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其他杂七杂八的实例化加入对象池

WGL před 4 měsíci
rodič
revize
c9ad95528d

+ 1 - 1
ActionTowerDefense/Assets/GameLevelEditor/GAAWCITY/TimelineUI/Scripts/TimelineController.cs

@@ -117,7 +117,7 @@ namespace TimelineViewer
         {
             for (int i = 0; i <= getIncrements(); i++)
             {
-                var headerItem = Instantiate(timelineHeaderItemPrefab, timelineHeaderTransform, false);
+                var headerItem = PoolManager.Instantiate(timelineHeaderItemPrefab, timelineHeaderTransform, false);
                 var date = headerItem.GetComponent<TimelineHeaderItem>();
  
                 date.SetTextColor(timelineHeaderColor);

+ 1 - 1
ActionTowerDefense/Assets/GameLevelEditor/GameMap/Sample/Scripts/Main.cs

@@ -193,7 +193,7 @@ public class Main : MonoBehaviour
 
 					ren.color = t.color;
 					ren.transform.localPosition = new Vector3(x * sz + offsX, y * sz + offsY, 0f);
-					Transform box = Instantiate(radiusBox).transform;
+					Transform box = PoolManager.Instantiate(radiusBox).transform;
 					box.SetParent(BoxContainer, false);
 					box.GetComponent<SpriteRenderer>().color = t.color;
 					box.localScale = new Vector3(t.radius.x * 0.4f, t.radius.y*0.4f, 1);

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Boss/Boss.cs

@@ -87,7 +87,7 @@ public class Boss : MoveCharacter
         //É˺¦Ìø×Ö
         if (showInjuryNum)
         {
-            GameObject injuryNum = Instantiate(injuryNumText);
+            GameObject injuryNum = PoolManager.Instantiate(injuryNumText);
             injuryNum.transform.position = new Vector3(transform.position.x + Random.Range(-1f, 1f), transform.position.y + 1, transform.position.z);
             TextMeshProUGUI text = injuryNum.GetComponentInChildren<TextMeshProUGUI>();
             text.text = damage.ToString();

+ 3 - 3
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/Block.cs

@@ -67,7 +67,7 @@ public class Block : Character
         Vector3 ps = transform.position;
         ps.y = posYZ.y;
         ps.z = posYZ.z;
-        curWarning = Instantiate(warning, ps, new Quaternion(0, 0, 0, 0), null);
+        curWarning = PoolManager.Instantiate(warning, ps, new Quaternion(0, 0, 0, 0), null);
         hp = totalHp;
         if (!isSpecial)
         {
@@ -177,7 +177,7 @@ public class Block : Character
             //É˺¦Ìø×Ö
             if (showInjuryNum)
             {
-                GameObject injuryNum = Instantiate(injuryNumText);
+                GameObject injuryNum = PoolManager.Instantiate(injuryNumText);
                 injuryNum.transform.position = new Vector3(transform.position.x + Random.Range(-1f, 1f), transform.position.y + 1, transform.position.z);
                 TextMeshProUGUI text = injuryNum.GetComponentInChildren<TextMeshProUGUI>();
                 text.text = damage.ToString();
@@ -239,7 +239,7 @@ public class Block : Character
                 {
                     rb.velocity = Vector3.zero;
                 }
-                curBomb = Instantiate(bombPrefab, transform.position, new Quaternion(0, 0, 0, 0), transform);
+                curBomb = PoolManager.Instantiate(bombPrefab, transform.position, new Quaternion(0, 0, 0, 0), transform);
                 ChangeState(CharacterState.Die);
                 break;
             case State.none:

+ 3 - 3
ActionTowerDefense/Assets/Scripts/Boss/YuMenGuan/YuMenGuan.cs

@@ -142,7 +142,7 @@ public class YuMenGuan : Boss
         for (int i = 0; i < need; i++)
         {
             GameObject g;
-            g = Instantiate(prefab, Vector3.zero, new Quaternion(0, 0, 0, 0), null);
+            g = PoolManager.Instantiate(prefab, Vector3.zero, new Quaternion(0, 0, 0, 0), null);
             g.SetActive(false);
             pool.Add(g.GetComponent<Bullet>());
             hasNum[(int)id] += 1;
@@ -379,7 +379,7 @@ public class YuMenGuan : Boss
         for(int i = curBlocks; i > 0; i--)
         {
             Vector3 pos = new Vector3(transform.position.x + Random.Range(minX, maxX), -2, 0);
-            GameObject bl = Instantiate(block, pos, new Quaternion(0, 0, 0, 0), null);
+            GameObject bl = PoolManager.Instantiate(block, pos, new Quaternion(0, 0, 0, 0), null);
             blocks[i - 1] = bl.GetComponent<Block>();
             blocks[i - 1].ymg = this;
             blocks[i - 1].Ready();
@@ -391,7 +391,7 @@ public class YuMenGuan : Boss
     public void SpecialBlockOut(Block bl)
     {
         Vector3 pos = bl.transform.position;
-        GameObject sb = Instantiate(specialBlock, pos, new Quaternion(0, 0, 0, 0), null);
+        GameObject sb = PoolManager.Instantiate(specialBlock, pos, new Quaternion(0, 0, 0, 0), null);
         Block speblo = sb.GetComponent<Block>();
         speblo.ymg = this;
         speblo.height = bl.height;

