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wanqing
BoomMaster
Commits
8ec69cb0
Commit
8ec69cb0
authored
Jan 21, 2021
by
wanqing
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爆破关卡逻辑整理
parent
aff84cda
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20 changed files
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7738 additions
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334 deletions
+7738
-334
.suo
BoomMaster/.vs/BoomMaster/v16/.suo
+0
-0
Assembly-CSharp-Editor.csproj
BoomMaster/Assembly-CSharp-Editor.csproj
+2
-2
Assembly-CSharp-firstpass.csproj
BoomMaster/Assembly-CSharp-firstpass.csproj
+2
-8
Assembly-CSharp.csproj
BoomMaster/Assembly-CSharp.csproj
+4
-8
DemoScenes.unity
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
+78
-11
FirstLevelTrigger.cs
...er/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
+44
-7
BattleUI.cs
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
+32
-0
BombView.cs
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
+31
-3
Pool.meta
BoomMaster/Assets/#A2_Scripts/Pool.meta
+8
-0
Pool.cs
BoomMaster/Assets/#A2_Scripts/Pool/Pool.cs
+66
-0
Pool.cs.meta
BoomMaster/Assets/#A2_Scripts/Pool/Pool.cs.meta
+11
-0
PoolManager.cs
BoomMaster/Assets/#A2_Scripts/Pool/PoolManager.cs
+95
-0
PoolManager.cs.meta
BoomMaster/Assets/#A2_Scripts/Pool/PoolManager.cs.meta
+11
-0
BattleUI.prefab
BoomMaster/Assets/#A3_Prefabs/BattleUI.prefab
+422
-0
Fx.prefab
BoomMaster/Assets/#A3_Prefabs/Fx.prefab
+5
-295
Res.meta
BoomMaster/Assets/Res.meta
+8
-0
Prefabs.meta
BoomMaster/Assets/Res/Prefabs.meta
+8
-0
Levels.meta
BoomMaster/Assets/Res/Prefabs/Levels.meta
+8
-0
Level01.prefab
BoomMaster/Assets/Res/Prefabs/Levels/Level01.prefab
+6896
-0
Level01.prefab.meta
BoomMaster/Assets/Res/Prefabs/Levels/Level01.prefab.meta
+7
-0
No files found.
BoomMaster/.vs/BoomMaster/v16/.suo
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8ec69cb0
No preview for this file type
BoomMaster/Assembly-CSharp-Editor.csproj
View file @
8ec69cb0
...
...
@@ -22,7 +22,7 @@
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BoomMaster/Assembly-CSharp-firstpass.csproj
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8ec69cb0
...
...
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...
...
@@ -103,6 +103,8 @@
<Compile
Include=
"Assets\#A2_Scripts\Manager\PassLevelChecker.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Manager\SurfacePoint.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\PlayerPrefs\LocalRecord.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Pool\Pool.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Pool\PoolManager.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Projector\SetProjectorToShader.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Projector\UpdateProjectorRT.cs"
/>
<Compile
Include=
"Assets\#A2_Scripts\Services\AudioServices.cs"
/>
...
...
@@ -215,12 +217,6 @@
<Reference
Include=
"UnityEngine.ClothModule"
>
<HintPath>
D:/wan/unity2019.3.14path/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ClothModule.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.ClusterInputModule"
>
<HintPath>
D:/wan/unity2019.3.14path/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterInputModule.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.ClusterRendererModule"
>
<HintPath>
D:/wan/unity2019.3.14path/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.ClusterRendererModule.dll
</HintPath>
</Reference>
<Reference
Include=
"UnityEngine.CoreModule"
>
<HintPath>
D:/wan/unity2019.3.14path/Unity/Editor/Data/Managed/UnityEngine/UnityEngine.CoreModule.dll
</HintPath>
</Reference>
...
...
BoomMaster/Assets/#A1_Scenes/DemoScenes.unity
View file @
8ec69cb0
...
...
@@ -14,7 +14,7 @@ OcclusionCullingSettings:
RenderSettings
:
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:
0
serializedVersion
:
9
m_Fog
:
1
m_Fog
:
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m_FogColor
:
{
r
:
0.31163225
,
g
:
0.3791211
,
b
:
0.4433962
,
a
:
1
}
m_FogMode
:
1
m_FogDensity
:
0.01
...
