//*************************************** ** 步骤一 声明两个字典** **************************************//
声明 Dictionary<string,List> pool = new Dictionary<string,List>(); 字典类型的对象池 pool
声明 Dictionary<string,GameObject> prefabs = new Dictionary<string,GameObject>(); 字典类型的预制体池 prefabs
//*************************************** ** 步骤二 获取对象池里的对象** **************************************//
pool.ContainsKey(objName) 判断对象池中是否有objName名字的对象列表List
pool[objName].Count>0 判断对象池中是否有objName名字的对象列表List的长度是否大于0个
pool[objName].Remove(result); 把result结果从对象池中移除
public GameObject GetObj(string objName){//从对象池中获取对象 的函数
GameObject result=null;
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;
}
}
GameObject prefab = null;
if (prefabs.ContainsKey(objName)){ //如果已经加载过该预设体,就把这个预制体加载出来
prefab = prefabs[objName];
}
else{ // 如果没有加载过该预设体// 从Resources文件夹中加载预设体
prefab = Resources.Load(“Prefabs/”+objName);
prefabs.Add(objName, prefab);// 把从Resources文件夹加载预设体添加到字典prefabs中
}
//生成
result = UnityEngine.Object.Instantiate(prefab);
//改名(去除 Clone)
result.name = objName;
//返回
return result;
//*************************************** ** 步骤三 回收对象到对象池里面** **************************************//
pool.ContainsKey(obj.name) //判断对象池中是否有objName名字的对象列表List
pool[obj.name].Add(obj); //如果已经存在对象把obj 对象先放到 pool对象池里边的 List 对象池列表里面
pool.Add(obj.name, new List() { obj }); //如果不存在此对象,把这个对象的对象名obj.name 和 对象obj分别放进
对象池pool的(string ,List 的对象列表里边)
public void RecycleObj(GameObject obj){
obj.SetActive(false); //设置为非激活
if (pool.ContainsKey(obj.name)){ //判断是否有该对象的对象池 //放置到该对象池
pool[obj.name].Add(obj); //把obj放到pool[obj.name]对象池的 List中
}else{ //创建该类型的池子,并将对象放入
pool.Add(obj.name, new List() { obj }); //如果没有,自己创建一个放进去
}
}
//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"); //调用对象池类的
bullet.transform.position = Camera.main.transform.position;
bullet.GetComponent<Rigidbody>().velocity = dir.normalized * speed; **子弹行进的象形速度 带方向的**
}
}
}
}
创建对象池的 类 1获取对象池里的对象 2
//对象池代码:
//(不需要挂载)
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool {
#region 单例模式
private static ObjectPool instance;
private ObjectPool() //构造函数功能 给字段赋值。声明一个pool
{
pool = new Dictionary<string, List>();//给下面的pool字典赋值
prefabs = new Dictionary<string, GameObject>();//给下面的prefabs字典赋值
}
//单例模式
public static ObjectPool GetInstance()
{
if (instance==null)
{
instance = new ObjectPool();
}
return instance;
}
private Dictionary<string,List> pool; // 对象形字典对象池的声明 字典pool
private Dictionary<string, GameObject> prefabs; // 预制体字典形池的声明 字典prefabs
//从对象池里面获取完之后 ,要从对象池里面移除,才能保证平衡,资源的反复调用
//获取对象 就是从对象池中取出对象,如果没有,就从Resources中Load 该对像
public GameObject GetObj(string objName) //从对象池中获取对象 的函数
{
//结果对象
GameObject result=null;
//判断是否有该名字的对象池,若有,先pool[objName].Remove(result);清除对象池,保证对象池干净
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;
}
}
## //***************** ** 判断该prefabs字典中是否有名字 ********************************//
//判断该prefabs字典中是否有名字
//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;
if (prefabs.ContainsKey(objName)) //如果已经加载过该预设体,就把这个预制体加载出来
{
prefab = prefabs[objName];
}
else // 如果没有加载过该预设体// 从Resources文件夹中加载预设体
{
prefab = Resources.Load<GameObject>("Prefabs/"+objName);
prefabs.Add(objName, prefab);// 把从Resources文件夹加载预设体添加到字典prefabs中
}
//生成
result = UnityEngine.Object.Instantiate(prefab);
//改名(去除 Clone)
result.name = objName;
//返回
return result;
}
## //***************** **回收对象到对象池 就是往对象池里面添加对象 ***********************************//
public void RecycleObj(GameObject obj)
{
obj.SetActive(false); //设置为非激活
if (pool.ContainsKey(obj.name)) //判断是否有该对象的对象池
{
//放置到该对象池
pool[obj.name].Add(obj); //把obj放到pool[obj.name]对象池的 List<GameObject>中
}
else
{
//创建该类型的池子,并将对象放入
pool.Add(obj.name, new List<GameObject>() { obj }); //如果没有,自己创建一个放进去
}
}
}
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>
private void OnEnable()
{
StartCoroutine(AutoRecycle());
}
IEnumerator AutoRecycle()
{
yield return new WaitForSeconds(3f); //携程等待3秒
ObjectPool.GetInstance().RecycleObj(gameObject);//调用 对象池类的RecycleObj方法回收对象
}
}
例二
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class ObjectPool
{
public const string stoneExplosion = “done_explosion_asteroid”;
public const string enemyExplosion = “done_explosion_enemy”;
public const string playerExplosion= “done_explosion_player”;
public const string redStone = “Asteroid_Lrg_B_01”;
public const string boss1 = “Boss1”;
public const string shuijing = “Crystal_Lrg_A_01”;
public const string blackStone = “Done_Asteroid 02”;
public const string playerAttack = “Done_Bolt”;
public const string enemyAttack = “Done_Bolt-Enemy”;
public const string player = “Done_Player”;
public const string purpleEnemy = “Done_PurpleEnemy”;
public const string redEnemy = “Done_RedEnemy”;
/// <summary>
/// 对象池
/// </summary>
private Dictionary<string, List<GameObject>> pool;
/// <summary>
/// 预设体
/// </summary>
private Dictionary<string, GameObject> prefabs;
#region 单例
private static ObjectPool instance;
private ObjectPool()
{
pool = new Dictionary<string, List<GameObject>>();
prefabs = new Dictionary<string, GameObject>();
}
public static ObjectPool GetInstance()
{
if (instance == null)
{
instance = new ObjectPool();
}
return instance;
}
#endregion
/// <summary>
/// 从对象池中获取对象
/// </summary>
/// <param name="objName"></param>
/// <returns></returns>
public GameObject GetObj(string objName,Vector3 position,Quaternion quaternion)
{
//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.transform.position = position;
result.transform.rotation = quaternion;
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 = Object.Instantiate(prefab);
result.transform.position = position;
result.transform.rotation = quaternion;
//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 });
}
}
}
原文链接:https://blog.csdn.net/qq_15020543/article/details/82933479
//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