Unity3d:特效对象池,超时删除池内GameObject,GC权值

技术要点:

  1. 不用的粒子返回缓冲池
  2. 按照单个粒子名字创建一个池,当a池上一次操作时间(回收对象)超过阈值,每隔一段时间删除池里一个GameObject,可针对单个粒子配表,频繁使用的,驻留时间更长
  3. 一个完整池被删除,增加GC权值,GC权值达到最大值调用System.GC.Collect()

遇到问题:

  1. 父节点OnDisable,不可设置子节点的父物体
    Cannot set the parent of the GameObject ''XXX“ while activating or deactivating the parent GameObject “XXX” ,由于父对象进入回收池时,代码正在对该对象子节点的父节点进行修改。修改方式为:给子节点套一层空对象
  2. 回收后再从池里调出,粒子只显示一半,或者不显示
    每次粒子取出后,如果上一个粒子是在scroll中使用,在裁剪shader影响下,会出现裁剪一半情况,要重新设置粒子裁剪区
        public void ResetMaskParams(Material mat)
        {
    
    
            mat.SetFloat("_MinX", -1);
            mat.SetFloat("_MinY", -1);
            mat.SetFloat("_MaxX", 1);
            mat.SetFloat("_MaxY", 1);
        }
  1. 有些粒子是带有特殊处理,例如用完即销毁子物体;或者挂载脚本会丢失引用,不放入缓冲池

代码

得到粒子

简单测试,真正使用用resid代替objPrefab,并用Assetbundle同步加载

public GameObject GetEffect(GameObject objPrefab)
        {
    
    
            string name = GetNoCloneName(objPrefab.name);
            GameObject obj = null;
            if (m_dicPool.ContainsKey(name))
            {
    
    
                if (m_dicPool[name] != null && m_dicPool[name].Count > 0)
                {
    
    
                    obj = m_dicPool[name].Dequeue();
                    while (obj == null && m_dicPool[name].Count > 0)
                    {
    
    
                        obj = m_dicPool[name].Dequeue();
                        if (obj != null)
                        {
    
    
                            //return obj;
                            break;
                        }
                    }
                    if (obj == null)
                    {
    
    
                        obj = GameObject.Instantiate(objPrefab) as GameObject;
                    }

                }
                else
                {
    
    
                    obj = GameObject.Instantiate(objPrefab) as GameObject;
                }
            }
            else
            {
    
    
                m_dicPool[name] = new Queue<GameObject>(m_count);
                obj = GameObject.Instantiate(objPrefab) as GameObject;
            }
            obj.SetActive(true);
            SetInDicUse(obj);
            return obj;
        }

回收粒子

public void RecycleEffect(GameObject obj)
        {
    
    

            if (obj == null)
            {
    
    
                return;
            }
            
            //这里加要过滤不回收的粒子名字,或条件
            string name = GetNoCloneName(obj.name);


            m_lastUsedTime[name] = Time.time;
            SetOutDicUse(obj);
            obj.transform.SetParent(GetEffectPoolObj());
            obj.SetActive(false);

            if (m_dicPool.ContainsKey(name))
            {
    
    
                if (m_dicPool[name] == null)
                {
    
    
                    m_dicPool[name] = new Queue<GameObject>(m_count);
                }
                m_dicPool[name].Enqueue(obj);
            }
            else
            {
    
    
                m_dicPool[name] = new Queue<GameObject>(m_count);
                m_dicPool[name].Enqueue(obj);
            }
        }

粒子池超时未再使用,Destroy一个GameObject

private void FixedUpdate()
{
    
    
foreach (var item in m_lastUsedTime)
                {
    
    
                    string keyName = item.Key;
                    float lastTime = item.Value;
                    if (m_dicUse.ContainsKey(keyName) && m_dicUse[keyName].Count == 0)
                    {
    
    
                        if (m_dicPool.ContainsKey(keyName))
                        {
    
    
                            if (m_dicPool[keyName].Count > 0)//某个池里还有空闲对象
                            {
    
    
                                if (Time.time - lastTime > GetDeleOneObjTimeClip(m_dicPool[keyName].Count)) // 超时移除一个空闲对象
                                {
    
    
                                    GameObject idleObj = m_dicPool[keyName].Dequeue();
                                    GameObject.Destroy(idleObj);
                                    timeUpdateList.Add(keyName);
                                }
                            }
                            else//某个池里无空闲对象
                            {
    
    
                                if (Time.time - lastTime > mResReleaseTime)
                                {
    
    
                                    releaseList.Add(keyName);
                                }

                            }
                        }
                    }
                }


                for (int i = 0; i < timeUpdateList.Count; i++)
                {
    
    
                    m_lastUsedTime[timeUpdateList[i]] = Time.time; // 上次删除缓冲池里某个obj的时间
                }

GC权值

public void AddUnloadWeights(int nWeights = 1)
        {
    
    
            m_nSumWeights += nWeights;
        }

        void Update()
        {
    
    
            //每60帧执行一次检测
            if (Time.frameCount % CHECK_INTERVAL_FRAME == 0)
            {
    
    
                TryUnloadUnusedAssets();
            }
        }

        void TryUnloadUnusedAssets()
        {
    
    
            if ((Time.realtimeSinceStartup - m_fLastUnloadTime >= m_nMaxInterval)
                || (m_nSumWeights >= m_nWeightsThreshold))
            {
    
    
                DoUnloadUnusedAssets();
            }
        }

        void DoUnloadUnusedAssets()
        {
    
    
            Resources.UnloadUnusedAssets();
            System.GC.Collect();
            m_nSumWeights = 0;
            m_fLastUnloadTime = Time.realtimeSinceStartup;

        }

源码

https://github.com/luoyikun/UnityForTest
EffectPoolMgr.cs

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转载自blog.csdn.net/luoyikun/article/details/123776344