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							- using Fort23.Core;
 
- using Fort23.UTool;
 
- #if !COMBAT_SERVER
 
- using UnityEngine;
 
- #endif
 
- namespace Fort23.UTool
 
- {
 
-     /// <summary>
 
-     /// 基础的池子
 
-     /// </summary>
 
-     public class GObjectPoolBasic :  IGObjectPoolInterface
 
-     {
 
-         protected Vector3 _pos;
 
-         protected Vector3 _scale;
 
-         protected Vector3 _rotation;
 
- #if !COMBAT_SERVER
 
-         public Transform transform
 
-         {
 
-             get
 
-             {
 
-                 if (own == null)
 
-                 {
 
-                     return null;
 
-                 }
 
-                 return own.transform;
 
-             }
 
-         }
 
-         public GameObject gameObject
 
-         {
 
-             get { return own; }
 
-         }
 
-         public GameObject own
 
-         {
 
-             get { return _own; }
 
-         }
 
-         private GameObject _own;
 
-          public AssetHandle AssetHandle { get; set; }
 
-         private DelayHide delayHide;
 
-          public TimerEntity DestroyTimer { get; set; }
 
- #endif
 
-        
 
-         public string poolObjName { get; set; }
 
-         public bool isUse { get; set; }
 
-         public bool isDestroy { get; }
 
-        
 
-         public virtual void ResetData()
 
-         {
 
-             ProResetData();
 
-         }
 
-         public virtual void ActiveObj()
 
-         {
 
- #if !COMBAT_SERVER
 
-             own.SetActive(true);
 
- #endif
 
-             ProActiveObj();
 
-         }
 
-         public virtual async CTask DelayHide()
 
-         {
 
- #if !COMBAT_SERVER
 
-             if (own != null && delayHide != null)
 
-             {
 
-                 await TimerComponent.Instance.WaitAsync((int)(delayHide.delayTime * 1000));
 
-             }
 
- #endif
 
-         }
 
-         public virtual void DormancyObj()
 
-         {
 
-             ProDormancyObj();
 
- #if !COMBAT_SERVER
 
-             own.SetActive(false);
 
- #endif
 
-         }
 
-         public void SetPosition(Vector3 pos)
 
-         {
 
-             _pos = pos;
 
- #if !COMBAT_SERVER
 
-             if (_own != null)
 
-             {
 
-                 _own.transform.position = pos;
 
-             }
 
- #endif
 
-         }
 
-         public void SetScale(Vector3 scale)
 
-         {
 
-             _scale = scale;
 
- #if !COMBAT_SERVER
 
-             if (_own != null)
 
-             {
 
-                 _own.transform.localScale = scale;
 
-             }
 
- #endif
 
-         }
 
- #if !COMBAT_SERVER
 
-         public void SetParent(Transform root)
 
-         {
 
-             
 
-             if (_own != null)
 
-             {
 
-                 _own.transform.SetParent(root);
 
-             }
 
-         }
 
-            
 
- #endif
 
-         public void SetRotation(Vector3 rotation)
 
-         {
 
-             _rotation = rotation;
 
- #if !COMBAT_SERVER
 
-             if (_own != null)
 
-             {
 
-                 _own.transform.eulerAngles = rotation;
 
-             }
 
- #endif
 
-         }
 
-         public Vector3 GetPosition()
 
-         {
 
-             return _pos;
 
-         }
 
-         public Vector3 GetScale()
 
-         {
 
-             return _scale;
 
-         }
 
-         public Vector3 GettRotation()
 
-         {
 
-             return _rotation;
 
-         }
 
-         public void SetActive(bool isActive)
 
-         {
 
- #if !COMBAT_SERVER
 
-             _own.SetActive(isActive);
 
- #endif
 
-         }
 
-         public virtual void DestroyObj()
 
-         {
 
- #if !COMBAT_SERVER
 
-             AssetHandle?.Release();
 
- #endif
 
-             ProOnDestroy();
 
- #if !COMBAT_SERVER
 
-             _own = null;
 
- #endif
 
-         }
 
- #if !COMBAT_SERVER
 
-         public void SetGameObject(GameObject gameObject)
 
-         {
 
-             _own = gameObject;
 
-             delayHide = own.GetComponent<DelayHide>();
 
-         }
 
- #endif
 
-         public T GetComponent<T>()
 
-         {
 
- #if !COMBAT_SERVER
 
-             if (_own != null)
 
-             {
 
-               return  _own.GetComponent<T>();
 
-             }
 
-             return default;
 
- #endif
 
-             return default;
 
-         }
 
-         public virtual void Dispose()
 
-         {
 
-         }
 
-         protected virtual void ProResetData()
 
-         {
 
-             //gameObject.SetActive(true);
 
-         }
 
-         protected virtual void ProOnDestroy()
 
-         {
 
-         }
 
-         protected virtual void ProDormancyObj()
 
-         {
 
-             //gameObject.SetActive(true);
 
-         }
 
-         protected virtual void ProActiveObj()
 
-         {
 
-         }
 
-         public virtual void Preset()
 
-         {
 
-         }
 
-     }
 
- }
 
 
  |