另一个简单的对象池
另一个例子:射击子弹的武器。
武器充当它创建的子弹的对象池。
public class Weapon : MonoBehaviour {
// The Bullet prefab that the Weapon will create
public Bullet bulletPrefab;
// This List is our object pool, which starts out empty
private List<Bullet> availableBullets = new List<Bullet>();
// The Transform that will act as the Bullet starting position
public Transform bulletInstantiationPoint;
// To spawn a new Bullet, this method either grabs an available Bullet from the pool,
// otherwise Instantiates a new Bullet
public Bullet CreateBullet () {
Bullet newBullet = null;
// If a Bullet is available in the pool, take the first one and make it active
if (availableBullets.Count > 0) {
newBullet = availableBullets[availableBullets.Count - 1];
// Remove the Bullet from the pool
availableBullets.RemoveAt(availableBullets.Count - 1);
// Set the Bullet's position and make its GameObject active
newBullet.transform.position = bulletInstantiationPoint.position;
newBullet.gameObject.SetActive(true);
}
// If no Bullets are available in the pool, Instantiate a new Bullet
else {
newBullet newObject = Instantiate(bulletPrefab, bulletInstantiationPoint.position, Quaternion.identity);
// Set the Bullet's Weapon so we know which pool to return to later on
newBullet.weapon = this;
}
return newBullet;
}
}
public class Bullet : MonoBehaviour {
public Weapon weapon;
// When Bullet collides with something, rather than Destroying it, we return it to the pool
public void ReturnToPool () {
// Add Bullet to the pool
weapon.availableBullets.Add(this);
// Disable the Bullet's GameObject so it's hidden from view
gameObject.SetActive(false);
}
}