /// <summary>清空某类游戏对象</summary> public void Clear(string key) { var t = Pool[key].First; while (t.Next!=null) { ObjectDic.Remove(t.Value); } Pool.Remove(key); } /// <summary>清空池中所有游戏对象</summary> public void ClearAll() { ObjectDic.Clear(); Pool.Clear(); } }
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原文地址:http://www.cnblogs.com/fastcam/p/5927217.html