//对象池
对象池的使用类 挂在在摄像机上
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class GameController : MonoBehaviour {
public int row = 6;
public Vector2 offset = new Vector2();
public GameObject cubPrefab;
public GameObject bulletPrefab;
private RaycastHit hit;
public float speed=3;
void Start () {
//生成墙
for (int i = 0; i < row; i++)
{
for (int j= 0; j < row; j++)
{
Instantiate(cubPrefab, new Vector3(i, j, 0)+new Vector3(offset.x,offset.y,0),
Quaternion.identity);
}
}
}
// Update is called once per frame
void Update () {
if (Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray,out hit))
{
Vector3 dir = hit.point - Camera.main.transform.position;
//从对象池中获取对象
GameObject bullet = ObjectPool.GetInstance().GetObj("Bullet");
bullet.transform.position = Camera.main.transform.position;
bullet.GetComponent<Rigidbody>().velocity = dir.normalized * speed;
}
}
}
}
对象池的创建类
//对象池代码:
//(不需要挂载)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool {
#region 单例
private static ObjectPool instance;
private ObjectPool()
{
pool = new Dictionary<string, List>();
prefabs = new Dictionary<string, GameObject>();
}
public static ObjectPool GetInstance()
{
if (instance==null)
{
instance = new ObjectPool();
}
return instance;
}
#endregio
/// <summary>
/// 对象池
/// </summary>
private Dictionary<string,List<GameObject>> pool;
/// <summary>
/// 预设体
/// </summary>
private Dictionary<string, GameObject> prefabs;
/// <summary>
/// 从对象池中获取对象
/// </summary>
/// <param name="objName"></param>
/// <returns></returns>
public GameObject GetObj(string objName)
{
//结果对象
GameObject result=null;
//判断是否有该名字的对象池
if (pool.ContainsKey(objName))
{
//对象池里有对象
if (pool[objName].Count>0)
{
//获取结果
result = pool[objName][0];
//激活对象
result.SetActive(true);
//从池中移除该对象
pool[objName].Remove(result);
//返回结果
return result;
}
}
//如果没有该名字的对象池或者该名字对象池没有对象
GameObject prefab = null;
//如果已经加载过该预设体
if (prefabs.ContainsKey(objName))
{
prefab = prefabs[objName];
}
else //如果没有加载过该预设体
{
//加载预设体
prefab = Resources.Load<GameObject>("Prefabs/"+objName);
//更新字典
prefabs.Add(objName, prefab);
}
//生成
result = UnityEngine.Object.Instantiate(prefab);
//改名(去除 Clone)
result.name = objName;
//返回
return result;
}
/// <summary>
/// 回收对象到对象池
/// </summary>
/// <param name="objName"></param>
public void RecycleObj(GameObject obj)
{
//设置为非激活
obj.SetActive(false);
//判断是否有该对象的对象池
if (pool.ContainsKey(obj.name))
{
//放置到该对象池
pool[obj.name].Add(obj);
}
else
{
//创建该类型的池子,并将对象放入
pool.Add(obj.name, new List<GameObject>() { obj });
}
}
void Start () {
}
// Update is called once per frame
void Update () {
}
}
挂载在子弹上,自动回收到对象池的代码:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Bullet : MonoBehaviour {
// Use this for initialization
void Start () {
}
// Update is called once per frame
void Update () {
}
/// <summary>
/// 3秒后自动回收到对象池
/// </summary>
/// <returns></returns>
IEnumerator AutoRecycle()
{
yield return new WaitForSeconds(3f);
ObjectPool.GetInstance().RecycleObj(gameObject);
}
private void OnEnable()
{
StartCoroutine(AutoRecycle());
}
}
//垃圾回收
就是资源的回收,资源的声明周期就是 1声明 2赋值 3使用 4销毁 一般clear remove
来源:https://blog.csdn.net/qq_42838904/article/details/102729296