在公司看源碼的時(shí)候定枷,發(fā)現(xiàn)一個(gè)投籃的場(chǎng)景中葵袭,玩家把籃球不斷投出去尸饺,然后不斷的創(chuàng)建和銷毀對(duì)象隧饼。于是試著寫個(gè)緩存池來(lái)管理捐祠。
有個(gè)叫PoolManager的工具類插件可以很方便的實(shí)現(xiàn),可以看這里的介紹Unity3D研究院之初探PoolManager插件桑李。
但是其實(shí)對(duì)象池就是預(yù)先創(chuàng)建一點(diǎn)對(duì)象,當(dāng)我們需要用的時(shí)候窿给,去拿就行了贵白。如果沒(méi)有,再創(chuàng)建崩泡。使用完畢后也并不銷毀禁荒,方便下次使用。有點(diǎn)類似于Android中的listview的holder角撞∏喊椋看起來(lái)并不難勃痴,花了點(diǎn)時(shí)間寫了個(gè)。
BufferPoolList.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class BufferPoolList{
private List<GameObject> pool;
private GameObject prefab;
private Transform prefabParent;
public BufferPoolList(GameObject obj, Transform parent, int count)
{
prefab = obj;
pool = new List<GameObject>(count);
prefabParent = parent;
for (int i = 0; i < count; i++)
{
GameObject objClone = GameObject.Instantiate(prefab) as GameObject;
objClone.transform.parent = prefabParent;//為克隆出來(lái)的子彈指定父物體
objClone.name = "Clone0" + i.ToString();
objClone.SetActive(false);
pool.Add(objClone);
}
}
public GameObject GetObject()
{
//遍歷緩存池 找空閑的物體
foreach (GameObject iter in pool)
{
if (iter.activeSelf == false)
{
iter.transform.SetParent(prefabParent);
iter.SetActive(true);
return iter;
}
}
GameObject newPrefab = GameObject.Instantiate(prefab) as GameObject;
newPrefab.transform.SetParent(prefabParent);
newPrefab.name = "Clone0" + pool.Count.ToString();
newPrefab.SetActive(true);
pool.Add(newPrefab);
return newPrefab;
}
}
在Player上的腳本或者控制類腳本上初始化之后热康,需要使用我們初始化的物體時(shí)沛申,只需要GetObject()即可,用完將物體設(shè)置不可見(jiàn)即可姐军√模可以在實(shí)例化的物體上判斷物體是否超出屏幕邊界,超出 則 .SetActive(false);設(shè)置物體不可見(jiàn)奕锌。
這樣寫雖然不用每次都創(chuàng)建對(duì)象著觉,緩存池的目的算是達(dá)到了,但是每次獲取可用對(duì)象時(shí)都去做個(gè)循環(huán)惊暴,總感覺(jué)怪怪的饼丘。所以換種寫法,不用list辽话,改用 Queue 隊(duì)列來(lái)寫肄鸽。代碼如下:
BufferPool.cs
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class BufferPool
{
private Queue<GameObject> pool;
private GameObject prefab;
private Transform prefabParent;
//使用構(gòu)造函數(shù)構(gòu)造對(duì)象池
public BufferPool(GameObject obj,Transform parent,int count)
{
prefab = obj;
pool = new Queue<GameObject>(count);
prefabParent = parent;
for (int i = 0; i < count; i++)
{
GameObject objClone = GameObject.Instantiate(prefab) as GameObject;
objClone.transform.parent = prefabParent;//為克隆出來(lái)的子彈指定父物體
objClone.name = "Clone0" + i.ToString();
objClone.SetActive(false);
pool.Enqueue(objClone);
}
}
public GameObject GetObject()
{
GameObject obj = null;
if (pool.Count > 0)
{
obj = pool.Dequeue(); //Dequeue()方法 移除并返回位于 Queue 開(kāi)始處的對(duì)象
obj.transform.position = prefabParent.position;
}
else
{
obj = GameObject.Instantiate(prefab) as GameObject;
obj.transform.SetParent(prefabParent);
}
obj.SetActive(true);
return obj;
}
//回收對(duì)象
public void Recycle(GameObject obj)
{
obj.SetActive(false);
pool.Enqueue(obj);//加入隊(duì)列
}
}
這樣獲取對(duì)象時(shí),就不用做循環(huán)了屡穗。每次使用時(shí)贴捡,出列。實(shí)例化的物體不再使用時(shí)村砂,再讓他加入隊(duì)列烂斋。這樣也有個(gè)不方便的地方,需要在游戲物體的腳本上础废,拿到 Player上的 BufferPool.cs 腳本 汛骂,來(lái)回收對(duì)象,因?yàn)楂@取對(duì)象時(shí)评腺,已經(jīng)把該實(shí)例給移出隊(duì)列了帘瞭,所以當(dāng)不再使用時(shí),必須調(diào)用Recycle方法來(lái)將其加入到隊(duì)列中去蒿讥。
雖然一個(gè)用的List 蝶念,一個(gè)用的 Queue,但是道理是一樣的芋绸。目的也都是為了解決Unity實(shí)例化對(duì)象慢的問(wèn)題媒殉。