Unity对象池的简单研究

对象池代码:

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

public class PoolTest : MonoBehaviour {

	//集合
	public List<GameObject> list = new List<GameObject>();
	//预制体
	public GameObject GOPrefeb;
	public int MaxCount = 10;

	//对象保存到对象池
	public void Push(GameObject go){
		if(list.Count < MaxCount){
			list.Add(go);
		}else{
			Destroy(go);
		}
	}
	
	//从对象池取出对象
	public GameObject Pop(){
		if(list.Count > 0){
			GameObject go = list[0];
			list.RemoveAt(0);
			return go;
		}else{
			return Instantiate(GOPrefeb);
		}
		
	}

	//清空对象池
	public void Clear(){
		list.Clear();
	}
}

预制体上的消除判断:

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

public class Bullet : MonoBehaviour {
	// Use this for initialization
	public bool Damage;
	void Start(){
		Damage = false;
	}
	void OnCollisionEnter(Collision collision){
		Damage = true;
	}
	
	// Update is called once per frame
	void Update () {
		
	}
	
}

生成对象的测试代码:

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

public class Test : MonoBehaviour {
	private PoolTest Pool;
	private List<GameObject> list = new List<GameObject>();
	
	void Start () {
		Pool = GetComponent<PoolTest>();
	}
	
	// Update is called once per frame
	void Update () {
		
		if(Input.GetMouseButtonDown(0)){
			GameObject go = Pool.Pop();
			list.Add(go);
			go.transform.position = transform.position;
			go.SetActive(true);
			
			
		}
		if(list.Count > 0){
			bool Damege1 = list[0].GetComponent<Bullet>().Damage;
			if(Damege1){
				Damage();
			}
		}
	
	}

	void Damage(){
		Pool.Push(list[0]);
		list[0].SetActive(false);
		list.RemoveAt(0);
		if(list.Count > 0){
			list[0].GetComponent<Bullet>().Damage = false;
		}

	}
}

效果:

(注意,此处没有多余的预制体生成)
Unity对象池的简单研究