...
@@ -26,7 +26,7 @@ RenderSettings:
m_AmbientIntensity
:
1
m_AmbientMode
:
0
m_SubtractiveShadowColor
:
{
r
:
0.42
,
g
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0.478
,
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,
a
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}
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m_SkyboxMaterial
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fileID
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guid
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,
type
:
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}
m_HaloStrength
:
0.5
m_FlareStrength
:
1
m_FlareFadeSpeed
:
3
...
...
@@ -38,7 +38,7 @@ RenderSettings:
m_ReflectionIntensity
:
1
m_CustomReflection
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{
fileID
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m_Sun
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m_IndirectSpecularColor
:
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r
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0
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,
g
:
0.38073996
,
b
:
0.35872698
,
a
:
1
}
m_UseRadianceAmbientProbe
:
0
---
!u!157
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LightmapSettings
:
...
...
@@ -71,22 +71,22 @@ LightmapSettings:
m_FinalGatherFiltering
:
1
m_FinalGatherRayCount
:
1024
m_ReflectionCompression
:
2
m_MixedBakeMode
:
1
m_BakeBackend
:
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m_MixedBakeMode
:
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m_BakeBackend
:
1
m_PVRSampling
:
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m_PVRDirectSampleCount
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m_PVRSampleCount
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5
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m_PVRSampleCount
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12
m_PVRBounces
:
2
m_PVREnvironmentSampleCount
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500
m_PVREnvironmentSampleCount
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256
m_PVREnvironmentReferencePointCount
:
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m_PVRFilteringMode
:
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m_PVRFilteringMode
:
1
m_PVRDenoiserTypeDirect
:
0
m_PVRDenoiserTypeIndirect
:
0
m_PVRDenoiserTypeAO
:
0
m_PVRFilterTypeDirect
:
0
m_PVRFilterTypeIndirect
:
0
m_PVRFilterTypeAO
:
0
m_PVREnvironmentMIS
:
0
m_PVREnvironmentMIS
:
1
m_PVRCulling
:
1
m_PVRFilteringGaussRadiusDirect
:
1
m_PVRFilteringGaussRadiusIndirect
:
5
...
...
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TrainingData
m_LightProbeSampleCountMultiplier
:
4
m_LightingDataAsset
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:
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m_UseShadowmask
:
1
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:
serializedVersion
:
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...
...
BoomMaster/Assets/#A2_Scripts/Battle/Trigger/FirstLevelTrigger.cs
View file @
8ec69cb0
using
System.Collections
;
using
System.Collections.Generic
;
using
UnityEngine
;
using
DG.Tweening
;
public
class
FirstLevelTrigger
:
MonoBehaviour
{
public
Transform
m_targetTrans
;
private
Vector3
m_pos
=
new
Vector3
(
0
,
5.2f
,
0
);
private
Quaternion
m_rotation
=
Quaternion
.
identity
;
//public Transform m_targetTrans;
//private Vector3 m_pos = new Vector3(0, 5.2f, 0);
//private Quaternion m_rotation = Quaternion.identity;
//private void OnTriggerEnter(Collider other)
//{
// if (other.gameObject.CompareTag("Target"))
// {
// BattleCtrl.instance.levelManager.curLevel.chainRopeView.CatchObjEnterTarget();
// BattleCtrl.instance.OnBattleWin();
// m_targetTrans.localPosition = m_pos;
// m_targetTrans.localRotation = m_rotation;
// }
//}
public
Transform
m_carTrans
;
public
GameObject
m_yellowBodyObj
;
public
Transform
m_playerTrans
;
private
bool
m_bControl
=
true
;
private
bool
m_bControlPass
=
true
;
private
GameObject
m_cubeObj
;
private
void
Awake
()
{
m_cubeObj
=
m_playerTrans
.
Find
(
"Cube"
).
gameObject
;
}
private
void
OnTriggerEnter
(
Collider
other
)
{
if
(
other
.
gameObject
.
