forked from endernon/PGRData
100 lines
2.2 KiB
Lua
100 lines
2.2 KiB
Lua
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XSceneResourceManager = XSceneResourceManager or {}
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local ScenePoolRoot = nil
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local ResourceMap = nil
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-- 初始化
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function XSceneResourceManager.InitPool()
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if XTool.UObjIsNil(ScenePoolRoot) then
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ScenePoolRoot = CS.UnityEngine.GameObject("ScenePoolRoot")
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ScenePoolRoot:SetActive(false)
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CS.UnityEngine.Object.DontDestroyOnLoad(ScenePoolRoot)
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end
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XSceneResourceManager.ClearPool()
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ResourceMap = {}
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end
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-- 出池
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function XSceneResourceManager.GetGoFromPool(path)
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if not ResourceMap then
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ResourceMap = {}
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end
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local temp = ResourceMap[path]
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if not temp then
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temp = {}
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temp.Gos = {}
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ResourceMap[path] = temp
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end
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if not temp.Resource then
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temp.Resource = CS.XResourceManager.Load(path)
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end
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local go
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while (#temp.Gos > 0) do
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go = table.remove(temp.Gos, #temp.Gos)
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if not XTool.UObjIsNil(go) then
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go:SetActive(true)
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break
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end
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end
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if XTool.UObjIsNil(go) then
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go = CS.UnityEngine.Object.Instantiate(temp.Resource.Asset)
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end
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return go
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end
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-- 回池
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function XSceneResourceManager.ReturnGoToPool(path, go)
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if XTool.UObjIsNil(go) then
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return
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end
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if not ResourceMap then
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ResourceMap = {}
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end
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local temp = ResourceMap[path]
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if not temp then
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temp = {}
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temp.Gos = {}
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ResourceMap[path] = temp
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end
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if not temp.Resource then
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CS.UnityEngine.GameObject.Destroy(go)
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return
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end
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go.transform:SetParent(ScenePoolRoot.transform, false)
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table.insert(temp.Gos, go)
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end
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-- 清池
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function XSceneResourceManager.ClearPool()
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if ResourceMap then
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for _, v in pairs(ResourceMap) do
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-- 销毁GameObject
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if v.Gos then
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for _, go in ipairs(v.Gos) do
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if not XTool.UObjIsNil(go) then
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CS.UnityEngine.GameObject.Destroy(go)
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end
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end
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end
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v.Gos = nil
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-- 释放资源
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if v.Resource then
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v.Resource:Release()
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end
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end
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end
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ResourceMap = nil
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end
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