gpt4 book ai didi

c# - 无法从 Unity 中的对象池获取游戏对象

转载 作者:行者123 更新时间:2023-11-30 17:47:39 25 4
gpt4 key购买 nike

我在将对象池脚本从 UnityScript 转换为 C# 时遇到了问题,在这里我得到了很多很好的帮助。现在我在尝试从池中实际获取游戏对象时遇到问题。我有三个脚本相互交互,所以我不太确定哪里出错了。这是对象池的两个脚本,我相信它们都是正方形的,它们没有给出任何错误:

public class EasyObjectPool : MonoBehaviour {
[System.Serializable]
public class PoolInfo{
[SerializeField]
public string poolName;
public GameObject prefab;
public int poolSize;
public bool canGrowPoolSize = true;

}

[System.Serializable]
public class Pool{

public List<PoolObject> list = new List<PoolObject>();
public bool canGrowPoolSize;

public void Add (PoolObject poolObject){
list.Add(poolObject);
}

public int Count (){
return list.Count;
}


public PoolObject ObjectAt ( int index ){

PoolObject result = null;
if(index < list.Count) {
result = list[index];
}

return result;

}
}
static public EasyObjectPool instance ;

[SerializeField]
PoolInfo[] poolInfo = null;

private Dictionary<string, Pool> poolDictionary = new Dictionary<string, Pool>();


void Start () {

instance = this;

CheckForDuplicatePoolNames();

CreatePools();

}

private void CheckForDuplicatePoolNames() {

for (int index = 0; index < poolInfo.Length; index++) {
string poolName= poolInfo[index].poolName;
if(poolName.Length == 0) {
Debug.LogError(string.Format("Pool {0} does not have a name!",index));
}
for (int internalIndex = index + 1; internalIndex < poolInfo.Length; internalIndex++) {
if(poolName == poolInfo[internalIndex].poolName) {
Debug.LogError(string.Format("Pool {0} & {1} have the same name. Assign different names.", index, internalIndex));
}
}
}
}

private void CreatePools() {

foreach(PoolInfo currentPoolInfo in poolInfo){

Pool pool = new Pool();
pool.canGrowPoolSize = currentPoolInfo.canGrowPoolSize;

for(int index = 0; index < currentPoolInfo.poolSize; index++) {
//instantiate
GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
PoolObject poolObject = go.GetComponent<PoolObject>();
if(poolObject == null) {
Debug.LogError("Prefab must have PoolObject script attached!: " + currentPoolInfo.poolName);
} else {
//set state
poolObject.ReturnToPool();
//add to pool
pool.Add(poolObject);
}
}

Debug.Log("Adding pool for: " + currentPoolInfo.poolName);
poolDictionary[currentPoolInfo.poolName] = pool;

}
}

public PoolObject GetObjectFromPool ( string poolName ){
PoolObject poolObject = null;

if(poolDictionary.ContainsKey(poolName)) {
Pool pool = poolDictionary[poolName];

//get the available object
for (int index = 0; index < pool.Count(); index++) {
PoolObject currentObject = pool.ObjectAt(index);

if(currentObject.AvailableForReuse()) {
//found an available object in pool
poolObject = currentObject;
break;
}
}


if(poolObject == null) {
if(pool.canGrowPoolSize) {
Debug.Log("Increasing pool size by 1: " + poolName);

foreach (PoolInfo currentPoolInfo in poolInfo) {

if(poolName == currentPoolInfo.poolName) {

GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
poolObject = go.GetComponent<PoolObject>();
//set state
poolObject.ReturnToPool();
//add to pool
pool.Add(poolObject);

break;

}
}
} else {
Debug.LogWarning("No object available in pool. Consider setting canGrowPoolSize to true.: " + poolName);
}
}

} else {
Debug.LogError("Invalid pool name specified: " + poolName);
}

return poolObject;
}

}

和:

public class PoolObject : MonoBehaviour {

[HideInInspector]
public bool availableForReuse = true;


void Activate () {

availableForReuse = false;
gameObject.SetActive(true);

}


public void ReturnToPool () {

gameObject.SetActive(false);
availableForReuse = true;


