PGRData/Script/matrix/xhome/XSceneResourceManager.lua

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