CompareTag
(
"Target"
)
)
if
(
other
.
tag
==
"Final"
&&
m_bControlPass
)
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
chainRopeView
.
CatchObjEnterTarget
();
m_bControlPass
=
false
;
m_yellowBodyObj
.
gameObject
.
SetActive
(
false
);
Invoke
(
"PassLevelAnimation"
,
3
);
}
}
void
PassLevelAnimation
()
{
m_carTrans
.
DOLocalMoveZ
(
9
,
2
).
SetEase
(
Ease
.
Linear
).
OnComplete
(()
=>
{
BattleCtrl
.
instance
.
OnBattleWin
();
m_targetTrans
.
localPosition
=
m_pos
;
m_targetTrans
.
localRotation
=
m_rotation
;
});
}
// Update is called once per frame
void
Update
()
{
if
(
m_bControl
&&
m_playerTrans
.
position
.
y
<
5.4f
)
{
m_cubeObj
.
SetActive
(
false
);
m_bControl
=
false
;
}
}
}
BoomMaster/Assets/#A2_Scripts/Battle/UI/BattleUI.cs
View file @
8ec69cb0
...
...
@@ -35,6 +35,8 @@ public class BattleUI : MonoBehaviour
public
GameObject
m_successResultMaskObj
;
//胜利结算maskobj
public
GameObject
m_ShowMouseObj
;
//显示手指图标obj
public
GameObject
m_HideMouseObj
;
//隐藏手指图标obj
public
GameObject
[]
m_boomUIS
;
//爆炸Ui
public
Button
m_boomBtn
;
//炸弹按钮
public
Action
onStartBtn
;
public
Action
onPosUpBtn
;
public
Action
onPosDownBtn
;
...
...
@@ -46,6 +48,7 @@ public class BattleUI : MonoBehaviour
//private Text m_ShowOrHideMouseText;//显示或隐藏手指text
private
int
m_mouseIndex
=
0
;
//点击次数
private
bool
m_bIsShowMouse
=
true
;
//是否显示手指图标
private
int
m_bombIndex
=
0
;
//炸弹计数
void
Awake
()
{
m_dragBtn
.
onClick
.
AddListener
(
SetDragMode
);
...
...
@@ -64,6 +67,10 @@ public class BattleUI : MonoBehaviour
GameServices
.
audioServices
.
PlayBgm
(
GameServices
.
configService
.
audioConfig
.
GameBgm
);
GameServices
.
configService
.
playerConfig
.
ClawMoveSpeed
=
0.4f
;
//开始默认值
}
private
void
Start
()
{
m_boomBtn
.
interactable
=
false
;
}
void
SetDragMode
()
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
chainView
.
SetDragMode
(
true
);
...
...
@@ -223,6 +230,13 @@ public class BattleUI : MonoBehaviour
/// 加载关卡后调用
public
void
OnAfterLoadLevel
()
{
//重置状态
m_bombIndex
=
0
;
for
(
int
i
=
0
;
i
<
m_boomUIS
.
Length
;
i
++)
{
m_boomUIS
[
i
].
SetActive
(
true
);
}
m_levelText
.
text
=
string
.
Format
(
"Level {0:D}"
,
BattleCtrl
.
instance
.
levelManager
.
CurLevelIndex
+
1
);
Camera
varCam
=
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
cam
;
...
...
@@ -269,4 +283,22 @@ public class BattleUI : MonoBehaviour
m_HideMouseObj
.
SetActive
(
false
);
m_bIsShowMouse
=
false
;
}
//设置炸弹
public
void
SetBomb
()
{
if
(
m_bombIndex
>=
3
)
return
;
m_boomBtn
.
interactable
=
true
;
m_boomUIS
[
m_bombIndex
].
SetActive
(
false
);
m_bombIndex
++;
}
//点击爆破按钮
public
void
OnClickBoomBtn
()
{
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
StartBomb
();
m_boomBtn
.
interactable
=
false
;
BattleCtrl
.
instance
.
levelManager
.
curLevel
.
bombView
.
SetPlaceState
(
m_bombIndex
<
3
);
}
}
BoomMaster/Assets/#A2_Scripts/Battle/View/BombView.cs
View file @
8ec69cb0
...
...
