统一:将粒子系统更改为池化

本文关键字:粒子系统 统一 | 更新日期: 2023-09-27 17:56:18

我正在尝试将我的粒子系统函数更改为池化,而不是每次都实例化。我想重复使用这些粒子。这怎么可能?我不知道如何开始,虽然我看了 Unity 教程,但不知何故仍然不清楚。也许是因为 IM 在其他类中调用粒子系统函数,这让我感到困惑。

public ParticleSystem[] Myeffects;

public void Particle(int particleNum, Vector3 Pos)
{
    if (Myeffects != null && Myeffects[particleNumber] != null )
    {
        if (Myeffects[particleNumber].isPlaying)
            Myeffects[particleNumber].Stop();
        ParticleSystem temp = Instantiate(Myeffects[particleNum], particlePos, new Quaternion()) as ParticleSystem;
        temp.Play();
    }
}
}

统一:将粒子系统更改为池化

首先,选择您的粒子系统预制件/TNT,然后确保未选中"唤醒时播放"。下面的池化脚本是实现此目的的专用棘手方法。它将创建一个指定的ParticleSystem数组,然后重用它们。请注意,ParticlePool 不会继承自 MonoBehaviour ,因此请确保直接复制它。

using UnityEngine;
using System.Collections;
using System;
public class ParticlePool
{
    int particleAmount;
    ParticleSystem[] NormalParticle;
    ParticleSystem[] TNTParticle;
    public ParticlePool(ParticleSystem normalPartPrefab, ParticleSystem tntPartPrefab, int amount = 10)
    {
        particleAmount = amount;
        NormalParticle = new ParticleSystem[particleAmount];
        TNTParticle = new ParticleSystem[particleAmount];
        for (int i = 0; i < particleAmount; i++)
        {
            //Instantiate 10 NormalParticle
            NormalParticle[i] = GameObject.Instantiate(normalPartPrefab, new Vector3(0, 0, 0), new Quaternion()) as ParticleSystem;
            //Instantiate 10 TNTParticle
            TNTParticle[i] = GameObject.Instantiate(tntPartPrefab, new Vector3(0, 0, 0), new Quaternion()) as ParticleSystem;
        }
    }
    //Returns available GameObject
    public ParticleSystem getAvailabeParticle(int particleType)
    {
        ParticleSystem firstObject = null;
        //Normal crate
        if (particleType == 0)
        {
            //Get the first GameObject
            firstObject = NormalParticle[0];
            //Move everything Up by one
            shiftUp(0);
        }
        //TNT crate
        else if (particleType == 1)
        {
            //Get the first GameObject
            firstObject = TNTParticle[0];
            //Move everything Up by one
            shiftUp(1);
        }
        return firstObject;
    }
    //Returns How much GameObject in the Array
    public int getAmount()
    {
        return particleAmount;
    }
    //Moves the GameObject Up by 1 and moves the first one to the last one
    private void shiftUp(int particleType)
    {
        //Get first GameObject
        ParticleSystem firstObject;
        //Normal crate
        if (particleType == 0)
        {
            firstObject = NormalParticle[0];
            //Shift the GameObjects Up by 1
            Array.Copy(NormalParticle, 1, NormalParticle, 0, NormalParticle.Length - 1);
            //(First one is left out)Now Put first GameObject to the Last one
            NormalParticle[NormalParticle.Length - 1] = firstObject;
        }
        //TNT crate
        else if (particleType == 1)
        {
            firstObject = TNTParticle[0];
            //Shift the GameObjects Up by 1
            Array.Copy(TNTParticle, 1, TNTParticle, 0, TNTParticle.Length - 1);
            //(First one is left out)Now Put first GameObject to the Last one
            TNTParticle[TNTParticle.Length - 1] = firstObject;
        }
    }
}

然后,应使用以下代码更新ParticleHolder脚本。就是这样。不再实例化。

public class ParticleHolder : MonoBehaviour
{
    public ParticleSystem[] effects;
    ParticlePool particlePool;
    void Start()
    {
        // 0 = Normal crate
        // 1 = TNT crate
        particlePool = new ParticlePool(effects[0], effects[1], 5);
    }
    public void playParticle(int particleType, Vector3 particlePos)
    {
        ParticleSystem particleToPlay = particlePool.getAvailabeParticle(particleType);
        if (particleToPlay != null)
        {
            if (particleToPlay.isPlaying)
                particleToPlay.Stop();
            particleToPlay.transform.position = particlePos;
            particleToPlay.Play();
        }
    }
}