163 lines
3.6 KiB
C#
163 lines
3.6 KiB
C#
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using UnityEngine;
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using System.Collections;
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using System.Collections.Generic;
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using Game;
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// 局部对象池模板
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public class UnitPool<T> where T : MonoBehaviour
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{
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private Transform mb_vParentTf; // 创建对象时的父节点
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private string mb_vPrefabName; // 对象预制名称
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private List<T> mb_vObjList; // 对象列表
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public int iActivityCount
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{
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get
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{
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int retCount = 0;
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if (mb_vObjList != null)
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{
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for (int i = 0; i < mb_vObjList.Count; i++)
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{
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if (mb_vObjList[i].gameObject.activeSelf)
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retCount++;
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}
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}
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return retCount;
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}
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}
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public List<T> vObjList
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{
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get
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{
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if (mb_vObjList == null)
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mb_vObjList = new List<T>();
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return mb_vObjList;
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}
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}
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// 默认构造 需要配合 Init()使用
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public UnitPool() { }
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// 构造 并 Init()
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public UnitPool(Transform tfParent)
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{
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string vPrefabName = typeof(T).FullName;
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this.Init(tfParent, vPrefabName);
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}
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// 构造 并 Init()
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public UnitPool(Transform tfParent, string vPrefabName)
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{
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this.Init(tfParent, vPrefabName);
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}
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// 初始化
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public void Init(Transform tfParent, string vPrefabName)
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{
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mb_vParentTf = tfParent;
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mb_vPrefabName = vPrefabName;
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}
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// 隐藏
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public void Hide()
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{
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for (int i = 0; i < vObjList.Count; i++)
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{
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vObjList[i].gameObject.SetActive(false);
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}
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}
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// 隐藏父节点
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public void HideNode()
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{
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mb_vParentTf.gameObject.SetActive(false);
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}
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// 显示父节点
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public void ShowNode()
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{
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mb_vParentTf.gameObject.SetActive(true);
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}
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// 获取
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public T GetObj(int index)
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{
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if (index < vObjList.Count)
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{
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vObjList[index].gameObject.SetActive(true);
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return vObjList[index];
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}
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string uiName = typeof(T).FullName;
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var strNameAry = uiName.Split('.');
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uiName = strNameAry[strNameAry.Length - 1];
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var uiPath = UIMgr.AllUIPath[uiName];
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GameObject go = UIMgr.Instance.Clone(uiPath, mb_vParentTf);
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go.name = uiName;
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T vObj = go.GetComponent<T>();
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if(vObj == null)
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vObj = go.AddComponent<T>();
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vObjList.Add(vObj);
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return vObj;
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}
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// 获取
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public T GetAnyHide()
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{
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int count = vObjList.Count;
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for (int i = 0; i < count; i++)
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{
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if (!vObjList[i].gameObject.activeSelf)
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{
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vObjList[i].gameObject.SetActive(true);
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return vObjList[i];
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}
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}
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return GetObj(count);
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}
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public void Remove(int index)
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{
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if (index >= vObjList.Count)
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return;
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T vObj = vObjList[index];
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GameObject.Destroy(vObj.gameObject);
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vObjList.RemoveAt(index);
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}
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public void Remove(T obj)
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{
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for (int i = 0; i < vObjList.Count; i++)
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{
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if (vObjList[i] == obj)
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{
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GameObject.Destroy(obj.gameObject);
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vObjList.RemoveAt(i);
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return;
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}
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}
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}
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// 销毁
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public void Destory()
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{
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for (int i = 0; i < vObjList.Count; i++)
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{
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T vObj = vObjList[i];
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GameObject.Destroy(vObj.gameObject);
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}
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vObjList.Clear();
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}
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}
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