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
}
}
對象池寫法
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