unity - 缓存池

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



public class PoolData
{
    public GameObject poolParent;

    public List<GameObject> poolList;

    public PoolData(GameObject parent, GameObject obj)
    {
        poolParent = new GameObject(obj.name);
        poolParent.transform.parent = parent.transform;
        poolList = new List<GameObject>() { };
        PushObj(obj);
    }

    public void PushObj(GameObject obj)
    {
        obj.SetActive(false);
        obj.transform.parent = poolParent.transform;
        poolList.Add(obj);
    }

    public GameObject GetObj()
    {
        GameObject obj = null;  
        obj = poolList[0];
        poolList.RemoveAt(0);
        obj.SetActive(true);
        obj.transform.parent = null;
        return obj;
    }
}


public class PoolMgr : BaseMgr<PoolMgr>
{
    GameObject poolObj;

    Dictionary<string, PoolData> poolDic = new Dictionary<string, PoolData>();

    public void PushObj(string name, GameObject obj)
    {
        if (poolObj == null)
            poolObj = new GameObject("Pool");

        //里面有抽屉
        if (poolDic.ContainsKey(name))
        {
            poolDic[name].PushObj(obj);
        }
        //里面没有抽屉
        else
        {
            poolDic.Add(name, new PoolData(poolObj,obj ));
        }
    }

    public GameObject GetObj(string name ) 
    {   
        GameObject obj = null;
        if (poolDic.ContainsKey(name) && poolDic[name].poolList.Count>0)
        {
            obj = poolDic[name].GetObj();
        }
        else
        {
            obj = GameObject.Instantiate(Resources.Load<GameObject>(name));
        }
        obj.name = name;  
        return obj;
    }


    public void Clear()
    {
        poolDic.Clear();
        poolObj = null;
    }

}

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