AkiraPixelWind/Assets/Scripts/Main/UI/UIMgr/UnitPool.cs

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2022-12-29 18:20:40 +08:00
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using Game;
// 局部对象池模板
public class UnitPool<T> where T : MonoBehaviour
{
private Transform mb_vParentTf; // 创建对象时的父节点
private string mb_vPrefabName; // 对象预制名称
private List<T> mb_vObjList; // 对象列表
public int iActivityCount
{
get
{
int retCount = 0;
if (mb_vObjList != null)
{
for (int i = 0; i < mb_vObjList.Count; i++)
{
if (mb_vObjList[i].gameObject.activeSelf)
retCount++;
}
}
return retCount;
}
}
public List<T> vObjList
{
get
{
if (mb_vObjList == null)
mb_vObjList = new List<T>();
return mb_vObjList;
}
}
// 默认构造 需要配合 Init()使用
public UnitPool() { }
// 构造 并 Init()
public UnitPool(Transform tfParent)
{
string vPrefabName = typeof(T).FullName;
this.Init(tfParent, vPrefabName);
}
// 构造 并 Init()
public UnitPool(Transform tfParent, string vPrefabName)
{
this.Init(tfParent, vPrefabName);
}
// 初始化
public void Init(Transform tfParent, string vPrefabName)
{
mb_vParentTf = tfParent;
mb_vPrefabName = vPrefabName;
}
// 隐藏
public void Hide()
{
for (int i = 0; i < vObjList.Count; i++)
{
vObjList[i].gameObject.SetActive(false);
}
}
// 隐藏父节点
public void HideNode()
{
mb_vParentTf.gameObject.SetActive(false);
}
// 显示父节点
public void ShowNode()
{
mb_vParentTf.gameObject.SetActive(true);
}
// 获取
public T GetObj(int index)
{
if (index < vObjList.Count)
{
vObjList[index].gameObject.SetActive(true);
return vObjList[index];
}
string uiName = typeof(T).FullName;
var strNameAry = uiName.Split('.');
uiName = strNameAry[strNameAry.Length - 1];
var uiPath = UIMgr.AllUIPath[uiName];
GameObject go = UIMgr.Instance.Clone(uiPath, mb_vParentTf);
go.name = uiName;
T vObj = go.GetComponent<T>();
if(vObj == null)
vObj = go.AddComponent<T>();
vObjList.Add(vObj);
return vObj;
}
// 获取
public T GetAnyHide()
{
int count = vObjList.Count;
for (int i = 0; i < count; i++)
{
if (!vObjList[i].gameObject.activeSelf)
{
vObjList[i].gameObject.SetActive(true);
return vObjList[i];
}
}
return GetObj(count);
}
public void Remove(int index)
{
if (index >= vObjList.Count)
return;
T vObj = vObjList[index];
GameObject.Destroy(vObj.gameObject);
vObjList.RemoveAt(index);
}
public void Remove(T obj)
{
for (int i = 0; i < vObjList.Count; i++)
{
if (vObjList[i] == obj)
{
GameObject.Destroy(obj.gameObject);
vObjList.RemoveAt(i);
return;
}
}
}
// 销毁
public void Destory()
{
for (int i = 0; i < vObjList.Count; i++)
{
T vObj = vObjList[i];
GameObject.Destroy(vObj.gameObject);
}
vObjList.Clear();
}
}