对象池

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这周VR做飞机的项目,子弹太多,用到对象池,用的是一个插件,但是发现一个问题,子弹数特别多的情况下,池里放了400个子弹,特效也特别多,结果发现一个问题,从池中取对象和对象回池用时太长,多的时候能达到2ms。最后查看了底层,发现一个问题,池中对象是用list存放的,每次移除的时候耗时太多,应该是这个原因造成的。为了验证这个问题,我自己写了一个对象池,思路大致是对的,没有写那么严谨,可以做个参考。最后发现消时减少不少。主要是将list换成了LinkedList。

<pre name="code" class="csharp">using UnityEngine;
using System.Collections;
using System.Collections.Generic;

namespace  Patent
{
    public class ObjectPool
    {
        public LinkedList<GameObject> UsingLinkedList;
        public LinkedList<GameObject> UnusingLinkedList;
        private GameObject prefab;
        public ObjectPool(GameObject prefab)
        {
            this.prefab = prefab;
            UsingLinkedList =new LinkedList<GameObject>();
            UnusingLinkedList = new LinkedList<GameObject>();
            for (int i = 0; i < 10; i++)
            {
                GameObject go = GameObject.Instantiate(prefab);
                go.SetActive(false);
                UnusingLinkedList.AddFirst(go);
            }
        }

        public ObjectPool(GameObject prefab, int preloadNum)
        {
            this.prefab = prefab;
            UsingLinkedList = new LinkedList<GameObject>();
            UnusingLinkedList = new LinkedList<GameObject>();
            for (int i = 0; i < preloadNum; i++)
            {
                GameObject go = GameObject.Instantiate(prefab);
                go.SetActive(false);
                UnusingLinkedList.AddFirst(go);
            }
        }

        public GameObject PullObjcetFromPool(Quaternion q,Vector3 pos)
        {
            GameObject go = null;
            if (UnusingLinkedList.Count > 0)
            {
                go = UnusingLinkedList.First.Value;
                go.SetActive(true);
                go.transform.rotation = q;
                go.transform.position = pos;
                UnusingLinkedList.RemoveFirst();
                UsingLinkedList.AddLast(go);
            }
            else
            {
                go = GameObject.Instantiate(prefab);
                go.transform.rotation = q;
                go.transform.position = pos;
                UsingLinkedList.AddLast(go);
            }
            return go;
        }

        public void PushObjcetToPool(GameObject handleObjcet)
        {
            if (handleObjcet.activeSelf)
            {
                handleObjcet.SetActive(false);
                UnusingLinkedList.AddFirst(handleObjcet);
                UsingLinkedList.Remove(handleObjcet);
            }
        }

        public void Dispose()
        {
            UsingLinkedList.Clear();
            UnusingLinkedList.Clear();
            UsingLinkedList = null;
            UnusingLinkedList = null;
        }
    }
}


 

 

namespace Patent
{
    public class PoolManager : MonoBehaviour
    {
        public static PoolManager Instance;
        public List<GameObject> prefabList;
        //存放预制体对应的id,ObjcetPool
        public Dictionary<int ,ObjectPool> poolManagerDic; 
        void Awake()
        {
            Instance = this;
            //初始化所有成员
            poolManagerDic =new Dictionary<int, ObjectPool>();
            if (prefabList!=null&&prefabList.Count>0)
            {
                int leng = prefabList.Count;
                GameObject prefabUnit = null;
                for (int i = 0; i < leng; i++)
                {
                    prefabUnit = prefabList[i];
                    poolManagerDic.Add(prefabUnit.GetInstanceID(),new ObjectPool(prefabUnit));
                }
            }

        }

        void Start()
        {

        }

        void Update()
        {

        }

        /// <summary>
        /// 获取对应的对象池
        /// </summary>
        /// <param name="instanceID"></param>
        /// <returns></returns>
        public ObjectPool GetMyObjcetPool(int instanceID)
        {
            ObjectPool objcetPool = null;
            if (poolManagerDic.ContainsKey(instanceID))
            {
                objcetPool = poolManagerDic[instanceID];
            }
            else
            {
                Debug.Log("cant find poolOjbects");
            }
            return objcetPool;
        }
        /// <summary>
        /// 获取对应的对象池
        /// </summary>
        /// <param name="prefab"></param>
        /// <returns></returns>
        public ObjectPool GetMyObjcetPool(GameObject prefab)
        {
            ObjectPool objcetPool = null;
            int instanceID = prefab.GetInstanceID();
            if (poolManagerDic.ContainsKey(instanceID))
            {
                objcetPool = poolManagerDic[instanceID];
            }
            return objcetPool;
        }

        public void PushObjectPool(GameObject handleObjcet,ObjectPool objcetPool)
        {
            objcetPool.PushObjcetToPool(handleObjcet);
        }

        public void PushObjectPool(GameObject handleObject, ObjectPool objcetPool, float delayTime)
        {
            StartCoroutine(DelayPushToObjcetPool(handleObject,objcetPool,delayTime));
        }

        IEnumerator DelayPushToObjcetPool(GameObject handleObject, ObjectPool objcetPool, float delayTime)
        {
            yield return new WaitForSeconds(delayTime);
            objcetPool.PushObjcetToPool(handleObject);
        }
    }

}

有时间将它完成,做成工具类,方便使用



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