示例#1
0
        /// <summary>
        /// 创建一个新的对象
        /// </summary>
        /// <returns></returns>
        private ItemEntity CreateNewItem()
        {
            if (null == rawResResponse)
            {
                return null;
            }

            ItemEntity result = null;
            var        go     = rawResResponse.Instantiate();
            if (null != go)
            {
                go.transform.position  = HKCommonDefine.OUT_SPACE;
                result                 = go.gameObject.AddComponent<ItemEntity>();
                result.ParentGroupName = rawObjectName; // 设置Group节点
            }
            else
            {
                this.Error("raw response Instantiate 创建失败");
            }

            return result;
        }
示例#2
0
        /// <summary>
        /// 获取一个空闲对象
        /// </summary>
        /// <returns></returns>
        public GameObject GetFree()
        {
            if (null == rawResResponse)
            {
                return null;
            }

            ItemEntity result = null;

            if (FreePools.Count <= 0)
            {
                result = CreateNewItem();
                if (null != result)
                {
                    result.transform.parent = groupNodeTransform; // 默认放在内存池节点下
                }
            }
            else
            {
                // 先从尾部pop出去
                result = FreePools.Pop();
                if (null == result) // 如果是回收时的对象已经是空对象,被Destroy掉了,那么取出来的时候,仍然可能是空的
                {
                    result = CreateNewItem(); // new的时候已经插入到链表头部了
                }
            }

            if (null != result)
            {
                result.PoolInitEvent();
                result.gameObject.SetActive(true); // 默认显示出来
                result.hideFlags = HideFlags.None;
                UsePools.Push(result); // 添加到使用队列中
                return result.gameObject;
            }

            return null;
        }
示例#3
0
        /// <summary>
        /// 回收
        /// </summary>
        /// <param name="_t"></param>
        public void Recover(GameObject _t)
        {
            if (null == _t)
            {
                this.Warr("回收的对象为空,放弃回收");
                return;
            }

            ItemEntity poolEntity = _t.GetComponent<ItemEntity>();
            if (null == poolEntity)
            {
                this.Error("pool entity组件为空,无法回收");
                return;
            }

            if (FreePools.Count < MaxCount)
            {
                poolEntity.PoolRecoverEvent(); // 回收之前执行的事件
                // 执行回收事件
                OnRecoverAction(poolEntity);

                // push到Free队列中
                FreePools.Push(poolEntity);
            }
            else
            {
                poolEntity.IsDestroyTag = true; // 做一个标记,判断是否是非法销毁
                if (null != rawResResponse)
                {
                    rawResResponse.Destroy(_t);
                }
            }

            // 从使用队列中移除
            UsePools.Remove(poolEntity);
        }