Esempio n. 1
0
    public void OnGUI()
    {
        if (GUILayout.Button("创建"))
        {
            for (int i = 0; i < 3; i++)
            {
                Vector3 pos = new Vector3(Random.Range(-5, 5), 0, Random.Range(-5, 5));


                poolobj.CreateObject(names[0], prefabs[0], pos, Quaternion.identity);
            }
        }

        if (GUILayout.Button("回收"))
        {
            var go = GameObject.FindGameObjectWithTag(names[0]);
            print(go);
            if (go != null)
            {
                poolobj.CollectObject(go);
            }
        }

        if (GUILayout.Button("全部回收"))
        {
            poolobj.ClearAll();
        }
    }
Esempio n. 2
0
 private void OnGUI()
 {
     if (GUILayout.Button("创建"))
     {
         for (int i = 0; i < 2; i++)
         {
             Vector3 obj_pos = new Vector3(Random.Range(-10, 10), 0, Random.Range(-10, 10));
             gop.CreateObject(Objnm[i], prefabObj[i], obj_pos, Quaternion.identity);
         }
     }
     if (GUILayout.Button("释放"))
     {
         gop.Clear("Cube");
     }
     if (GUILayout.Button("实时回收"))
     {
         gop.CollectObject(GameObject.FindGameObjectWithTag("Cube"));
     }
     if (GUILayout.Button("延时回收"))
     {
         gop.CollectObject(GameObject.FindGameObjectWithTag("Cube"), 5.0f);
     }
 }
Esempio n. 3
0
 // Update is called once per frame
 void OnGUI()
 {
     if (GUILayout.Button("创建"))
     {
         Vector3 pos1 = new Vector3(Random.Range(-10, 10), 0,
                                    Random.Range(-10, 10));
         poolobj.CreateObject(names[0], prefabs[0],
                              pos1, Quaternion.identity);
     }
     if (GUILayout.Button("释放 ,彻底删除"))
     {
         poolobj.ClearAll();
     }
     if (GUILayout.Button("回收"))
     {
         //找到某一个,回收
         var go = GameObject.FindGameObjectWithTag(names[0]);
         if (go != null)
         {
             poolobj.CollectObject(go);
         }
     }
 }