多轮审查和修复
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23
Assets/Scripts/Core/IObjectPoolService.cs
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23
Assets/Scripts/Core/IObjectPoolService.cs
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using UnityEngine;
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namespace BaseGames.Core
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{
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/// <summary>
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/// 全局对象池服务接口。
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/// 通过 ServiceLocator 访问,解耦调用方与 GlobalObjectPool 具体实现。
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/// </summary>
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public interface IObjectPoolService
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{
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/// <summary>从池中取出指定 Component 类型的对象,并激活到指定位置/朝向。</summary>
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T Spawn<T>(string key, Vector3 position, Quaternion rotation) where T : Component;
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/// <summary>从池中取出 GameObject,并激活到指定位置/朝向。</summary>
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GameObject Spawn(string key, Vector3 position, Quaternion rotation);
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/// <summary>将对象归还到池中(停用并入队)。</summary>
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void Despawn(string key, Pool.PooledObject po);
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/// <summary>清空指定 key 的对象池(场景卸载时调用)。</summary>
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void ClearPool(string key);
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}
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}
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