在Unity中从对象池中获取游戏对象时遇到麻烦

本文关键字:对象 麻烦 遇到 游戏 Unity 获取 | 更新日期: 2023-09-27 18:10:31

我在将对象池脚本从UnityScript转换为c#时遇到了麻烦,我在这里得到了很多很好的帮助。现在我有一个问题,试图从池中实际获得一个游戏对象。我有三个脚本都是相互作用的,所以我不太确定哪里出了问题。下面是对象池的两个脚本,我相信它们都是正确的,它们没有给出任何错误:

public class EasyObjectPool : MonoBehaviour {
    [System.Serializable]
    public class PoolInfo{
        [SerializeField]
        public string poolName;
        public GameObject prefab;
        public int poolSize;
        public bool canGrowPoolSize = true;
}
[System.Serializable]
public class Pool{
    public List<PoolObject> list = new List<PoolObject>();
    public bool  canGrowPoolSize;
    public void  Add (PoolObject poolObject){
        list.Add(poolObject);
    }
    public int Count (){
        return list.Count;
    }

    public PoolObject ObjectAt ( int index  ){
        PoolObject result = null;
        if(index < list.Count) {
            result = list[index];
        }
        return result;
    }
}
static public EasyObjectPool instance ;
[SerializeField]
PoolInfo[] poolInfo = null;
private Dictionary<string, Pool> poolDictionary  = new Dictionary<string, Pool>();

void Start () {
    instance = this;
    CheckForDuplicatePoolNames();
    CreatePools();
}
private void CheckForDuplicatePoolNames() {
    for (int index = 0; index < poolInfo.Length; index++) {
        string poolName= poolInfo[index].poolName;
        if(poolName.Length == 0) {
            Debug.LogError(string.Format("Pool {0} does not have a name!",index));
        }
        for (int internalIndex = index + 1; internalIndex < poolInfo.Length; internalIndex++) {
            if(poolName == poolInfo[internalIndex].poolName) {
                Debug.LogError(string.Format("Pool {0} & {1} have the same name. Assign different names.", index, internalIndex));
            }
        }
    }
}
private void CreatePools() {
    foreach(PoolInfo currentPoolInfo in poolInfo){
        Pool pool = new Pool();
        pool.canGrowPoolSize = currentPoolInfo.canGrowPoolSize;
        for(int index = 0; index < currentPoolInfo.poolSize; index++) {
            //instantiate
            GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
            PoolObject poolObject = go.GetComponent<PoolObject>();
            if(poolObject == null) {
                Debug.LogError("Prefab must have PoolObject script attached!: " + currentPoolInfo.poolName);
            } else {
                //set state
                poolObject.ReturnToPool();
                //add to pool
                pool.Add(poolObject);
            }
        }
        Debug.Log("Adding pool for: " + currentPoolInfo.poolName);
        poolDictionary[currentPoolInfo.poolName] = pool;
    }
}
public PoolObject GetObjectFromPool ( string poolName  ){
    PoolObject poolObject = null;
    if(poolDictionary.ContainsKey(poolName)) {
        Pool pool = poolDictionary[poolName];
        //get the available object
        for (int index = 0; index < pool.Count(); index++) {
            PoolObject currentObject = pool.ObjectAt(index);
            if(currentObject.AvailableForReuse()) {
                //found an available object in pool
                poolObject = currentObject;
                break;
            }
        }

        if(poolObject == null) {
            if(pool.canGrowPoolSize) {
                Debug.Log("Increasing pool size by 1: " + poolName);
                foreach (PoolInfo currentPoolInfo in poolInfo) {    
                    if(poolName == currentPoolInfo.poolName) {
                        GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
                        poolObject = go.GetComponent<PoolObject>();
                        //set state
                        poolObject.ReturnToPool();
                        //add to pool
                        pool.Add(poolObject);
                        break;
                    }
                }
            } else {
                Debug.LogWarning("No object available in pool. Consider setting canGrowPoolSize to true.: " + poolName);
            }
        }
    } else {
        Debug.LogError("Invalid pool name specified: " + poolName);
    }
    return poolObject;
}
}

:

public class PoolObject : MonoBehaviour {
[HideInInspector]
public bool availableForReuse = true;

void Activate () {
    availableForReuse = false;
    gameObject.SetActive(true);
}

public void ReturnToPool () {
    gameObject.SetActive(false);
    availableForReuse = true;

}
public bool AvailableForReuse () {
    //true when isAvailableForReuse & inactive in hierarchy
    return availableForReuse && (gameObject.activeInHierarchy == false);

}
}

原始UnityScript说要从池中检索一个对象,使用以下语句:

var poolObject : PoolObject = EasyObjectPool.instance.GetObjectFromPool(poolName);

