添加对象池并更新KeySettingManager的README
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103
Pool/SingletonObjectPooler.cs
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103
Pool/SingletonObjectPooler.cs
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.Pool;
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namespace AnnoyingUtils.Pool
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{
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public class SingletonObjectPool<T> : MonoBehaviour where T : MonoBehaviour
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{
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#region 单例
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private static SingletonObjectPool<T> _instance;
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public static SingletonObjectPool<T> Instance
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{
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get
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{
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if (_instance) return _instance;
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_instance = FindObjectOfType<SingletonObjectPool<T>>();
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if (_instance) return _instance;
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var obj = new GameObject(typeof(SingletonObjectPool<T>).Name);
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_instance = obj.AddComponent<SingletonObjectPool<T>>();
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return _instance;
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}
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}
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#endregion
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private ObjectPool<T> _pool;
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private T _prefab;
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private Queue<T> _activeObjects;
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private int _maxActiveObjects;
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public void Init(T prefab, int defaultCapacity = 1, int maxSize = 10)
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{
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if (prefab is null)
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{
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Debug.LogError("预制体为空");
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return;
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}
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_prefab = prefab;
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_maxActiveObjects = maxSize;
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_pool = new ObjectPool<T>(CreateFunc, ActionOnGet, ActionOnRelease, ActionOnDestroy, true, defaultCapacity,
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maxSize);
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_activeObjects = new Queue<T>();
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}
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private T CreateFunc()
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{
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return Instantiate(_prefab);
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}
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private void ActionOnGet(T obj)
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{
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obj.gameObject.SetActive(true);
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_activeObjects.Enqueue(obj);
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}
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private void ActionOnRelease(T obj)
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{
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obj.gameObject.SetActive(false);
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}
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private void ActionOnDestroy(T obj)
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{
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Destroy(obj.gameObject);
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}
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//供滴人死亡、子弹命中等调用
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public void Release(T obj)
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{
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if (_pool is null)
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{
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Debug.LogWarning(typeof(T).Name + " 对象池未实例化");
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return;
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}
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_activeObjects.Dequeue();
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_pool.Release(obj);
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}
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public T Spawn(Transform parent)
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{
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if (_pool is null)
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{
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Debug.LogWarning(typeof(T).Name + " 对象池未实例化");
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return null;
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}
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//检查是否超出容量
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if (_activeObjects.Count >= _maxActiveObjects)
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{
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var oldestObject = _activeObjects.Peek();
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Release(oldestObject);
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}
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var temp = _pool.Get();
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temp.transform.position = parent.position;
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return temp;
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}
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}
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}
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