@@ -6,18 +6,45 @@ using RayFire;
public
class
BombView
:
MonoBehaviour
{
public
GameObject
m_bombParticleObj
;
//炸弹粒子
private
RayfireBomb
m_rayfireBomb
;
//炸弹预设
public
GameObject
m_bombEffectObj
;
//炸弹特效
public
RayfireBomb
m_rayfireBomb
;
//炸弹预设
private
RayfireBomb
m_curBomb
;
//当前的炸弹
private
bool
m_bCanBePlace
=
true
;
//是否能放置炸弹
//设置炸弹
void
SetBomb
(
RayfireBomb
rayfireBomb
)
{
m_bombParticleObj
?.
SetActive
(
false
);
m_curBomb
=
rayfireBomb
;
m_bCanBePlace
=
false
;
}
//设置放置状态
public
void
SetPlaceState
(
bool
value
)
{
m_bCanBePlace
=
value
;
}
//开始炸
public
void
StartBomb
()
{
GameObject
fx
=
PoolManager
.
Instance
.
GetObjectFromPool
(
m_bombEffectObj
);
fx
.
transform
.
position
=
m_curBomb
.
transform
.
position
;
m_curBomb
?.
Explode
(
0
);
m_curBomb
.
gameObject
.
SetActive
(
false
);
//回收
PoolManager
.
Instance
.
ReturnObjectToPool
(
m_curBomb
.
gameObject
);
GameServices
.
timerServices
.
Push
(
this
,
1.0f
,
delegate
{
PoolManager
.
Instance
.
ReturnObjectToPool
(
fx
);
});
}
private
void
Update
()
{
if
(!
BattleCtrl
.
instance
.
isStartBattle
)
{
return
;
}
if
(
Input
.
GetMouseButtonDown
(
0
))
{
Clicked
();
...
...
@@ -32,11 +59,12 @@ public class BombView : MonoBehaviour
if
(
Physics
.
Raycast
(
ray
,
out
hit
))
{
if
(
hit
.
collider
.
tag
==
"Target"
&&
GameManager
.
Instance
.
c
anBePlace
)
if
(
hit
.
collider
.
tag
==
"Target"
&&
m_bC
anBePlace
)
{
GameObject
go
=
Instantiate
(
m_rayfireBomb
.
gameObject
)
as
GameObject
;
GameObject
go
=
PoolManager
.
Instance
.
GetObjectFromPool
(
m_rayfireBomb
.
gameObject
)
;
go
.
transform
.
position
=
hit
.
point
;
SetBomb
(
go
.
GetComponent
<
RayfireBomb
>());
BattleCtrl
.
instance
.
battleUI
.
SetBomb
();
}
}
}
...
...
BoomMaster/Assets/#A2_Scripts/Pool.meta
0 → 100644
View file @
8ec69cb0
fileFormatVersion: 2
guid: c22d7907eb9bced4f97e4b45511cecdb
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
BoomMaster/Assets/#A2_Scripts/Pool/Pool.cs
0 → 100644
View file @
8ec69cb0
using
UnityEngine
;
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
class
Pool
{
private
Stack
<
GameObject
>
m_objStack
=
new
Stack
<
GameObject
>();
private
List
<
GameObject
>
m_objList
=
new
List
<
GameObject
>();
//the root obj for unused obj
private
GameObject
m_rootObj
;
private
float
lastUsedTime
=
-
1
;
//private PoolInflationType inflationType;
private
string
poolName
;
private
string
prefabPath
;
private
GameObject
m_instanceObj
;
//private int objectsInUse = 0;
//public int GetObjectsInUse { get { return objectsInUse; } }
public
Pool
(
GameObject
go
)
{
lastUsedTime
=
Time
.
time
;
m_instanceObj
=
go
;
this
.
poolName
=
go
.
name
;
//this.inflationType = type;
m_rootObj
=
new
GameObject
(
poolName
+
"Pool"
);
m_rootObj
.
transform
.
SetParent
(
PoolManager
.
Instance
.
transform
);
}
public
GameObject
GetPoolObject
()
{
GameObject
varGo
=
null
;
if
(
m_objStack
.
Count
>
0
)
{
varGo
=
m_objStack
.