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Bullet_Ray.cs

@@ -61,7 +61,7 @@ public class Bullet_Ray : Bullet
             .OnUpdate(UpdateRayWidth)  // 每次宽度变化时更新射线
             .OnComplete(() =>
             {
-                Instantiate(attackFx,transform.position + lr.GetPosition(1), Quaternion.identity, transform);
+                PoolManager.Instantiate(attackFx,transform.position + lr.GetPosition(1), Quaternion.identity, transform);
                 bc.enabled = true;
                 DetectTargets();
                 //RayAttackCheck();

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Conduct/AngryBulletControl.cs

@@ -33,7 +33,7 @@ public class AngryBulletControl : MonoBehaviour
 
     private void ShootAngryBullet()
     {
-        GameObject obj = GameObject.Instantiate(angryBulletObj, null);
+        GameObject obj = PoolManager.Instantiate(angryBulletObj, null);
         obj.transform.position = playerController.transform.position + Vector3.up;
         AngryBullet ab = obj.GetComponent<AngryBullet>();
         ab.owner = playerController;

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Conduct/FanFlyingSwords.cs

@@ -17,7 +17,7 @@ public class FanFlyingSwords : MonoBehaviour
         for (int i = 0; i < swordsNum; i++)
         {
             float angle = 0;
-            GameObject obj = Instantiate(sword);
+            GameObject obj = PoolManager.Instantiate(sword);
             Vector3 dir = Vector3.zero;
             if(owner.bodyTrans.localScale.x > 0)
             {

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Conduct/Photosphere.cs

@@ -28,7 +28,7 @@ public class Photosphere : MonoBehaviour
     public void Reflex(BeHitTrigger beHitTrigger,int damage)
     {
         hp -= damage;
-        GameObject obj = Instantiate(bulletPrefab);
+        GameObject obj =PoolManager.Instantiate(bulletPrefab);
         Vector3 attackDir = (beHitTrigger.owner.beSearchTrigger.transform.position - transform.position).normalized;
         //obj.GetComponent<Bullet>().BeShoot(beHitTrigger.owner, transform.position, attackDir, true, true, beHitTrigger.owner);
         obj.GetComponent<MagicBullet>().Reflex(damage,beHitTrigger.owner,transform.position, attackDir,owner);

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Skills/FireBallShot.cs

@@ -24,7 +24,7 @@ public class FireBallShot : SpecialSkills
 
     public void Shoot()
     {
-        GameObject obj = Instantiate(arrow);
+        GameObject obj = PoolManager.Instantiate(arrow);
         obj.GetComponent<Bullet>().BeShoot(owner);
         FireBallController fireBallController = obj.GetComponent<FireBallController>();
         fireBallController.Launch(owner.targetCharacter.transform,transform.position + Vector3.up, 10);

+ 2 - 2
ActionTowerDefense/Assets/Scripts/Spirits/ESpirits_Float.cs

@@ -40,8 +40,8 @@ public class ESpirits_Float : MonoBehaviour
     private void Awake()
     {
         ene = GetComponent<Enemy>();
-        curLock = Instantiate(lockEffect, new Vector3(0, -50, 0), new Quaternion(0, 0, 0, 0), null);
-        curFe = Instantiate(fe, curLock.transform.position, new Quaternion(0, 0, 0, 0), null);
+        curLock = PoolManager.Instantiate(lockEffect, new Vector3(0, -50, 0), new Quaternion(0, 0, 0, 0), null);
+        curFe = PoolManager.Instantiate(fe, curLock.transform.position, new Quaternion(0, 0, 0, 0), null);
         curFe.GetComponent<FloatEffect>().isEnemy = true;
         curFe.GetComponent<FloatEffect>().ene = ene;
         curFe.SetActive(false);

+ 3 - 3
ActionTowerDefense/Assets/Scripts/Spirits/SoulFollowEffect.cs

@@ -31,7 +31,7 @@ public class SoulFollowEffect : MonoBehaviour
         {
             for (int i = 0; i < eSpirits.followNumber; i++)
             {
-                GameObject newSoul = Instantiate(soul1.gameObject);
+                GameObject newSoul = PoolManager.Instantiate(soul1.gameObject);
                 newSoul.transform.parent = transform;
                 newSoul.SetActive(false);
                 soulsList.Add(newSoul);
@@ -105,7 +105,7 @@ public class SoulFollowEffect : MonoBehaviour
 
     public void Boom()
     {
-        GameObject boomSoul = Instantiate(soulBoom.gameObject);
+        GameObject boomSoul = PoolManager.Instantiate(soulBoom.gameObject);
         boomSoul.transform.position = transform.position;
         boomSoul.SetActive(true);
 
@@ -115,7 +115,7 @@ public class SoulFollowEffect : MonoBehaviour
     {
         if(soulsList.Count < newNumber)
         {
-            GameObject newSoul = Instantiate(soul1.gameObject);
+            GameObject newSoul = PoolManager.Instantiate(soul1.gameObject);
             newSoul.transform.parent = transform;
             newSoul.SetActive(false);
             soulsList.Add(newSoul);

+ 1 - 1
ActionTowerDefense/Assets/Scripts/Spirits/Spirits_Float.cs

@@ -19,7 +19,7 @@ public class Spirits_Float : MonoBehaviour
         height = Random.Range(minHeight, maxHeight);
         Demonic dem = GetComponent<Demonic>();
         dem.flyHeight = height;
-        Instantiate(effect, transform.position, new Quaternion(0, 0, 0, 0), transform);
+        PoolManager.Instantiate(effect, transform.position, new Quaternion(0, 0, 0, 0), transform);
     }
 
     private void MoveToHeight()