首先先分析一下何为对象池,什么情况下使用:对于游戏中经常使用而且需要及时销毁的对象,比如子弹,特效,捕鱼游戏中的鱼,甚至音效,这些对象如果使用平常的instantiate方法,是在不停的申请内存,而这些对象基本有没有区别,这样无疑会消耗我们大量性能。所以对象池为此而生。对象池就是在我们不需要的时候隐藏起来而不是直接销毁,到需要的时候显示出来,再赋予相应的transform。好了,现在这些东西说完了,估计原因和目的大家都很清楚,就是有可能对具体的实现方法有些疑惑,废话少说,直接说思路,如果不想看思路的,可以直接拉到下面看代码。
思路:我们的目的是使N个放在Resources文件夹下的对象在需要的时候可以顺利的实例化到场景中,也就是N个动态数组,所以这里用 字典明显更合适,Key为每个对象的名字,为string类型,Value为各对象类型的List 所以把代码初步分为两个类,一个存储单个的名为name的List对象,一个类存储所有的list的字典Dictionary<string,List> ,每个类里又有出池 入池的方法。
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using UnityEngine;
class SubPool
{
GameObject poolItem;
List<GameObject> poolList;
public SubPool(GameObject poolItem)
{
this.poolItem = poolItem;
poolList = new List<GameObject>();
}
public GameObject Spawn()
{
GameObject go = null;
for (int i = 0; i < poolList.Count; i++)
{
if (!poolList[i].gameObject.activeSelf)
{
go = poolList[i].gameObject;
go.SetActive(true);
break;
}
}
if (go == null)
{
go = GameObject.Instantiate(poolItem);
poolList.Add(go);
}
go.SendMessage("OnSpawn", SendMessageOptions.DontRequireReceiver);
return go;
}
public void UnSpawn(GameObject go)
{
if (poolList.Contains(go))
{
go.SetActive(false);
go.SendMessage("OnUnspaw", SendMessageOptions.DontRequireReceiver);
}
}
public void UnSpawn(GameObject go)
{
if (poolList.Contains(go))
{
go.SetActive(false);
go.SendMessage("OnUnspaw", SendMessageOptions.DontRequireReceiver);
}
}
public bool Contains(GameObject go)
{
if (poolList.Contains(go))
return true;
else
return false;
}
}
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool : MonoBehaviour
{
public string ResourcesDic = "";
public static ObjectPool instance;
void Awake()
{
if (instance == null)
instance = this;
}
private Dictionary<string, SubPool> poolDic = new Dictionary<string, SubPool>();
public GameObject Spawn(string name)
{
if (!poolDic.ContainsKey(name))
Regist(name);
SubPool subPool = poolDic[name];
return subPool.Spawn();
}
public void UnSpawn(GameObject go)
{
foreach (SubPool item in poolDic.Values)
{
if (item.Contains(go))
{
item.UnSpawn(go);
break;
}
}
}
public void UnSpawnAll()
{
foreach (var item in poolDic.Values)
{
item.UnSpawnAll();
}
}
void Regist(string name)
{
string path = "";
if (string.IsNullOrEmpty(ResourcesDic.Trim()))
path = name;
else
path = ResourcesDic.Trim() + "/" + name;
GameObject go = Resources.Load<GameObject>(path);
SubPool subPool = new SubPool(go);
poolDic.Add(name, subPool);
}
}
public interface IReusable
{
/// <summary>
/// 出池
/// </summary>
void OnSpawn();
/// <summary>
/// 入池
/// </summary>
void OnUnspaw();
}
这两个类中ObjectPool放在场景中,主要用到ObjetPool.instance.Spawn()(出池),ObjetPool.instance.UnSpawn()(入池) Resouorces中的对象继承 IReusable接口,OnSpawn()会在出池时被调用,OnUnspaw()会在入池时被调用。