示例#1
0
 private void ActivateIcon(Minion minion)
 {
     if (minionIcons.TryGetValue(minion.Type, out Sprite icon))
     {
         MapIcon mapIcon = mapIconPool.Get();
         mapIcon.Icon   = icon;
         mapIcon.Target = minion;
     }
 }
示例#2
0
    public T GetObject <T>() where T : class
    {
        IObjectPool pool = ObjectPool.GetObjectPool <T>();

        if (pool != null)
        {
            return(pool.Get <T>());
        }
        return(null);
    }
示例#3
0
        public IProjectile Get(Vector3 position, Quaternion rotation)
        {
            IProjectile proj = _pool.Get();
            Component   comp = proj as Component;

            comp.transform.position = position;
            comp.transform.rotation = rotation;

            return(proj);
        }
示例#4
0
        /// <summary>
        /// 获取对象
        /// </summary>
        /// <typeparam name="T"></typeparam>
        /// <returns></returns>
        public T GetObject <T>() where T : IPooledObject
        {
            IObjectPool objectPool = GetObjectPool <T>();

            if (objectPool == null)
            {
                objectPool = RegisterObjectPool <T>();
            }

            return((T)objectPool.Get());
        }
示例#5
0
        /// <summary>
        /// 获取对象
        /// </summary>
        /// <param name="type"></param>
        /// <returns></returns>
        public IPooledObject GetObject(Type type)
        {
            IObjectPool objectPool = GetObjectPool(type);

            if (objectPool == null)
            {
                objectPool = RegisterObjectPool(type);
            }

            return(objectPool.Get());
        }
示例#6
0
 /// <summary>
 /// 返回某个对象,如果不存在则返回参数value
 /// </summary>
 /// <param name="pool">对象池</param>
 /// <param name="key">键值</param>
 /// <param name="value">如果对象池不存在对应键的数据,则返回此值</param>
 /// <returns></returns>
 public static object GetOrAdd(this IObjectPool pool, object key, object value)
 {
     if (!pool.Contains(key))
     {
         return(value);
     }
     else
     {
         return(pool.Get(key));
     }
 }
示例#7
0
 /// <summary>
 /// 返回某个对象,如果不存在则调用函数委托获取值,并将值存入对象池后返回
 /// </summary>
 /// <typeparam name="T"></typeparam>
 /// <param name="pool">对象池</param>
 /// <param name="key">键值</param>
 /// <param name="func">如果对象池不存在对应键的数据,则从此函数委托获取新值并存入对象池后返回</param>
 /// <returns></returns>
 public static T GetOrAdd <T>(this IObjectPool pool, object key, Func <T> func)
 {
     if (!pool.Contains(key))
     {
         T value = func.Invoke();
         pool.Add(key, value);
         return(value);
     }
     else
     {
         return((T)pool.Get(key));
     }
 }
        public Object GetObject(Type t)
        {
            IObjectPool p = null;

            if (!poolDict.ContainsKey(t))
            {
                p = CreateCommonPool(t);

                RegisterPool(t, p);
            }

            p = poolDict[t];
            return(p.Get());
        }
示例#9
0
    public virtual void Spawn(Vector3 from, Vector3 to, int level)
    {
        SoundPlayer.Play("rocket_shot");
        var entity        = _pool.Get();
        var moveComponent = entity.GetComponent <Move>();

        moveComponent.Init(new []
        {
            from,
            to
        },
                           level,
                           ProcessReachTarget);
    }
        public T GetObject <T>() where T : class
        {
            var t = typeof(T);

            IObjectPool p = null;

            if (!poolDict.ContainsKey(t))
            {
                p = CreateCommonPool <T>();
                RegisterPool(t, p);
            }

            p = poolDict[t];
            return(p.Get() as T);
        }
        /// <summary>
        /// 从连接池中获得一个数据库连接
        /// </summary>
        /// <returns></returns>
        public static IDbConnection GetConnectionFromPool(DbConnectionInfo dbConnectionInfo)
        {
            string connStr = dbConnectionInfo.ConnectionString;

            if (_connectionPoolDict.TryGetValue(connStr, out IObjectPool <IDbConnection> pool))
            {
                return(pool.Get());
            }
            else
            {
                IObjectPool <IDbConnection> newPool = _dbConnectionPoolGenerator(connStr, GetProvider(dbConnectionInfo.DatabaseType));
                _connectionPoolDict.TryAdd(connStr, newPool);

                return(newPool.Get());
            }
        }
        public IAspect Get(IEntity entity)
        {
            var aspect = _aspectPool.Get();

            aspect.Init(entity);
            aspect.Deleted += AspectDeleted;

            if (aspect.IsInChannel(_channelManager.Channel, "all"))
            {
                _channelAspects.AddLast(aspect);
            }

