/// <summary> /// 将特效对象归还到对象池 by吴江 /// </summary> /// <param name="_indicator"></param> public bool DespawnEffecter(PoolEffecter _Effecter) { if (_Effecter == null) { Debug.LogError("_Effecter为空!无法归还!"); return(false); } _Effecter.OnDespawned(); exComponentPool <PoolEffecter> pool = null; if (defEffectPoolDictionary.TryGetValue(_Effecter.name, out pool)) { if (pool != null) { try { pool.Return(_Effecter); return(true); } catch { GameObject.DestroyImmediate(_Effecter); } } else { GameObject.DestroyImmediate(_Effecter); } } else { GameObject.DestroyImmediate(_Effecter); } return(false); }