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?
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);
}