            _aspects.AddLast(aspect);

            return(aspect);
        }
示例#13
0
        public T Get <T>(CharacterBase target, Model.BattleStatus.Skill.SkillInfo skillInfo)
            where T : SkillVFX
        {
            if (target is null)
            {
                return(null);
            }

            var position  = target.transform.position;
            var size      = target.SizeType == SizeType.XS ? SizeType.S : SizeType.M;
            var elemental = skillInfo.ElementalType;

            if (skillInfo.SkillCategory == SkillCategory.AreaAttack)
            {
                size = SizeType.L;
                //FIXME 현재 무속성 범위공격 이펙트는 존재하지 않기때문에 임시처리.
                if (elemental == ElementalType.Normal)
                {
                    elemental = ElementalType.Fire;
                }
                var pos = ActionCamera.instance.Cam.ScreenToWorldPoint(
                    new Vector2((float)Screen.width / 2, 0));
                position.x = pos.x + 0.5f;
                position.y = Stage.StageStartPosition;
            }

            var skillName = $"{skillInfo.SkillCategory}_{size}_{elemental}".ToLower();

            if (skillInfo.SkillCategory == SkillCategory.BlowAttack &&
                skillInfo.SkillTargetType == SkillTargetType.Enemies)
            {
                skillName = $"{skillInfo.SkillCategory}_m_{elemental}_area".ToLower();
            }
            else
            {
                position.x -= 0.2f;
                position.y += 0.32f;
            }

            var go = _pool.Get(skillName, false, position) ??
                     _pool.Get(skillName, true, position);

            return(GetEffect <T>(go, target));
        }
示例#14
0
        public IEntity Get(string name = "", string[] channels = null)
        {
            var entity = _entityPool.Get();

            entity.Name = name;

            if (channels == null || channels.Length == 0)
            {
                entity.Channels.Add(_channelManager.Channel);
            }
            else
            {
                foreach (var c in channels)
                {
                    entity.Channels.Add(c);
                }
            }

            entity.Deleted += CleanupDeleted;

            Entities[entity.ID] = entity;

            return(entity);
        }
示例#15
0
 public GameObject RequestInstance()
 {
     return(pool.Get());
 }
 public GameObject GetPooledObject()
 {
     return(objectPool.Get());
 }
示例#17
0
        /// <summary>
        /// 返回某个对象,如果不存在则返回null
        /// </summary>
        /// <param name="key"></param>
        /// <returns></returns>
        public object Get(object key)
        {
            IObjectPool pool = this.GetObjectPool();

            return(pool == null ? null : pool.Get(key));
        }
示例#18
0
 public T RequestComponent()
 {
     return(pool.Get());
 }
示例#19
0
        /// <summary>
        /// 刷新所有
        /// </summary>
        public void Refresh(V[] datas)
        {
            if (_pool == null || _lifeNodes == null || _parser == null)
            {
                return;
            }

            if (datas != null)
            {
                _refreshTask?.Stop();

                //仍存在的节点数量
                int lifeCount = _lifeNodes.Count;

                //需要新增的节点数
                int readyToAddCount = datas.Length - lifeCount;

                if (readyToAddCount >= 0)
                {
                    //已存在直接解析数据赋值
                    for (int i = 0; i < lifeCount; i++)
                    {
                        _parser.Parse(_lifeNodes[i], datas[i]);
                    }

                    //需补的 创建节点并解析赋值
                    if (_optimize)
                    {
                        _refreshTask = Task.CreateTask(CreateWithPerFrame(lifeCount, datas));
                    }
                    else
                    {
                        for (int i = lifeCount; i < datas.Length; i++)
                        {
                            T node = _pool.Get();
                            _parser.Parse(node, datas[i]);
                            _lifeNodes.Add(node);
                        }
                    }
                }
                else
                {
                    //已存在的直接解析数据赋值
                    for (int i = 0; i < datas.Length; i++)
                    {
                        _parser.Parse(_lifeNodes[i], datas[i]);
                    }

                    //多余的 移除节点
                    for (int i = lifeCount - 1; i >= datas.Length; i--)
                    {
                        _pool.Remove(_lifeNodes[i]);
                        _lifeNodes.RemoveAt(i);
                    }
                }
            }
            else
            {
                _lifeNodes.ForEach(node => _pool.Remove(node));
                _lifeNodes.Clear();
            }
        }