这就是我在我的拍摄脚本中试图从池中发射预制子弹的方法:

public class ShootScript : MonoBehaviour {
public PoolObject poolObject;
private Transform myTransform;
private Transform cameraTransform;
private Vector3 launchPosition = new Vector3();
public float fireRate = 0.2f;
public float nextFire = 0;
// Use this for initialization
void Start () {
    myTransform = transform;
    cameraTransform = myTransform.FindChild("BulletSpawn");
}

void Update () {
    poolObject = EasyObjectPool.instance.GetObjectFromPool<poolName>();
    if(Input.GetButton("Fire1") && Time.time > nextFire){
        nextFire = Time.time + fireRate;
        launchPosition = cameraTransform.TransformPoint(0, 0, 0.2f);
        poolObject.Activate();
        poolObject.transform.position = launchPosition;
        poolObject.transform.rotation = Quaternion.Euler(cameraTransform.eulerAngles.x + 90, myTransform.eulerAngles.y, 0);
    }
}
}

我的拍摄脚本给了我两个错误:

1。找不到类型或命名空间名称"poolName"。您是否缺少using指令或程序集引用?

对于行:

poolObject = EasyObjectPool.instance.GetObjectFromPool<poolName>();

2。由于其保护级别

, 'PoolObject.Activate()'无法访问

对于行:

poolObject.Activate();

我翻译错了UnityScript还是我错过了别的东西?

在Unity中从对象池中获取游戏对象时遇到麻烦

我认为你的对象池编程不正确。当你有一个像CheckForDuplicatePoolNames()这样的方法时,问问你自己是否需要一个不同的集合,比如dictionary。

保持简单。我最近实现了一个,并进行了测试。它工作得很好。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;
[System.Serializable]
public class PoolObject{
    public GameObject prefab;
    public int startNum;
    public int allocateNum;
    public Transform anchor;
}
public class ObjectPool<T> : MonoBehaviour where T:Component{
    public PoolObject[] poolObjects;
    public bool ______________;
    public Dictionary<string,Queue<T>> pool = new Dictionary<string, Queue<T>> ();
    public Dictionary<string, List<T>> spawned = new Dictionary<string, List<T>> ();
    public Transform anchor;

    public void Init(){
        InitPool ();
        StartAllocate ();
    }

    public T Spawn(string type){
        if (pool [type].Count == 0) {
            int i = FindPrefabPosition(type);
            if(poolObjects[i].allocateNum == 0)
                return null;
            Allocate(poolObjects[i], poolObjects[i].allocateNum);
        }
        T t = pool [type].Dequeue ();
        spawned[type].Add (t);
        t.gameObject.SetActive (true);
        return t;
    }

    public void Recycle(T t){
        if (spawned [t.name].Remove (t)) {
            pool[t.name].Enqueue(t);
            t.gameObject.SetActive(false);
        }
    }

    private void Allocate(PoolObject po, int number){
        for (int i=0; i<number; i++) {
            GameObject go = Instantiate (po.prefab) as GameObject;
            go.name = po.prefab.name;
            go.transform.parent = po.anchor != null? po.anchor : anchor;
            T t = go.GetComponent<T>();
            pool[t.name].Enqueue(t);
            t.gameObject.SetActive(false);  
        }
    }
    private int FindPrefabPosition(string type){
        int position = 0;
        while (poolObjects[position].prefab.name != type) {
            position++;     
        }
        return position;
    }
    void InitPool(){
        if(anchor == null)
            anchor = new GameObject("AnchorPool").transform;
        for (int i =0; i<poolObjects.Length; i++) {
            T t = poolObjects[i].prefab.GetComponent<T>();  
            t.name = poolObjects[i].prefab.name;
            pool[t.name] = new Queue<T>();
            spawned[t.name] = new List<T>();
        }
    }
    void StartAllocate(){
        for (int i=0; i<poolObjects.Length; i++) {
                Allocate(poolObjects[i], poolObjects[i].startNum );
        }
    }
}

的例子:

public class CoinsPool : ObjectPool<CoinScript>{}

在unity检查器中配置硬币预制件,startNum和allocateNum。

某处

:

void Awake(){
  coinsPool = GetComponent<CoinsPool>();
  coinsPool.Init();
}
CoinScript cs = coinsPool.Spawn("Coin"); //Coin is the name of the coin prefab.
后来

coinsPool.Recycle(cs);

如果函数是泛型的,那么在<>内写的东西应该是一个类名,比如PoolObject,但它不是。为了解决这个问题,你只需要修改

poolObject = EasyObjectPool.instance.GetObjectFromPool<poolName>();

string poolName = "thePoolNameYouWant";
poolObject = EasyObjectPool.instance.GetObjectFromPool(poolName);

函数默认是私有的,所以要解决"由于其保护级别而无法访问"的错误,你需要通过更改

将函数设置为公共的。
void Activate () {
    availableForReuse = false;
    gameObject.SetActive(true);
}

public void Activate () {
    availableForReuse = false;
    gameObject.SetActive(true);
}