唐老师关于对物体分类的OOD的写法确实十分好,代码也耦合度也低,但是我有个简单的写法同样能实现一样的效果,所以我就充分发挥了一下主观能动性
相较于基本功能,这一版做出了如下改动
1.限制了对象池最大数量,多出来的要入池就会销毁掉
// 最大容量private int maxCapacity = 100;
2.对生成出来的对象做出了二级分类更加清晰
public void SetParent(string name, GameObject obj) {// 设置一级父对象if (poolObjF == null)poolObjF = new GameObject("一级分类");// 查找或创建二级父对象if (!poolObjS.ContainsKey(name)) {//创建临时物体当作二级分类空对象,之后添加到字典中GameObject tempObj = new GameObject("二级分类" + name);tempObj.transform.parent = poolObjF.transform;poolObjS[name] = tempObj;}obj.transform.parent = poolObjS[name].transform;}
3.优化了清空池的方法
public void ClearPool() {foreach (var item in pool) {foreach (var obj in item.Value) {GameObject.Destroy(obj);}}pool.Clear();poolObjF = null;poolObjS.Clear();}
4.添加了处理其他逻辑的函数,可以写一些重置AI状态的逻辑,会在拿出物体的时候调用
/// <summary>/// 处理其他事情的逻辑可以写在这里面,比如重置怪物血量等/// </summary>public void OtherThing(){ }
5.切换场景不销毁池物品调用方法即可
//public void DontDestoryPool(GameObject gameObject)// {// GameObject.DontDestroyOnLoad(gameObject);//}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class MyPool : SingleBase<MyPool> {// 一级父对象private GameObject poolObjF;// 二级父对象字典private Dictionary<string, GameObject> poolObjS = new Dictionary<string, GameObject>();// 抽屉字典 string => 物品名字,List => 具体物品public Dictionary<string, List<GameObject>> pool = new Dictionary<string, List<GameObject>>();// 最大容量private int maxCapacity = 100;/// <summary>/// 得到对象池中的物品/// </summary>/// <param name="path">预制体路径</param>/// <returns></returns>public GameObject GetObj(string path) {GameObject obj = null;// 如果有该物体,从抽屉中取出,如果没有则创建一个if (pool.ContainsKey(path) && pool[path].Count > 0) {obj = pool[path][0];pool[path].RemoveAt(0);}else {obj = GameObject.Instantiate(Resources.Load<GameObject>(path));obj.name = path;}obj.SetActive(true);//OtherThing();return obj;}/// <summary>/// 向对象池放回物品/// </summary>/// <param name="name">要放回的抽屉名</param>/// <param name="obj">要放回的物品对象</param>public void PutBackObj(string name, GameObject obj) {SetParent(name, obj);obj.SetActive(false);// 如果有抽屉则放回去,没有则新建一个抽屉放进去,同时注意限制最大数量if (pool.ContainsKey(name)) {if (pool[name].Count < maxCapacity) {pool[name].Add(obj);}else {GameObject.Destroy(obj);}}else {pool.Add(name, new List<GameObject>() { obj });}}public void SetParent(string name, GameObject obj) {// 设置一级父对象if (poolObjF == null)poolObjF = new GameObject("一级分类");// 查找或创建二级父对象if (!poolObjS.ContainsKey(name)) {//创建临时物体当作二级分类空对象,之后添加到字典中GameObject tempObj = new GameObject("二级分类" + name);tempObj.transform.parent = poolObjF.transform;poolObjS[name] = tempObj;}obj.transform.parent = poolObjS[name].transform;}public void ClearPool() {foreach (var item in pool) {foreach (var obj in item.Value) {GameObject.Destroy(obj);}}pool.Clear();poolObjF = null;poolObjS.Clear();}/// <summary>/// 处理其他事情的逻辑可以写在这里面,比如重置怪物血量等/// </summary>public void OtherThing(){ }
}