PoolManager 简单使用

如图,创建空物体并命名 PoolManager,添加 脚本 spawn pool,并添加 如上图右边一些 参数,prefab为 Resources中 的预置体。

添加 空物体并 改名,如上图,并添加脚本。

using UnityEngine;
using System.Collections;
using PathologicalGames;
public class AssembleModel : MonoBehaviour
{
    //创建
    public Transform Spawner(string prefabs, string names = "", string SpawnPools = "prefabs")
    {
        Transform inst;
        SpawnPool shapesPool = PoolManager.Pools[SpawnPools];
        inst = shapesPool.Spawn(Resources.Load<Transform>(prefabs));
         if (names == "")
             names = prefabs + Time.timeScale;
         inst.name = names;
        return inst;
    }

    //全体删除
    public void Despawner(string SpawnPools = "prefabs")
    {
        SpawnPool shapesPool = PoolManager.Pools[SpawnPools];
        shapesPool.DespawnAll();
    }
    //单个删除 
    public void Despawn(Transform transform, string SpawnPools = "prefabs")
    {
        SpawnPool shapesPool = PoolManager.Pools[SpawnPools];

        shapesPool.Despawn(transform);
    }
}

继承上面的类就可以 方便动态加载 物体或删除物体。

posted on 2014-12-01 16:29  太粗难进  阅读(3128)  评论(0编辑  收藏  举报