在战斗场景中,角色的战斗通常需要加载许多特效,重复加载特效会影响运行效率,可以写一些简单的代码来管理。
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public static class EffectManager
{
public static Dictionary<int, GameObject> effectMap = new Dictionary<int, GameObject>();
//entry是特效的唯一标识
private static GameObject GetEffectPrefab(int entry)
{
GameObject found = null;
effectMap.TryGetValue(entry, out found);
return found;
}
//加载了一个特效,就放到map里
public static void AddEffectPrefab(int entry, GameObject objEffect)
{
if (effectMap.ContainsKey(entry))
{
return;
}
effectMap[entry] = objEffect;
}
//切换场景时调用
public static void Clear()
{
effectMap.Clear();
}
//可以预先加载一些特效资源
public static void PreLoadPrefab(Dictionary<int, GameObject> prefabs)
{
foreach(var item in prefabs)
{
AddEffectPrefab(i