Cocos 对象池 --- 组件类方式

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const { ccclass, property } = cc._decorator

@ccclass
export class ccPool extends cc.Component {
  private poolNode: Map<string, cc.Node[]> = new Map()

  public clear(key: any) {
    if (this.poolNode.has(key)) {
      this.poolNode.get(key).forEach((item) => {
        item.active = false
        item.destroy()
      })
      this.poolNode.delete(key)
    }
  }

  public clearAll() {
    this.poolNode.forEach((item, key) => {
      item.forEach((item2) => {
        item2.active = false
        item2.destroy()
      })
      this.poolNode.delete(key)
    })
  }

  public recycle(node: cc.Node) {
    node.active = false
  }

  public recycleKey(key: string) {
    if (this.poolNode.has(key)) {
      this.poolNode.get(key).forEach((item) => {
        item.active = false
      })
    }
  }

  public create(_key: any, _prefab: cc.Node, _position: cc.Vec3): cc.Node {
    let _node = this.findUsabale(_key)

    if (_node != null) {
      // 如果有可用的对象
      _node.position = _position
      _node.active = true
    } else {
      // 如果没有可用的对象
      _node = cc.instantiate(_prefab)
      _node.position = _position
      _node.active = true
      _node.parent = this.node
      this.addObject(_key, _node)
    }
    return _node
  }

  private findUsabale(key: string): cc.Node | null {
    if (!this.poolNode.has(key)) return null
    const _node = this.poolNode.get(key).find((item) => !item.active)
    return _node
  }

  /**
    * 添加到 poolnode
    * @param key
    * @param node
    */
  private addObject(key: string, node: cc.Node) {
    if (!this.poolNode.has(key)) this.poolNode.set(key, [])
    this.poolNode.get(key).push(node)
  }
}

使用说明

cocos creator 挂载节点上 所有的对象会添加到子节点当中

复用仅仅是更改对象节点的 active 尽可能的复用节点

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//创建
cc.Pool.create(key, prefab, position);
// 回收
ccPool.recycle(node);