Beispiel #1
0
        /// <summary>
        /// 初始化
        /// </summary>
        /// <param name="arr"></param>
        /// <param name="parent"></param>
        /// <returns></returns>
        public IEnumerator Init(GameObjectPoolEntity[] arr, Transform parent)
        {
            int len = arr.Length;

            for (int i = 0; i < len; i++)
            {
                GameObjectPoolEntity entity = arr[i];

                if (entity.Pool != null)
                {
                    UnityEngine.Object.Destroy(entity.Pool.gameObject);
                    yield return(null);

                    entity.Pool = null;
                }

                //创建对象池
                PathologicalGames.SpawnPool pool = PathologicalGames.PoolManager.Pools.Create(entity.PoolName);
                pool.group.parent        = parent;
                pool.group.localPosition = Vector3.zero;
                entity.Pool = pool;

                m_SpawnPoolDic[entity.PoolId] = entity;
            }
        }
Beispiel #2
0
        /// <summary>
        /// 从对象池中获取对象
        /// </summary>
        /// <param name="poolId"></param>
        /// <param name="prefab"></param>
        /// <param name="onComplete"></param>
        public Transform Spawn(byte poolId, Transform prefab, System.Action <Transform> onComplete)
        {
            GameObjectPoolEntity entity = null;

            m_SpawnPoolDic.TryGetValue(poolId, out entity);
            if (entity == null)
            {
                Debug.LogError(string.Format("游戏对象池不存在,poolId为:{0}", poolId));
                return(null);
            }

            PathologicalGames.PrefabPool prefabPool = entity.Pool.GetPrefabPool(prefab);

            if (prefabPool == null)
            {
                prefabPool = new PathologicalGames.PrefabPool(prefab);
                prefabPool.cullDespawned  = entity.CullDespawned;
                prefabPool.cullAbove      = entity.CullAbove;
                prefabPool.cullDelay      = entity.CullDelay;
                prefabPool.cullMaxPerPass = entity.CullMaxPerpass;

                entity.Pool.CreatePrefabPool(prefabPool);
            }
            Transform res = entity.Pool.Spawn(prefab);

            if (onComplete != null)
            {
                onComplete(res);
            }
            return(res);
        }
Beispiel #3
0
        /// <summary>
        /// 对象回池
        /// </summary>
        /// <param name="poolId"></param>
        /// <param name="instance"></param>
        public void Despawn(byte poolId, Transform instance)
        {
            GameObjectPoolEntity entity = null;

            m_SpawnPoolDic.TryGetValue(poolId, out entity);
            if (entity == null)
            {
                Debug.LogError(string.Format("游戏对象池不存在,poolId为:{0}", poolId));
                return;
            }
            entity.Pool.Despawn(instance);
        }