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(item.Key, item.Value);
}
}
//获取特效接口,onCreated为回调方法
public static void CreateEffect(int entry,Vector3 pos, Quaternion rot,System.Action<GameObject> onCreated)
{
GameObject objEffect = GetEffectPrefab(entry);
//如果在map中存在的话,直接获取并实例化
if(objEffect != null)
{
GameObject objCreated = GameObject.Instantiate(objEffect, pos, rot) as GameObject;
if(onCreated != null)
{
onCreated(objEffect)
}
return;
}
//否则先加载,并添加到map中,最后实例化
//EffectLoader.Load 是伪函数,用于加载资源,并执行回调
EffectLoader.Load(entry, (UnityEngine.Object objPrefab) =>
{
if(objPrefab !=null)
{
AddEffectPrefab(template.entry, objPrefab as GameObject);
GameObject objCreated = GameObject.Instantiate(objEffect, pos, rot) as GameObject;
if(onCreated != null)
{
onCreated(objEffect)
}
}
});
}
}
加载场景时,先执行Clear,有需要的话执行PreLoadPrefab,这两步都放在loading界面还未关闭的情况下执行。这样可以避免一些卡顿。