分享一个简单的对象池

using UnityEngine;
using System.Collections.Generic;

public static class SimplePool {

	// You can avoid resizing of the Stack's internal array by
	// setting this to a number equal to or greater to what you
	// expect most of your pool sizes to be.
	// Note, you can also use Preload() to set the initial size
	// of a pool -- this can be handy if only some of your pools
	// are going to be exceptionally large (for example, your bullets.)
	const int DEFAULT_POOL_SIZE = 3;

	/// <summary>
	/// The Pool class represents the pool for a particular prefab.
	/// </summary>
	class Pool {
		// We append an id to the name of anything we instantiate.
		// This is purely cosmetic.
		int nextId=1;

		// The structure containing our inactive objects.
		// Why a Stack and not a List? Because we'll never need to
		// pluck an object from the start or middle of the array.
		// We'll always just grab the last one, which eliminates
		// any need to shuffle the objects around in memory.
		Stack<GameObject> inactive;

		// The prefab that we are pooling
		GameObject prefab;

		// Constructor
		public Pool(GameObject prefab, int initialQty) {
			this.prefab = prefab;

			// If Stack uses a linked list internally, then this
			// whole initialQty thing is a placebo that we could
			// strip out for more minimal code.
			inactive = new Stack<GameObject>(initialQty);
		}

		// Spawn an object from our pool
		public GameObject Spawn(Vector3 pos, Quaternion rot) {
			GameObject obj;
			if(inactive.Count==0) {
				// We don't have an object in our pool, so we
				// instantiate a whole new object.
				obj = (GameObject)GameObject.Instantiate(prefab, pos, rot);
				obj.name = prefab.name + " ("+(nextId++)+")";

				// Add a PoolMember component so we know what pool
				// we belong to.
				obj.AddComponent<PoolMember>().myPool = this;
			}
			else {
				// Grab the last object in the inactive array
				obj = inactive.Pop();

				if(obj == null) {
					// The inactive object we expected to find no longer exists.
					// The most likely causes are:
					//   - Someone calling Destroy() on our object
					//   - A scene change (which will destroy all our objects).
					//     NOTE: This could be prevented with a DontDestroyOnLoad
					//	   if you really don't want this.
					// No worries -- we'll just try the next one in our sequence.

					return Spawn(pos, rot);
				}
			}

			obj.transform.position = pos;
			obj.transform.rotation = rot;
			obj.SetActive(true);
			return obj;

		}

		// Return an object to the inactive pool.
		public void Despawn(GameObject obj) {
			obj.SetActive(false);

			// Since Stack doesn't have a Capacity member, we can't control
			// the growth factor if it does have to expand an internal array.
			// On the other hand, it might simply be using a linked list 
			// internally.  But then, why does it allow us to specificy a size
			// in the constructor? Stack is weird.
			inactive.Push(obj);
		}

	}


	/// <summary>
	/// Added to freshly instantiated objects, so we can link back
	/// to the correct pool on despawn.
	/// </summary>
	class PoolMember : MonoBehaviour {
		public Pool myPool;
	}

	// All of our pools
	static Dictionary< GameObject, Pool > pools;

	/// <summary>
	/// Init our dictionary.
	/// </summary>
	static void Init (GameObject prefab=null, int qty = DEFAULT_POOL_SIZE) {
		if(pools == null) {
			pools = new Dictionary<GameObject, Pool>();
		}
		if(prefab!=null && pools.ContainsKey(prefab) == false) {
			pools[prefab] = new Pool(prefab, qty);
		}
	}

	/// <summary>
	/// If you want to preload a few copies of an object at the start
	/// of a scene, you can use this. Really not needed unless you're
	/// going to go from zero instances to 10+ very quickly.
	/// Could technically be optimized more, but in practice the
	/// Spawn/Despawn sequence is going to be pretty darn quick and
	/// this avoids code duplication.
	/// </summary>
	static public void Preload(GameObject prefab, int qty = 1) {
		Init(prefab, qty);

		// Make an array to grab the objects we're about to pre-spawn.
		GameObject[] obs = new GameObject[qty];
		for (int i = 0; i < qty; i++) {
			obs[i] = Spawn (prefab, Vector3.zero, Quaternion.identity);
		}

		// Now despawn them all.
		for (int i = 0; i < qty; i++) {
			Despawn( obs[i] );
		}
	}

	/// <summary>
	/// Spawns a copy of the specified prefab (instantiating one if required).
	/// NOTE: Remember that Awake() or Start() will only run on the very first
	/// spawn and that member variables won't get reset.  OnEnable will run
	/// after spawning -- but remember that toggling IsActive will also
	/// call that function.
	/// </summary>
	static public GameObject Spawn(GameObject prefab, Vector3 pos, Quaternion rot) {
		Init(prefab);

		return pools[prefab].Spawn(pos, rot);
	}

	/// <summary>
	/// Despawn the specified gameobject back into its pool.
	/// </summary>
	static public void Despawn(GameObject obj) {
		PoolMember pm = obj.GetComponent<PoolMember>();
		if(pm == null) {
			Debug.Log ("Object '"+obj.name+"' wasn't spawned from a pool. Destroying it instead.");
			GameObject.Destroy(obj);
		}
		else {
			pm.myPool.Despawn(obj);
		}
	}
	
}

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转载自blog.csdn.net/lvcoc/article/details/86230783