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[英]How do I combine Generic list of different types in to one generic custom list of type?
[英]How do I store the same types of classes that have a different generic inside of a list?
我一直在修補這個,我有一個“RespawnManager”,我想用它來管理具有不同泛型的多個“SpawnPoint”類,但它最終迫使我對我不想要的“RespawnManager”使用泛型.
假設我有一個SpawnPoint<T>
類,我創建了一個SpawnPoint<Enemy1>
、 SpawnPoint<Enemy2>
和SpawnPoint<Enemy3>
。 有什么辦法可以制作一個列表來管理任何通用的多個“SpawnPoint”?
基類:
public abstract class SpawnPoint<T> : MonoBehaviour
{
//how big the range of the spawn protection is
public int spawnProtectionRadius = 20;
public bool Occupied { get; set; }
public bool IsInSpawn(Transform target)
{
Debug.Log((target.position - transform.position).magnitude);
if ((target.position - transform.position).magnitude <= spawnProtectionRadius)
{
return true;
}
return false;
}
public abstract T Get();
}
繼承這個的類
public class SeaMineSpawnPoint : SpawnPoint<Seamine>
{
public override Seamine Get()
{
return SeaMineObjectPool.PoolInstance.Get();
}
private void Start()
{
RespawnManager<Seamine>.respawnManager.AddSpawn(this);
}
}
重生管理員:
public class RespawnManager<T> : MonoBehaviour where T : Component
{
public static RespawnManager<T> respawnManager;
[SerializeField]
private List<Transform> playerList;
[SerializeField]
private List<SpawnPoint<T>> spawnpoints;
private float respawnCounter;
private void Awake()
{
respawnManager = this;
}
private void Start()
{
foreach (SpawnPoint<T> sp in spawnpoints)
{
Debug.Log(sp.transform.position);
}
}
public void AddSpawn(SpawnPoint<T> spawnPoint)
{
spawnpoints.Add(spawnPoint);
}
public void RespawnSeaMines()
{
if (respawnCounter > 5)
{
respawnCounter = 0;
foreach (SpawnPoint<T> sp in spawnpoints)
{
foreach (Transform playerT in playerList)
{
if (sp.Occupied == false && !sp.IsInSpawn(playerT))
{
Component ourGameObj = sp.Get();
ourGameObj.transform.position = sp.transform.position;
ourGameObj.gameObject.SetActive(true);
sp.Occupied = true;
return;
}
}
}
}
}
private void Update()
{
respawnCounter += Time.deltaTime;
Debug.Log(respawnCounter);
RespawnSeaMines();
}
}
對象池
//Class that's used for object pooling of different types.
//'T' must be a Unity component or it will error.
public abstract class ObjectPool<T> : MonoBehaviour where T : Component
{
//An object with this specific component that we use to copy.
[SerializeField]
private T prefab;
//Makes sure that only 1 coroutine runs at a time
private bool coroutineIsRunning;
//The singleton instance to our object pool.
public static ObjectPool<T> PoolInstance { get; private set; }
//A queue is used to organize plus activate and deactivate objects which
//have this component.
protected Queue<T> objects = new Queue<T>();
private void Awake()
{
//Set the instance of this pool to this class instance. Only one of these can be set.
if (PoolInstance != null)
{
throw new System.Exception("Singleton already exists. Cannot make another copy of this");
}
PoolInstance = this;
}
public T Get()
{
//If the queue happens to be empty, then add a brand new component.
if (objects.Count == 0) AddObjects(1);
//Returns the generic component and removes it from the queue.
return objects.Dequeue();
}
public void ReturnToPool(T objectToReturn)
{
//Disables the game object that the T component is attached to.
objectToReturn.gameObject.SetActive(false);
//Stores the T component in the queue.
objects.Enqueue(objectToReturn);
}
public void AddObjects(int count)
{
for (int i = 0; i < count; i++)
{
//Create a new copy of the prefab.
//The prefab is a game object with the T component attached to it.
T newObject = Instantiate(prefab);
//Disable the game object.
newObject.gameObject.SetActive(false);
//Add the T component to the queue.
//The T component is attached to the game object we created earlier.
objects.Enqueue(newObject);
}
}
public T GetWithDelay(int time)
{
T genericToReturn = null;
if (!coroutineIsRunning)
{
coroutineIsRunning = true;
StartCoroutine(GetCoroutine(time, genericToReturn));
}
return genericToReturn;
}
private IEnumerator GetCoroutine(int time, T generic)
{
float counter = 0;
while (counter < time)
{
counter += Time.deltaTime;
yield return null;
}
generic = Get();
generic.gameObject.SetActive(true);
coroutineIsRunning = false;
}
}
你應該能夠來聲明spawnpoints
財產RespawnManager
作為一個List<SpawnPoint<Component>>
而不是List<SpawnPoint<T>>
。 這將允許您完全從RespawnManager
刪除<T>
類型參數並使其非通用。
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