unity泛型对象池

泛型对象池

代码

using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Unity.VisualScripting;
using UnityEngine;

public abstract class Objectpool<T> : MonoBehaviour where T : Component
{
    // 将变量改为 protected
    protected Queue<T> pool = new Queue<T>();
    [SerializeField] protected T prefab;
    [SerializeField] protected int maxPoolCapacity = 100;
    public static Objectpool<T> Instance;

    private void Awake()
    {
        if (Instance == null)
        {
            Instance = this;
            DontDestroyOnLoad(gameObject);
        }
        else
        {
            if (Instance != this) Destroy(gameObject);
        }
    }

    public T Get()
    {
        if (pool.Count == 0)
        {
            Add(1);
        }
        T obj = pool.Dequeue();
        obj.gameObject.SetActive(true);
        ResetObject(obj);
        return obj;
    }

    protected abstract void ResetObject(T obj);

    public void ReturnToPool(T obj)
    {
        obj.gameObject.SetActive(false);
        pool.Enqueue(obj);
    }

    public void Add(int num)
    {
        if (prefab == null)
        {
            Debug.LogError("Prefab is null. Cannot instantiate objects.");
            return;
        }
        if (pool.Count() + num >= maxPoolCapacity)
        {
            Debug.LogError("pool will be full!");
            return;
        }
        for (int i = 0; i < num; i++)
        {
            var temp = Instantiate(prefab);
            temp.gameObject.SetActive(false);
            pool.Enqueue(temp);
        }
    }
}
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