1、下面这个代码是用list集合创建的简易对象池,只能存储一种游戏对象。
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameObjectPool : MonoBehaviour
{
public List<GameObject> objList = new List<GameObject>();
public int count;//初始化场景中有几个对象
public int currentIndex = ;
public GameObject prefab;//要克隆的对象
public bool isLimit = false; //是否限制 无限克隆
public static GameObjectPoolCon _Instance;
private void Awake()
{
_Instance = this;
for (int i = ; i < count; i++)
{
GameObject go = Instantiate(prefab);
go.SetActive(false);
objList.Add(go);//把初始化出来的对象 设置为不可见并且存放到 list列表中
}
}
public GameObject CreateObj()
{
for (int i = ; i < objList.Count; i++)
{
int index = (currentIndex + i) % objList.Count;//保证index 不会超出索引
if (!objList[index].activeInHierarchy)
{
currentIndex = (index + ) % objList.Count;
return objList[index];
}
}
if (!isLimit)
{
GameObject go = Instantiate(prefab);
// go.SetActive(false);//不在设置为不可见 ,因为即刻就要用
objList.Add(go);
return go;
}
return null;
}
}
2、下面的代码是从对象池中调用游戏对象。此代码适合用到射击游戏中
public Transform oriPos;//每次重新赋予新的位置
GameObject go;
void Update()
{
if (Input.GetMouseButtonDown))
{
go = GameObjectPool._Instance.CreateObj();
if (go != null)
{
go.SetActive(true);
go.transform.position = oriPos.position;
go.GetComponent<Rigidbody>().velocity = Vector3.one;
}
}
}