Пример #1
0
    public Pool(string poolName, GameObject poolObjectPrefab, GameObject rootPoolObj, int initialCount, PoolInflationType type)
    {
        lastUsedTime = Time.time;

        if (poolObjectPrefab == null)
        {
        #if UNITY_EDITOR
            Debug.LogError("[ObjPoolManager] null pool object prefab !");
        #endif
            return;
        }
        this.poolName = poolName;
        this.inflationType = type;
        this.rootObj = new GameObject(poolName + "Pool");
        this.rootObj.transform.SetParent(rootPoolObj.transform, false);

        // In case the origin one is Destroyed, we should keep at least one
        GameObject go = GameObject.Instantiate(poolObjectPrefab);
        PoolObject po = go.GetComponent<PoolObject>();
        if (po == null)
        {
            po = go.AddComponent<PoolObject>();
        }
        po.poolName = poolName;
        AddObjectToPool(po);

        //populate the pool
        populatePool(Mathf.Max(initialCount, 1));
    }
Пример #2
0
        public Pool(string poolName, GameObject poolObjectPrefab, GameObject rootPoolObj, int initialCount, PoolInflationType type, System.Action <GameObject> handler)
        {
            if (poolObjectPrefab == null)
            {
#if UNITY_EDITOR
                Debug.LogError("[ObjPoolManager] null pool object prefab !");
#endif
                return;
            }
            this.poolName      = poolName;
            this.inflationType = type;
            this.rootObj       = new GameObject(poolName + "Pool");
            this.rootObj.transform.SetParent(rootPoolObj.transform, false);

            // In case the origin one is Destroyed, we should keep at least one
            GameObject go = GameObject.Instantiate(poolObjectPrefab);
            PoolObject po = go.GetComponent <PoolObject>();
            if (po == null)
            {
                po = go.AddComponent <PoolObject>();
                if (null != handler)
                {
                    handler(go);
                }
            }
            po.poolName = poolName;
            AddObjectToPool(po);

            //populate the pool
            populatePool(Mathf.Max(initialCount, 1));
        }
Пример #3
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        // poolObjectPrefab: 池子原始prefab对象
        // poolName: 池子的名称,会创建名称为poolName+"Pool"对应的GameObject
        // rootPoolObj:新创建的pool的rootObj的父亲
        public Pool(string poolName, GameObject poolObjectPrefab, GameObject rootPoolObj, int initialCount, PoolInflationType type)
        {
            if (poolObjectPrefab == null)
            {
#if UNITY_EDITOR
                Debug.LogError("[ObjPoolManager] null pool object prefab !");
#endif
                return;
            }
            this.poolName      = poolName;
            this.inflationType = type;
            this.rootObj       = new GameObject(poolName + "Pool");
            this.rootObj.transform.SetParent(rootPoolObj.transform, false);

            // In case the origin one is Destroyed, we should keep at least one
            // 为了防止池子模板丢失
            // 至少会创建1个模板的实例
            // 并且添加PoolObject控件
            GameObject go = GameObject.Instantiate(poolObjectPrefab);
            PoolObject po = go.GetComponent <PoolObject>();
            if (po == null)
            {
                po = go.AddComponent <PoolObject>();
            }
            po.poolName = poolName;

            // 将创建出来的此实例
            // 添加到池子内
            AddObjectToPool(po);

            //populate the pool
            populatePool(Mathf.Max(initialCount, 1));
        }
Пример #4
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        public Pool(int poolId, GameObject poolObjectPrefab, GameObject rootPoolObj, int initialCount, PoolInflationType type)
        {
            if (poolObjectPrefab == null)
            {
#if UNITY_EDITOR
                Debug.LogError("[ObjPoolManager] null pool object prefab !");
#endif
                return;
            }
            this.poolId        = poolId;
            this.inflationType = type;
            this.rootObj       = new GameObject(string.Format("Pool Key: {0}-{1}", poolObjectPrefab.name, this.poolId));
            this.rootObj.transform.SetParent(rootPoolObj.transform, false);
            this.poolName = poolObjectPrefab.name;

            // In case the origin one is Destroyed, we should keep at least one
            GameObject go = GameObject.Instantiate(poolObjectPrefab);
            PoolObject po = go.GetComponent <PoolObject>();
            if (po == null)
            {
                po = go.AddComponent <PoolObject>();
            }
            po.poolId = poolId;
            AddObjectToPool(po);

