using UnityEngine;
using System.Collections.Generic;
using FairyGUI.Utils;
namespace FairyGUI
{
///
/// GObjectPool is use for GObject pooling.
///
public class GObjectPool
{
///
/// Callback function when a new object is creating.
///
///
public delegate void InitCallbackDelegate(GObject obj);
///
/// Callback function when a new object is creating.
///
public InitCallbackDelegate initCallback;
Dictionary> _pool;
Transform _manager;
///
/// 需要设置一个manager,加入池里的对象都成为这个manager的孩子
///
///
public GObjectPool(Transform manager)
{
_manager = manager;
_pool = new Dictionary>();
}
///
/// Dispose all objects in the pool.
///
public void Clear()
{
foreach (KeyValuePair> kv in _pool)
{
Queue list = kv.Value;
foreach (GObject obj in list)
obj.Dispose();
}
_pool.Clear();
}
///
///
///
public int count
{
get { return _pool.Count; }
}
///
///
///
///
///
public GObject GetObject(string url)
{
url = UIPackage.NormalizeURL(url);
if (url == null)
return null;
Queue arr;
if (_pool.TryGetValue(url, out arr)
&& arr.Count > 0)
return arr.Dequeue();
GObject obj = UIPackage.CreateObjectFromURL(url);
if (obj != null)
{
if (initCallback != null)
initCallback(obj);
}
return obj;
}
///
///
///
///
public void ReturnObject(GObject obj)
{
if (obj.displayObject.isDisposed)
return;
string url = obj.resourceURL;
Queue arr;
if (!_pool.TryGetValue(url, out arr))
{
arr = new Queue();
_pool.Add(url, arr);
}
if (_manager != null)
obj.displayObject.cachedTransform.SetParent(_manager, false);
arr.Enqueue(obj);
}
}
}