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。