            //populate the pool
            populatePool(Mathf.Max(initialCount, 1));
        }
Пример #5
0
        public UIObjectPool(string poolName, GameObject poolObjectPrefab, GameObject rootPoolObj, int initialCount, PoolInflationType type)
        {
            lastUsedTime = Time.time;

            if (poolObjectPrefab == null)
            {
#if UNITY_EDITOR
                Debug.LogError("[ObjPoolManager] null pool object prefab !");
#endif
                return;
            }
            this.poolName      = poolName;
            this.inflationType = type;
            this.rootObj       = ResourcesMgr.Instance.Instantiate(poolName + "Pool");
            this.rootObj.transform.SetParent(rootPoolObj.transform, false);

            // In case the origin one is Destroyed, we should keep at least one
            GameObject go = ResourcesMgr.Instance.Instantiate(poolObjectPrefab, rootObj.transform, false);
            PoolObject po = go.GetAddComponent <PoolObject>();
            po.poolName = poolName;
            AddObjectToPool(po);

            //populate the pool
            populatePool(Mathf.Max(initialCount, 1));
        }
Пример #6
0
 public void InitPool(GameObject prefabGO, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (prefabGO == null)
     {
         Debug.LogError("[ResourceManager] Invalide prefab name for pooling : prefab is null");
         return;
     }
     if (poolDict.ContainsKey(prefabGO.name))
     {
         return;
     }
     poolDict[prefabGO.name] = new Pool(prefabGO.name, prefabGO, gameObject, size, type);
 }
Пример #7
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        public void InitPool(GameObject objectToPool, int size, PoolInflationType type = PoolInflationType.DOUBLE)
        {
            string poolName = objectToPool.name;

            if (poolDict.ContainsKey(poolName))
            {
                return;
            }
            else
            {
                poolDict[poolName] = new Pool(poolName, objectToPool, gameObject, size, type);
            }
        }
Пример #8
0
        /// <summary>
        /// 通过prefab初始化
        /// 扩展by qingqing-zhao
        /// </summary>
        /// <param name="poolPrefab"></param>
        /// <param name="size"></param>
        /// <param name="type"></param>
        public void InitPool(GameObject poolPrefab, int size, PoolInflationType type = PoolInflationType.DOUBLE)
        {
            if (poolPrefab == null)
            {
                return;
            }
            var poolName = poolPrefab.name;

            if (!poolDict.ContainsKey(poolName))
            {
                poolDict[poolName] = new Pool(poolName, poolPrefab, gameObject, size, type);
            }
        }
Пример #9
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 public void InitPool(string poolName, int size, GameObject prefab, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         if (prefab == null)
         {
             Debug.LogError("prefab is null");
             return;
         }
         poolDict[poolName] = new Pool(poolName, prefab, gameObject, size, type);
     }
 }
Пример #10
0
 public void InitPool(string poolName, GameObject prefab, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         if (prefab == null)
         {
             Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
             return;
         }
         poolDict[poolName] = new Pool(poolName, prefab, gameObject, size, type);
     }
 }
Пример #11
0
 public void InitPool(GameObject itemTemplate, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(itemTemplate.name))
     {
         return;
     }
     else
     {
         //GameObject pb = Resources.Load<GameObject>(poolName);
         //if (pb == null)
         //{
         //    Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
         //    return;
         //}
         poolDict[itemTemplate.name] = new Pool(itemTemplate.name, itemTemplate, gameObject, size, type);
     }
 }
Пример #12
0
 public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         GameObject pb = Assets.Scripts.Framework.GalaSports.Service.ResourceManager.Load <GameObject>("module/" + poolName);
         if (pb == null)
         {
             Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
             return;
         }
         poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
     }
 }
Пример #13
0
 public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         GameObject pb = Resources.Load<GameObject>(poolName);
         if (pb == null)
         {
             Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
             return;
         }
         poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
     }
 }
Пример #14
0
 public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         GameObject pb = SG.CoreEntry.gResLoader.Load(poolName) as GameObject;
         if (pb == null)
         {
             LogMgr.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
             return;
         }
         poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
     }
 }
Пример #15
0
 public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         GameObject pb = Resources.Load <GameObject>(poolName);//GameObject pb = AssetHelper.LoadUIPrefab_ScrollRectItem(poolName);
         if (pb == null)
         {
             Debug.LogError("[LsrResManager] Invalide prefab name for pooling :" + poolName);
             return;
         }
         poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
     }
 }
Пример #16
0
 public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         GameObject pb = Resources.Load <GameObject>(poolName);
         if (pb == null)
         {
             Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
             return;
         }
         // poolName.Remove(0, UnityEngine.UI.LoopScrollPrefabSource._PrefabPath.Length)
         poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
     }
 }
Пример #17
0
    public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
    {
        if (poolDict.ContainsKey(poolName))
        {
            return;
        }
        else
        {
//            GameObject pb = Resources.Load<GameObject>(poolName);
            GameObject pb = Resources.Load(path + poolName) as GameObject;
            if (pb == null)
            {
                VKDebug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
                return;
            }
            poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
        }
    }
Пример #18
0
        public void InitPool(string poolName, int size, GameObject prefab, PoolInflationType type = PoolInflationType.DOUBLE)
        {
            if (poolDict.ContainsKey(poolName))
            {
                return;
            }
            else
            {
                // GameObject pb = Resources.Load<GameObject>(poolName);
                if (prefab == null)
                {
                    Debug.LogError("[ResourceManager] Received a null prefab for pool!");
                    return;
                }

