
PoolManager.cs
using System.Collections;using System.Collections.Generic;using UnityEngine;using UnityEngine.Events;public class PoolData{//抽屉中的父对象public GameObject fatherObj;//对象中的容器public List<GameObject> poolList;public PoolData(GameObject obj,GameObject poolObj){//给我们的抽屉 创建父对象 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);}//往抽屉里压东西public void PushObj(GameObject obj){obj.SetActive(false);//失活 让其隐藏poolList.Add(obj);//存起来obj.transform.parent = fatherObj.transform;//设置父对象}//往抽屉里取东西public GameObject GetObj(){GameObject obj = null;//取出第一个obj = poolList[0];poolList.RemoveAt(0);obj.SetActive(true);//激活让其显示obj.transform.parent = null;//断开父子关系return obj;}}public class PoolManager : BaseManager<PoolManager>{public Dictionary<string, PoolData> poolDict = new Dictionary<string, PoolData>();public GameObject poolObj;/// <summary>/// 拿东西,出/// </summary>/// <param name="name"></param>/// <returns></returns>public void GetObj(string name,UnityAction<GameObject> callback = null){//有物if(poolDict.ContainsKey(name) && poolDict[name].poolList.Count > 0){callback(poolDict[name].GetObj());}//无物else{//旧,同步加载//obj = GameObject.Instantiate(Resources.Load<GameObject>(name));//新加载物体//obj.name = name;//新,异步加载ResourcesManager.GetInstance().LoadAsync<GameObject>(name, (o) =>{o.name = name;callback(o);});}}/// <summary>/// 放东西,入/// </summary>/// <param name="name"></param>/// <param name="obj"></param>public void PushObj(string name, GameObject obj){//物体归类,同物体到同文件夹if (poolObj == null)poolObj = new GameObject("pool");//有类型if (poolDict.ContainsKey(name)){poolDict[name].PushObj(obj);}//无类型,新增类型else{poolDict.Add(name, new PoolData(obj,poolObj));}}/// <summary>/// 过场景的时候清空/// </summary>public void Clear(){poolDict.Clear();poolObj = null;}}