Unity之深入分析物件池
首先先分析一下何為物件池,什麼情況下使用:對於遊戲中經常使用而且需要及時銷燬的物件,比如子彈,特效,捕魚遊戲中的魚,甚至音效,這些物件如果使用平常的instantiate方法,是在不停的申請記憶體,而這些物件基本有沒有區別,這樣無疑會消耗我們大量效能。所以物件池為此而生。物件池就是在我們不需要的時候隱藏起來而不是直接銷燬,到需要的時候顯示出來,再賦予相應的transform。好了,現在這些東西說完了,估計原因和目的大家都很清楚,就是有可能對具體的實現方法有些疑惑,廢話少說,直接說思路,如果不想看思路的,可以直接拉到下面看程式碼。
思路:我們的目的是使N個放在Resources資料夾下的物件在需要的時候可以順利的例項化到場景中,也就是N個動態陣列,所以這裡用 字典明顯更合適,Key為每個物件的名字,為string型別,Value為各物件型別的List 所以把程式碼初步分為兩個類,一個儲存單個的名為name的List物件,一個類儲存所有的list的字典Dictionary<string,List> ,每個類裡又有出池 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();
}
這兩個類中ObjectPool放在場景中,主要用到ObjetPool.instance.Spawn()(出池),ObjetPool.instance.UnSpawn()(入池) Resouorces中的物件繼承 IReusable介面,OnSpawn()會在出池時被呼叫,OnUnspaw()會在入池時被呼叫。