using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
[AddComponentMenu("AlarmObjectPool/本地告警对象池")]
///
/// 本地告警对象池
///
public class AlarmObjectPool : MonoBehaviour
{
public static AlarmObjectPool instance;
#region 池对象操作
//-------预制体-------
///
/// 报警预制体
///
//public GameObject item_prefab;
//-------池对象-------
///
/// 报警
///
public Queue alarm_item_pool = new Queue();
///
/// 按钮
///
public Queue buttonImages_pool = new Queue();
//-------池操作-------
///
/// 从池中取出
///
///
///
///
public T GetItemFromPool(GameObject item_prefab)
{
object resoult = null;
switch (typeof(T).Name)
{
case "LocalVideoAlarmItem":
if (alarm_item_pool.Count > 0)
{
var item = alarm_item_pool.Dequeue();
item.gameObject.SetActive(true);
resoult = item;
}
else
{
var temp = Instantiate(item_prefab);
resoult = temp.GetComponent();
}
break;
case "Button":
{
if (buttonImages_pool.Count > 0)
{
var item = buttonImages_pool.Dequeue();
item.gameObject.SetActive(true);
item.transform.GetChild(0).gameObject.SetActive(false);
resoult = item;
}
else
{
var temp = Instantiate(CalendarDetails.Inst.preform);
temp.gameObject.SetActive(true);
temp.transform.GetChild(0).gameObject.SetActive(false);
resoult = temp.GetComponent();
}
}
break;
default:
break;
}
return (T)resoult;
}
///
/// 回收至池中
///
///
///
public void PushItemToPool(T item)
{
switch (item)
{
case LocalVideoAlarmItem:
LocalVideoAlarmItem alarm_temp = item as LocalVideoAlarmItem;
alarm_temp.transform.SetParent(null);
alarm_temp.gameObject.SetActive(false);
alarm_temp.sprites.Clear();
alarm_item_pool.Enqueue(alarm_temp);
break;
case Button:
Button button = item as Button;
button.onClick.RemoveAllListeners();
button.transform.SetParent(null);
button.gameObject.SetActive(false);
buttonImages_pool.Enqueue(button);
break;
default: break;
}
}
#endregion
private void Awake()
{
instance = this;
}
// Start is called before the first frame update
void Start()
{
}
// Update is called once per frame
void Update()
{
}
}