一、.基础缓存池实现
继承的Singleton脚本为
public class Singleton<T> where T : new()
{private static T _instance;public static T GetIstance(){if (_instance == null)_instance = new T();return _instance;}
}
1.PoolManager
using System.Collections;
using System.Collections.Generic;
using UnityEngine;/// <summary>
/// 缓存池模块
/// 1.Dictionary List
/// 2.Gameobject 和Resource两个公共类的API
/// </summary>
public class PoolManager : Singleton<PoolManager>
{//缓存池容器public Dictionary<string,List<GameObject>> poolDic = new Dictionary<string, List<GameObject>>();/// <summary>/// 从缓存池中拿/// </summary>/// <param name="name"></param>/// <returns></returns>public GameObject GetObj(string name){GameObject obj = null;//1.衣柜中有抽屉,抽屉里有东西if (poolDic.ContainsKey(name)&&poolDic[name].Count>0){obj = poolDic[name][0];poolDic[name].RemoveAt(0);}//2.无else{obj = GameObject.Instantiate(Resources.Load<GameObject>(name));//将对象名字修改为池名字obj.name = name;}//激活对象obj.SetActive(true);return obj;}/// <summary>/// 存入缓存池/// </summary>/// <param name="name"></param>/// <param name="obj"></param>public void SaveObj(string name,GameObject obj){//失活对象obj.SetActive(false);//1.有抽屉if (poolDic.ContainsKey(name)){//东西放入抽屉poolDic[name].Add(obj);}//2.无抽屉else{//创建抽屉poolDic.Add(name, new List<GameObject>(){ obj});}}}
2.Test
挂载到摄像机上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Test : MonoBehaviour
{void Update(){if (Input.GetMouseButtonDown(0)){PoolManager.GetIstance().GetObj("Test/Cube");}}
}
3.DlaySave
挂载到预制体Cube上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class DelaySave : MonoBehaviour
{//当对象激活时,进入生命周期函数void OnEnable(){Invoke("Save", 1);}void Save(){PoolManager.GetIstance().SaveObj(this.gameObject.name, this.gameObject);}
}
二、缓存池优化
在生成物体时设置为Pool的子物体
using System.Collections;
using System.Collections.Generic;
using UnityEngine;/// <summary>
/// 抽屉数据 池子中的一列容器
/// </summary>
public class PoolData
{//抽屉中 对象挂载的父节点public GameObject fatherObj;//对象的容器public List<GameObject> poolList;public PoolData(GameObject obj, GameObject poolObj){//给我们的抽屉 创建一个父对象 并且把他作为我们pool(衣柜)对象的子物体fatherObj = new GameObject(obj.name);fatherObj.transform.parent = poolObj.transform;poolList = new List<GameObject>() { };PushObj(obj);}/// <summary>/// 往抽屉里面 压都东西/// </summary>/// <param name="obj"></param>public void PushObj(GameObject obj){//失活 让其隐藏obj.SetActive(false);//存起来poolList.Add(obj);//设置父对象obj.transform.parent = fatherObj.transform;}/// <summary>/// 从抽屉里面 取东西/// </summary>/// <returns></returns>public GameObject GetObj(){GameObject obj = null;//取出第一个obj = poolList[0];poolList.RemoveAt(0);//激活 让其显示obj.SetActive(true);//断开了父子关系obj.transform.parent = null;return obj;}
}/// <summary>
/// 缓存池模块
/// 1.Dictionary List
/// 2.GameObject 和 Resources 两个公共类中的 API
/// </summary>
public class PoolMgr : Singleton<PoolMgr>
{//缓存池容器 (衣柜)public Dictionary<string, PoolData> poolDic = new Dictionary<string, PoolData>();private GameObject poolObj;/// <summary>/// 往外拿东西/// </summary>/// <param name="name"></param>/// <returns></returns>public GameObject GetObj(string name){GameObject obj = null;//有抽屉 并且抽屉里有东西if (poolDic.ContainsKey(name) && poolDic[name].poolList.Count > 0){obj=poolDic[name].GetObj();}else{obj = GameObject.Instantiate(Resources.Load<GameObject>(name));//把对象名字改的和池子名字一样obj.name = name;}return obj;}/// <summary>/// 换暂时不用的东西给我/// </summary>public void PushObj(string name, GameObject obj){if (poolObj == null)poolObj = new GameObject("Pool");//里面有抽屉if (poolDic.ContainsKey(name)){poolDic[name].PushObj(obj);}//里面没有抽屉else{poolDic.Add(name, new PoolData(obj, poolObj));}}/// <summary>/// 清空缓存池的方法 /// 主要用在 场景切换时/// </summary>public void Clear(){poolDic.Clear();poolObj = null;}
}