yyl
2025-05-15 d341a47ed9bbb740f2ccb9d6d42fd74d5a1c6b5d
Main/Utility/GameObjectPool.cs
File was renamed from Utility/GameObjectPool.cs
@@ -1,99 +1,99 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameObjectPool
{
    private List<GameObject> m_FreeList;
    private List<GameObject> m_ActiveList;
    private GameObject m_Prefab;
    public int nameHashCode;
    public string name;
    public GameObjectPool(GameObject prefab)
    {
        name = prefab.name;
        nameHashCode = name.GetHashCode();
        m_Prefab = prefab;
        m_FreeList = new List<GameObject>();
        m_ActiveList = new List<GameObject>();
    }
    public GameObject Request()
    {
        GameObject _gameObject = null;
        if (m_FreeList.Count == 0)
        {
            _gameObject = Object.Instantiate(m_Prefab);
            _gameObject.name = name;
        }
        else
        {
            _gameObject = m_FreeList[0];
            m_FreeList.RemoveAt(0);
        }
        m_ActiveList.Add(_gameObject);
        return _gameObject;
    }
    public void Release(GameObject gameObject)
    {
        if (m_ActiveList.Contains(gameObject))
        {
            m_ActiveList.Remove(gameObject);
        }
        else
        {
            Debug.LogWarningFormat("所回收的go对象 {0} 并不是从池里取得的...", gameObject.name);
        }
        m_FreeList.Add(gameObject);
    }
    public void Clear()
    {
        foreach (var _item in m_FreeList)
        {
            Object.Destroy(_item);
        }
        foreach (var _item in m_ActiveList)
        {
            Object.Destroy(_item);
        }
        m_FreeList.Clear();
        m_ActiveList.Clear();
    }
    public void Destroy()
    {
        Clear();
        m_Prefab = null;
        m_FreeList = null;
        m_ActiveList = null;
    }
#if UNITY_EDITOR
    public void ForeachActive(System.Action<GameObject> method)
    {
        for (int i = m_ActiveList.Count - 1; i >= 0; --i)
        {
            method(m_ActiveList[i]);
        }
    }
    public void ForeachFree(System.Action<GameObject> method)
    {
        for (int i = m_FreeList.Count - 1; i >= 0; --i)
        {
            method(m_FreeList[i]);
        }
    }
#endif
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameObjectPool
{
    private List<GameObject> m_FreeList;
    private List<GameObject> m_ActiveList;
    private GameObject m_Prefab;
    public int nameHashCode;
    public string name;
    public GameObjectPool(GameObject prefab)
    {
        name = prefab.name;
        nameHashCode = name.GetHashCode();
        m_Prefab = prefab;
        m_FreeList = new List<GameObject>();
        m_ActiveList = new List<GameObject>();
    }
    public GameObject Request()
    {
        GameObject _gameObject = null;
        if (m_FreeList.Count == 0)
        {
            _gameObject = Object.Instantiate(m_Prefab);
            _gameObject.name = name;
        }
        else
        {
            _gameObject = m_FreeList[0];
            m_FreeList.RemoveAt(0);
        }
        m_ActiveList.Add(_gameObject);
        return _gameObject;
    }
    public void Release(GameObject gameObject)
    {
        if (m_ActiveList.Contains(gameObject))
        {
            m_ActiveList.Remove(gameObject);
        }
        else
        {
            Debug.LogWarningFormat("所回收的go对象 {0} 并不是从池里取得的...", gameObject.name);
        }
        m_FreeList.Add(gameObject);
    }
    public void Clear()
    {
        foreach (var _item in m_FreeList)
        {
            Object.Destroy(_item);
        }
        foreach (var _item in m_ActiveList)
        {
            Object.Destroy(_item);
        }
        m_FreeList.Clear();
        m_ActiveList.Clear();
    }
    public void Destroy()
    {
        Clear();
        m_Prefab = null;
        m_FreeList = null;
        m_ActiveList = null;
    }
#if UNITY_EDITOR
    public void ForeachActive(System.Action<GameObject> method)
    {
        for (int i = m_ActiveList.Count - 1; i >= 0; --i)
        {
            method(m_ActiveList[i]);
        }
    }
    public void ForeachFree(System.Action<GameObject> method)
    {
        for (int i = m_FreeList.Count - 1; i >= 0; --i)
        {
            method(m_FreeList[i]);
        }
    }
#endif
}