                poolDict[poolName] = new Pool(poolName, prefab, gameObject, size, type);
            }
        }
Пример #19
0
 public void InitPool(UnityEngine.UI.LoopScrollPrefabSource source, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(source.prefabName))
     {
         return;
     }
     else
     {
         //GameObject pb = Resources.Load<GameObject>(poolName);
         GameObject pb = GameObject.Instantiate(source.itemprefab);
         pb.gameObject.SetActive(false);
         pb.gameObject.SetActive(true);
         if (pb == null)
         {
             Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + source.prefabName);
             return;
         }
         poolDict[source.prefabName] = new Pool(source.prefabName, pb, gameObject, source.poolSize, type);
     }
 }
Пример #20
0
        public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
        {
            string stackInfo = new System.Diagnostics.StackTrace().ToString();

            Debug.Log(stackInfo);
            if (poolDict.ContainsKey(poolName))
            {
                return;
            }
            else
            {
                GameObject pb = Resources.Load <GameObject>(poolName);
                if (pb == null)
                {
                    Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
                    return;
                }
                poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
            }
        }
Пример #21
0
        public void InitPool(GameObject prefab, int size, PoolInflationType type = PoolInflationType.DOUBLE)
        {
            int key = prefab.GetInstanceID();

            if (poolDict.ContainsKey(key))
            {
                return;
            }
            else
            {
                GameObject pb = Instantiate(prefab);

                if (pb == null)
                {
                    Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + prefab.name);
                    return;
                }

                poolDict[key] = new Pool(key, pb, gameObject, size, type);
            }
        }
Пример #22
0
        public void InitPool(string bname, string prefabName, string localPath, int size,
                             System.Action <GameObject> handler, PoolInflationType type = PoolInflationType.DOUBLE)
        {
            string poolName = bname + prefabName;

            if (poolDict.ContainsKey(poolName))
            {
                return;
            }
            else
            {
                GameObject pb = null;// ResManager.GetInstance().LoadAsset<GameObject>(bname, prefabName, localPath);
                if (pb == null)
                {
                    Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + bname + "/" + prefabName);
                    return;
                }

                handlers[poolName] = handler;
                poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type, handler);
            }
        }
Пример #23
0
 // poolName:池子名称,同时也是要缓存的go的名称
 // 新建的pool,会挂载在自己的下面
 public void InitPool(string poolName, int size, PoolInflationType type = PoolInflationType.DOUBLE)
 {
     if (poolDict.ContainsKey(poolName))
     {
         return;
     }
     else
     {
         // 加载要缓存的go模板
         GameObject pb = Resources.Load <GameObject>(poolName);
         if (pb == null)
         {
             Debug.LogError("[ResourceManager] Invalide prefab name for pooling :" + poolName);
             return;
         }
         // 参数顺序;
         // poolName
         // poolObjectPrefab
         // rootPoolObj
         // initialCount
         // type
         poolDict[poolName] = new Pool(poolName, pb, gameObject, size, type);
     }
 }