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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool : MonoSingleton<ObjectPool> {
/// <summary>
/// 资源目录
/// </summary>
public string ResourceDir = "";
Dictionary<string, SubPool> m_pools = new Dictionary<string, SubPool>();
//取出物体
//public GameObject Spawn(string name,Transform trans) {
// SubPool pool = null;
// if (!m_pools.ContainsKey(name)) {
// RegieterNew(name,trans);
// }
// pool = m_pools[name];
// return pool.Spawn(trans);
//}
public GameObject Spawn(GameObject go, Transform trans)
{
SubPool pool = null;
if (!m_pools.ContainsKey(go.name))
{
RegieterNew(go, trans);
}
pool = m_pools[go.name];
return pool.Spawn(trans);
}
//回收物体
public void Unspawn(GameObject go) {
SubPool pool = null;
foreach (var p in m_pools.Values) {
if (p.Contain(go)) {
pool = p;
break;
}
else
{
pool = new SubPool(go);
}
}
pool.UnSpawn(go);
}
//回收所有
public void UnspawnAll() {
foreach (var p in m_pools.Values) {
p.UnspawnAll();
}
}
//清除所有
public void Clear()
{
m_pools.Clear();
}
//新建一个池子
void RegieterNew(GameObject go,Transform trans) {
//资源目录
// string path = ResourceDir + "/" + names;
//生成预制体
// GameObject go = Resources.Load<GameObject>(path);
//新建一池子
SubPool pool = new SubPool(go);
m_pools.Add(pool.Name,pool);
}
}