/// <summary>
        /// 获取/创建对象,并保存
        /// </summary>
        /// <param name="prefab"></param>
        /// <param name="pos"></param>
        /// <returns></returns>
        public PoolGameObject RequestPoolGameObject(GameObject prefab, Vector3 pos)
        {
            CreatePool();
            PoolGameObject temp = GetFromPool(prefab.name);

            if (temp == null)
            {
                GameObject go = GameObject.Instantiate(prefab);
                temp = go.GetOrAddComponent <PoolGameObject>();
                temp.transform.position = pos;
                temp.SetParent(pool.transform);
                if (!mPool.ContainsKey(prefab.name))
                {
                    mPool.Add(prefab.name, new Queue <PoolGameObject>());
                }
            }
            if (mPool[prefab.name].Count < Config.PoolCount)
            {
                mPool[prefab.name].Enqueue(temp);
            }
            else
            {
                Debug.LogWarning(prefab.name + "对象池已经超过" + Config.PoolCount + ",所以不再保存");
            }

            return(temp);
        }
        public PoolGameObject RequestPoolGameObject(GameObject prefab, Vector3 pos)
        {
            CreatePool();
            PoolGameObject temp = GetFromPool(prefab.name);

            if (temp == null)
            {
                GameObject go = GameObject.Instantiate(prefab);
                if (!go.HadComponent <PoolGameObject>())
                {
                    temp = go.AddComponent <PoolGameObject>();
                }
                else
                {
                    temp = go.GetComponent <PoolGameObject>();
                }
                temp.transform.position = pos;
                temp.SetParent(pool.transform);
                if (!mPool.ContainsKey(prefab.name))
                {
                    mPool.Add(prefab.name, new Queue <PoolGameObject>());
                }
            }
            mPool[prefab.name].Enqueue(temp);
            return(temp);
        }
        /// <summary>
        /// 获取/创建对象,并保存
        /// </summary>
        /// <param name="prefabPath"></param>
        /// <param name="prefabName"></param>
        /// <param name="pos"></param>
        /// <returns></returns>
        public PoolGameObject RequestPoolGameObject(string prefabPath, string prefabName, Vector3 pos)
        {
            CreatePool();
            PoolGameObject temp = GetFromPool(prefabName);

            if (temp == null)
            {
                temp = Resources.Load <PoolGameObject>(prefabPath);
                temp = GameObject.Instantiate(temp);
                temp.transform.position = pos;
                temp.SetParent(pool.transform);
                if (!mPool.ContainsKey(prefabName))
                {
                    mPool.Add(prefabName, new Queue <PoolGameObject>());
                }
            }

            if (mPool[prefabName].Count < Config.PoolCount)
            {
                mPool[prefabName].Enqueue(temp);
            }
            else
            {
                Debug.LogWarning(prefabName + "对象池已经超过" + Config.PoolCount + ",所以不再保存");
            }
            return(temp);
        }
        /// <summary>
        /// 回收对象池
        /// </summary>
        public void ReturnObject(PoolGameObject obj)
        {
            CreatePool();

            if (obj == null)
            {
                return;
            }

            if (!mPool.ContainsKey(obj.name))
            {
                mPool.Add(obj.name, new Queue <PoolGameObject>());
            }

            if (mPool[prefab.name].Count < Config.PoolCount)
            {
                mPool[prefab.name].Enqueue(temp);
            }
            else
            {
                Debug.LogWarning(prefab.name + "对象池已经超过" + Config.PoolCount + ",所以不再保存");
            }



            obj.Hide();
            obj.gameObjectStatus = GameObjectStaus.SLEEP;
            obj.SetParent(pool.transform);
        }
Esempio n. 5
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        public static PoolGameObject RequestPoolGameObject(GameObject prefab, Vector3 pos)
        {
            Instance.CreatePool();
            PoolGameObject temp = GetFromPool(prefab.name);

            if (temp == null)
            {
                GameObject go = GameObject.Instantiate(prefab);
                if (!go.HadComponent <PoolGameObject>())
                {
                    temp = go.AddComponent <PoolGameObject>();
                }
                else
                {
                    temp = go.GetComponent <PoolGameObject>();
                }
                temp.transform.position = pos;
                temp.SetParent(Instance.pool.transform);
            }

            Instance.SavePoolGameObject();



            return(temp);
        }
        public static PoolGameObject RequestPoolGameObject(GameObject prefab, Vector3 pos)
        {
            Instance.CreatePool();
            PoolGameObject temp = GetFromPool(prefab.name);

            if (temp == null)
            {
                GameObject go = GameObject.Instantiate(prefab);
                if (!go.HadComponent <PoolGameObject>())
                {
                    temp = go.AddComponent <PoolGameObject>();
                }
                else
                {
                    temp = go.GetComponent <PoolGameObject>();
                }
                temp.transform.position = pos;
                temp.SetParent(Instance.pool.transform);
            }

            if (Instance.mPool[prefab.name].Count < Config.PoolCount)
            {
                Instance.mPool[prefab.name].Enqueue(temp);
            }
            else
            {
                Debug.LogWarning("The Pool is Less then PoolCount.Don't Save it.");
            }


            return(temp);
        }
        /// <summary>
        /// 回收对象池
        /// </summary>
        public static void ReturnObject(PoolGameObject obj){
            Instance.CreatePool();

            if (obj==null) {
                return;
            }

            if (!Instance.mPool.ContainsKey(obj.name)){
                Instance.mPool.Add(obj.name, new Queue<PoolGameObject>());
            }
            Instance.mPool[obj.name].Enqueue(obj);
            obj.Hide();
            obj.gameObjectStatus = GameObjectStaus.SLEEP;
            obj.SetParent(Instance.pool.transform);
        }
Esempio n. 8
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        /// <summary>
        /// 获取/创建对象,并保存
        /// </summary>
        /// <param name="prefabPath"></param>
        /// <param name="prefabName"></param>
        /// <param name="pos"></param>
        /// <returns></returns>
        public PoolGameObject RequestPoolGameObject(string prefabPath, string prefabName, Vector3 pos)
        {
            CreatePool();
            PoolGameObject temp = GetFromPool(prefabName);

            if (temp == null)
            {
                temp = Resources.Load <PoolGameObject>(prefabPath);
                temp = GameObject.Instantiate(temp);
                temp.transform.position = pos;
                temp.SetParent(pool.transform);
                if (!mPool.ContainsKey(prefabName))
                {
                    mPool.Add(prefabName, new Queue <PoolGameObject>());
                }
            }
            mPool[prefabName].Enqueue(temp);
            return(temp);
        }
Esempio n. 9
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        public static PoolGameObject RequestPoolGameObject(string prefabPath, Vector3 pos)
        {
            Instance.CreatePool();
            PoolGameObject temp = GetFromPool(prefabPath);

            if (temp == null)
            {
                GameObject go = new GameObject();
                if (!go.HadComponent <PoolGameObject>())
                {
                    temp = go.AddComponent <PoolGameObject>();
                }
                else
                {
                    temp = go.GetComponent <PoolGameObject>();
                }
                temp.transform.position = pos;
                temp.SetParent(Instance.pool.transform);
                if (!Instance.mPool.ContainsKey(prefabPath))
                {
                    Instance.mPool.Add(prefabPath, new Queue <PoolGameObject>());
                }
            }

            if (Instance.mPool[prefabPath].Count < Config.PoolCount)
            {
                Instance.mPool[prefabPath].Enqueue(temp);
            }
            else
            {
                Debug.LogWarning("The Pool is Less then PoolCount.Don't Save it.");
            }


            return(temp);
        }