Pop
();
}
else
{
varGo
=
GameObject
.
Instantiate
(
m_instanceObj
);
varGo
.
name
=
varGo
.
name
.
Replace
(
"(Clone)"
,
""
);
m_objList
.
Add
(
varGo
);
}
varGo
.
SetActive
(
true
);
varGo
.
transform
.
SetParent
(
m_rootObj
.
transform
);
return
varGo
;
}
//o(1)
public
void
ReturnObjectToPool
(
GameObject
go
)
{
if
(
go
)
{
m_objStack
.
Push
(
go
);
go
.
SetActive
(
false
);
}
}
public
void
DestroyObj
()
{
GameObject
.
Destroy
(
m_rootObj
);
m_rootObj
=
null
;
m_objList
.
Clear
();
m_objList
=
null
;
m_objStack
=
null
;
}
}
\ No newline at end of file
BoomMaster/Assets/#A2_Scripts/Pool/Pool.cs.meta
0 → 100644
View file @
8ec69cb0
fileFormatVersion: 2
guid: 92f577fd159b5de4c816b1fa4fe8b773
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
BoomMaster/Assets/#A2_Scripts/Pool/PoolManager.cs
0 → 100644
View file @
8ec69cb0
using
UnityEngine
;
using
System
;
using
System.Collections
;
using
System.Collections.Generic
;
using
System.Linq
;
public
class
PoolManager
:
MonoBehaviour
{
//obj pool
private
Dictionary
<
string
,
Pool
>
m_poolDict
=
new
Dictionary
<
string
,
Pool
>();
private
static
PoolManager
m_instance
=
null
;
public
static
PoolManager
Instance
{
get
{
if
(
m_instance
==
null
)
{
GameObject
GO
=
new
GameObject
(
"ResourceManager"
,
typeof
(
PoolManager
));
// Kanglai: if we have `GO.hideFlags |= HideFlags.DontSave;`, we will encounter Destroy problem when exit playing
// However we should keep using this in Play mode only!
m_instance
=
GO
.
GetComponent
<
PoolManager
>();
if
(
Application
.
isPlaying
)
{
//DontDestroyOnLoad(mInstance.gameObject);
}
else
{
Debug
.
LogWarning
(
"[ResourceManager] You'd better ignore ResourceManager in Editor mode"
);
}
}
return
m_instance
;
}
}
private
Pool
GetPool
(
GameObject
go
)
{
if
(!
m_poolDict
.
ContainsKey
(
go
.
name
))
{
m_poolDict
[
go
.
name
]
=
new
Pool
(
go
);
}
return
m_poolDict
[
go
.
name
];
}
/// <summary>
/// Returns an available object from the pool
/// OR null in case the pool does not have any object available & can grow size is false.
/// </summary>
/// <param name="poolName"></param>
/// <returns></returns>
public
GameObject
GetObjectFromPool
(
GameObject
go
)
{
GameObject
varGo
=
null
;
Pool
pool
=
GetPool
(
go
);
if
(
pool
!=
null
)
{
varGo
=
pool
.
GetPoolObject
();
}
return
varGo
;
}
/// <summary>
/// Return obj to the pool
/// </summary>
/// <param name="go"></param>
public
void
ReturnObjectToPool
(
GameObject
go
)
{
//PoolObject po = go.GetComponent<PoolObject>();
if
(
go
!=
null
)
{
Pool
pool
=
null
;
if
(
m_poolDict
.
TryGetValue
(
go
.
name
,
out
pool
))
{
pool
.
ReturnObjectToPool
(
go
);
}
}
}
void
OnDestroy
()
{
for
(
int
i
=
0
;
i
<
m_poolDict
.
Count
;
i
++)
{
var
item
=
m_poolDict
.
ElementAt
(
i
);
if
(
item
.
Value
!=
null
)
{
item
.
Value
.
DestroyObj
();
}
}
m_poolDict
.
Clear
();
m_poolDict
=
null
;
}
}
\ No newline at end of file
BoomMaster/Assets/#A2_Scripts/Pool/PoolManager.cs.meta
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BoomMaster/Assets/#A3_Prefabs/Fx.prefab
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