主要参考 http://catlikecoding.com/unity/tutorials/ 教程:
Pool类和Object类;
Pool.cs 负责管理一个ObjectList 行为: GetPool获取static Pool GetObject AddObject
Object.cs 给外部 GetObject 和AddObjectToPool
项目中设置pool,会进行计算使用次数,一定时间后,如果没有使用,则清除。
using UnityEngine; using System.Collections.Generic; public class ObjectPool : MonoBehaviour { private List<PooledObject> mObjectList = new List<PooledObject>(); public static ObjectPool GetPool(PooledObject fobj) { string tempPoolName = fobj.name + "Pool"; ObjectPool tempPool = null; GameObject tempPoolGameobj = GameObject.Find(tempPoolName); if (tempPoolGameobj == null) { tempPoolGameobj = new GameObject(tempPoolName); } tempPool = tempPoolGameobj.GetComponent<ObjectPool>(); if (tempPool == null) { tempPool = tempPoolGameobj.AddComponent<ObjectPool>(); } return tempPool; } /// <summary> /// 获取缓冲区内的数据 /// </summary> /// <returns></returns> public PooledObject GetPoolObj(PooledObject fobj) { int tempIndex = mObjectList.Count - 1; PooledObject tempObj = null; if (tempIndex >= 0) { tempObj = mObjectList[tempIndex]; tempObj.gameObject.SetActive(true); mObjectList.RemoveAt(tempIndex); } else { tempObj = Instantiate<PooledObject>(fobj); tempObj.transform.SetParent(transform, false); tempObj.mPool = this; } return tempObj; } /// <summary> /// 向缓冲区内添加数据 /// </summary> public void AddObjToPool(PooledObject fpoolObj) { fpoolObj.gameObject.SetActive(false); mObjectList.Add(fpoolObj); } }
using UnityEngine; public class PooledObject : MonoBehaviour { [System.NonSerialized] public ObjectPool mPool = null; public int testInt = 1; //获取池中object public T GetObject<T>() where T : PooledObject { if (mPool == null) { mPool = ObjectPool.GetPool(this); } testInt = 2; return (T)mPool.GetPoolObj(this); } //把此object加入池中 public void AddObjToPool() { Debug.LogError("testInt :" + testInt); if (mPool == null) { Debug.LogError("is null!!!!"); } if (mPool != null) { mPool.AddObjToPool(this); } } }