對象池寫法

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

public enum ObjectType //枚舉類型 放入對象池的種類
{
    Shell,
    WereWolf,
    GoldWolf,
    WolfBoss,
    WolfNormal
}
public class Level1Manager : MonoBehaviour {
    static Level1Manager s_Instance;//單例
    Dictionary<ObjectType, List<GameObject>> m_ObjectPool;//我的對象池
    Dictionary<ObjectType, GameObject> m_ObjectPre;//我的所有預製體
    public static Level1Manager Instance
    {
        get
        {
            return s_Instance;
        }
    }
    void Awake()
    {
        s_Instance = this;
    }
    // Use this for initialization
    void Start () {
        m_ObjectPool = new Dictionary<ObjectType, List<GameObject>>();//給對象池開闢空間
        m_ObjectPre = new Dictionary<ObjectType, GameObject>();
        m_ObjectPre[ObjectType.WereWolf] = Resources.Load(GameDefine.WereWolfPath) as GameObject;
        m_ObjectPre[ObjectType.GoldWolf] = Resources.Load(GameDefine.GoldWolfPath) as GameObject;
        m_ObjectPre[ObjectType.WolfBoss] = Resources.Load(GameDefine.WolfBossPath) as GameObject;
        m_ObjectPre[ObjectType.WolfNormal] = Resources.Load(GameDefine.WolfNormalPath) as GameObject;
        m_ObjectPre[ObjectType.Shell] = Resources.Load(GameDefine.ShellPath) as GameObject;
    }   
    /// <summary>
    /// 創建水果
    /// </summary>
    /// <param name="enemy"></param>
    /// <param name="bornPos"></param>
    /// <param name="bornRot"></param>
    public GameObject CreatObject(ObjectType objecttype,Vector3 bornPos,Vector3 bornRot)
    {
        GameObject m_Obj;
        if (!m_ObjectPool.ContainsKey(objecttype))//如果字典裏沒有此Key值
        {
            m_ObjectPool.Add(objecttype, new List<GameObject>());//添加此Key
        }
        if (m_ObjectPool[objecttype].Count == 0)//如果對應對象池類型裏面沒有元素
        {
            m_Obj = Instantiate<GameObject>(m_ObjectPre[objecttype], bornPos, Quaternion.Euler(bornRot));
        }
        else
        {
            m_Obj = m_ObjectPool[objecttype][0];
            m_ObjectPool[objecttype][0].SetActive(true);//顯示敵人
            m_ObjectPool[objecttype][0].transform.position = bornPos;
            m_ObjectPool[objecttype][0].transform.rotation = Quaternion.Euler(bornRot);
            m_ObjectPool[objecttype].Remove(m_Obj);
        }
        return m_Obj;
    }
    /// <summary>
    /// 銷燬水果
    /// </summary>
    public void DestroyObject(GameObject obj)
    {
        obj.SetActive(false);//隱藏敵人
        ObjectPoolType temp = obj.AddComponent<ObjectPoolType>();//獲取對象池類組件
        if (!m_ObjectPool.ContainsKey(temp.m_ObjType))//如果字典裏沒有此Key值
        {
            m_ObjectPool.Add(temp.m_ObjType, new List<GameObject>());//添加此Key
        }
        m_ObjectPool[temp.m_ObjType].Add(obj);//按照對象類型加入對象池
    }
}
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