예제 #1
0
        /// <summary>
        /// 获取对象池中可以使用的对象。
        /// </summary>
        public GameObjectPoolable Allocate()
        {
            for (int i = 0; i < pooledObjects.Count; ++i)
            {
                //每一次遍历都是从上一次被使用的对象的下一个
                int Item = (currentIndex + i) % pooledObjects.Count;
                if (pooledObjects[Item].IsRecycled)
                {
                    currentIndex = (Item + 1) % pooledObjects.Count;
                    //返回第一个未激活的对象
                    pooledObjects[Item].IsRecycled = false;
                    return(pooledObjects[Item]);
                }
            }

            //如果遍历完一遍对象库发现没有闲置对象且对象池未达到数量限制
            if (CurrentCount < maxCount)
            {
                GameObjectPoolable info = Create(template);
                info.IsRecycled = false;
                return(info);
            }

            return(null);
        }
예제 #2
0
 /// <summary>
 /// 回收
 /// </summary>
 public bool Recycle(GameObjectPoolable poolObj)
 {
     if (poolObj == null || poolObj.IsRecycled)
     {
         return(false);
     }
     poolObj.OnRecycled();
     return(true);
 }
예제 #3
0
        /// <summary>
        /// 为对象池新增一个对象
        /// </summary>
        private GameObjectPoolable Create(GameObject template, bool isShow = true)
        {
            GameObjectPoolable info = new GameObjectPoolable(GameObject.Instantiate(template, objParent));

            pooledObjects.Add(info);
            if (!isShow)
            {
                info.obj.SetActive(false);
            }
            return(info);
        }