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unity物件池技術

本文中程式碼來自brackeys視訊教程中內容的整理;

原視訊連結:

https://www.youtube.com/watch?v=tdSmKaJvCoA

程式碼如下:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class PoolManager : SingletonBehaviour<PoolManager>
{
    // 具體的池子
    [System.Serializable]
    public class Pool
    {
        public string tag;
        public GameObject prefab;
        public int size;
    }

    public List<Pool> pools;
    // 池子管理
    public Dictionary<string, Queue<GameObject>> poolDictionary;

    // 開始時填滿物件池,需要時可直接獲取
    private void Start()
    {
        poolDictionary = new Dictionary<string, Queue<GameObject>>();

        foreach (Pool pool in pools)
        {
            Queue<GameObject> objectQueue = new Queue<GameObject>();

            for (int i = 0; i < pool.size; i++)
            {
                GameObject obj = Instantiate(pool.prefab);
                obj.SetActive(false);
                objectQueue.Enqueue(obj);
            }

            poolDictionary.Add(pool.tag, objectQueue);
        }
    }
    // 從物件池中生成
    public GameObject SpawnFromPool(string tag, Vector3 position, Quaternion rotation)
    {
        if (!poolDictionary.ContainsKey(tag))
        {
            Debug.LogWarning("Pool with tag " + tag + " doesn't exist! ");
            return null;
        }

        GameObject objectToSpawn = poolDictionary[tag].Dequeue();
        objectToSpawn.SetActive(true);
        objectToSpawn.transform.position = position;
        objectToSpawn.transform.rotation = rotation;

        poolDictionary[tag].Enqueue(objectToSpawn);

        return objectToSpawn;
    }
}
還見過另外一個不錯的物件池部落格,連結如下:

https://blog.csdn.net/qq_36927190/article/details/79475399