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- #if !COMBAT_SERVER
- using System.Collections.Generic;
- using UnityEngine;
- using Utility;
- namespace CombatLibrary.CombatLibrary.CombatCore.Utility
- {
- public class GameObjectDestroyPool : Singleton<GameObjectDestroyPool>
- {
- private BetterList<GameObject> pool = new BetterList<GameObject>();
- private List<GameObject> _removeGameObjecet = new List<GameObject>();
- public GameObjectDestroyPool()
- {
- StaticUpdater.Instance.AddRenderUpdateCallBack(UpdateDelete);
- }
- private int maxCount =1;
- public void RomoveDestroyObject(GameObject goObj)
- {
- if (pool.Contains(goObj))
- {
- pool.Remove(goObj);
- }
- if (_removeGameObjecet.Contains(goObj))
- {
- _removeGameObjecet.Remove(goObj);
- }
- }
- public void DestroyObject(GameObject goObj)
- {
- if (pool.Contains(goObj)||goObj==null)
- {
- return;
- }
- goObj.SetActive(false);
- pool.Add(goObj);
- }
- public void ImmediatelyDestroyObject(GameObject goObj)
- {
- if (!goObj)
- {
- return;
- }
- GameObject.Destroy(goObj);
- }
- public override void Dispose()
- {
- StaticUpdater.Instance.RemoveRenderUpdateCallBack(UpdateDelete);
- for (int i = 0; i < pool.Count; i++)
- {
- ImmediatelyDestroyObject(pool[i]);
- }
- pool.Clear();
- base.Dispose();
- }
- public void UpdateDelete()
- {
- _removeGameObjecet.Clear();
- int count = 0;
- for (int i = 0; i < pool.Count; i++)
- {
- if (count <= maxCount)
- {
- _removeGameObjecet.Add(pool[i]);
- pool.RemoveAt(i);
- i--;
- count++;
- }
- }
- int removeCount = 0;
- while (_removeGameObjecet.Count>0&&removeCount<maxCount+20)
- {
- removeCount++;
- GameObject g = _removeGameObjecet[0];
- ImmediatelyDestroyObject(g);
- _removeGameObjecet.RemoveAt(0);
- }
-
- }
- }
- }
- #endif
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