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[英]Unity3D: How to control spawner, doesn't stop instantiating when waiting for wave to finish
[英]Unity3D: How to do object pooling without a spawner singleton
您需要將池保存在 class 而不是 singleton 中,並根據您的事件處理您的游戲對象池。 關於用事件調用它們,“我想用事件”不是一個很具體的問題。 您需要將事件設置為偵聽(方法訂閱)並在代碼中應發生的任何地方調用它們,這就是調用方法。 我建議,如果您不清楚這一點,請嘗試使用統一事件( Update
中的 OnTriggerEnter、 if(Input.GetMouseButtonDown(0))
等),直到您深入了解主題以了解它們並制作自己的事件需要時使用 c# 事件或UnityEvents
。
找到兩個模板腳本、一個池和事件處理程序來處理場景中的對象。 您可以在一個空場景中檢查它們,並附加兩個要附加的游戲對象,以及池中您想要的 object,分別按“空格”和“A”從池中創建並返回到池中。
泳池經理:
using System.Collections.Generic;
using UnityEngine;
public class PoolManager : MonoBehaviour
{
private Queue<GameObject> objPool;
private Queue<GameObject> activeObj;
private int poolSize = 10;
public GameObject objPrefab;
void Start()
{
//queues init
objPool = new Queue<GameObject>();
activeObj = new Queue<GameObject>();
//pool init
for (int i = 0; i < poolSize; i++)
{
GameObject newObj = Instantiate(objPrefab);
objPool.Enqueue(newObj);
newObj.SetActive(false);
}
}
public GameObject GetRandomActiveGO() {
GameObject lastActive = default;
if (activeObj.Count > 0)
lastActive = activeObj.Dequeue();
else {
Debug.LogError("Active object queue is empty");
}
return lastActive;
}
//get from pool
public GameObject GetObjFromPool(Vector3 newPosition, Quaternion newRotation)
{
GameObject newObject = objPool.Dequeue();
newObject.SetActive(true);
newObject.transform.SetPositionAndRotation(newPosition, newRotation);
//keep actives to be retrieved
activeObj.Enqueue(newObject);
return newObject;
}
//return to pool
public void ReturnObjToPool(GameObject go)
{
go.SetActive(false);
objPool.Enqueue(go);
}
}
事件處理程序:
using UnityEngine;
public class EventHandler : MonoBehaviour
{
public delegate GameObject OnSpacePressed(Vector3 newPosition, Quaternion newRotation);
public OnSpacePressed onSpacePressed;
public delegate void OnAKeyPressed(GameObject go);
public OnAKeyPressed onAKeyPressed;
public PoolManager poolManager;
void Start()
{
onSpacePressed = poolManager.GetObjFromPool;
onAKeyPressed = poolManager.ReturnObjToPool;
}
void Update()
{
if (Input.GetKeyDown(KeyCode.Space))
{
onSpacePressed?.Invoke(new Vector3(0, 0, 0), Quaternion.identity);
}
//here I get a random active, however this would be called in the specific objects remove circumstances,
//so you should have a reference to that specific gameobje when rerunrning it to the pool.
if (Input.GetKeyDown(KeyCode.A))
{
GameObject go = poolManager.GetRandomActiveGO();
onAKeyPressed?.Invoke(go);
}
}
}
編輯:Singleton 模式
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Singleton<T> : MonoBehaviour where T : MonoBehaviour
{
protected static T _instance;
public static T instance
{
get
{
if (_instance == null)
{
_instance = GameObject.FindObjectOfType<T>();
if (_instance == null)
{
_instance = new GameObject(typeof(T).Name).AddComponent<T>();
}
}
return _instance;
}
}
}
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