}

public bool AvailableForReuse () {
//true when isAvailableForReuse & inactive in hierarchy

return availableForReuse && (gameObject.activeInHierarchy == false);



}
}

原来的 UnityScript 说用这个语句从池中检索一个对象:

var poolObject : PoolObject = EasyObjectPool.instance.GetObjectFromPool(poolName);

这就是我尝试在我的射击脚本中尝试从池中发射子弹预制件的方式:

public class ShootScript : MonoBehaviour {

public PoolObject poolObject;

private Transform myTransform;

private Transform cameraTransform;

private Vector3 launchPosition = new Vector3();

public float fireRate = 0.2f;

public float nextFire = 0;

// Use this for initialization
void Start () {

myTransform = transform;

cameraTransform = myTransform.FindChild("BulletSpawn");

}


void Update () {

poolObject = EasyObjectPool.instance.GetObjectFromPool<poolName>();

if(Input.GetButton("Fire1") && Time.time > nextFire){

nextFire = Time.time + fireRate;

launchPosition = cameraTransform.TransformPoint(0, 0, 0.2f);

poolObject.Activate();

poolObject.transform.position = launchPosition;
poolObject.transform.rotation = Quaternion.Euler(cameraTransform.eulerAngles.x + 90, myTransform.eulerAngles.y, 0);

}

}
}

我的拍摄脚本有两个错误:

<强>1。找不到类型或 namespace 名称“poolName”。您是否缺少 using 指令或程序集引用?

对于行:

poolObject = EasyObjectPool.instance.GetObjectFromPool<poolName>();

<强>2。 “PoolObject.Activate()”因其保护级别而无法访问

对于行:

poolObject.Activate();

是我翻译错了 UnityScript 还是遗漏了什么?非常感谢任何输入

最佳答案

我认为您的对象池编程不正确。当您有像 CheckForDuplicatePoolNames() 这样的方法时,问问自己是否需要像字典这样的不同集合。

保持简单。我最近实现了一个并且我已经测试过了。它工作得很好。

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

[System.Serializable]
public class PoolObject{
public GameObject prefab;
public int startNum;
public int allocateNum;
public Transform anchor;
}

public class ObjectPool<T> : MonoBehaviour where T:Component{
public PoolObject[] poolObjects;
public bool ______________;
public Dictionary<string,Queue<T>> pool = new Dictionary<string, Queue<T>> ();
public Dictionary<string, List<T>> spawned = new Dictionary<string, List<T>> ();
public Transform anchor;


public void Init(){
InitPool ();
StartAllocate ();
}


public T Spawn(string type){
if (pool [type].Count == 0) {
int i = FindPrefabPosition(type);
if(poolObjects[i].allocateNum == 0)
return null;
Allocate(poolObjects[i], poolObjects[i].allocateNum);
}
T t = pool [type].Dequeue ();
spawned[type].Add (t);
t.gameObject.SetActive (true);
return t;
}


public void Recycle(T t){
if (spawned [t.name].Remove (t)) {
pool[t.name].Enqueue(t);
t.gameObject.SetActive(false);
}
}


private void Allocate(PoolObject po, int number){
for (int i=0; i<number; i++) {
GameObject go = Instantiate (po.prefab) as GameObject;
go.name = po.prefab.name;
go.transform.parent = po.anchor != null? po.anchor : anchor;
T t = go.GetComponent<T>();
pool[t.name].Enqueue(t);
t.gameObject.SetActive(false);
}
}

private int FindPrefabPosition(string type){
int position = 0;
while (poolObjects[position].prefab.name != type) {
position++;
}
return position;
}

void InitPool(){
if(anchor == null)
anchor = new GameObject("AnchorPool").transform;
for (int i =0; i<poolObjects.Length; i++) {
T t = poolObjects[i].prefab.GetComponent<T>();
t.name = poolObjects[i].prefab.name;
pool[t.name] = new Queue<T>();
spawned[t.name] = new List<T>();
}
}

void StartAllocate(){
for (int i=0; i<poolObjects.Length; i++) {
Allocate(poolObjects[i], poolObjects[i].startNum );
}
}
}

例子:

public class CoinsPool : ObjectPool<CoinScript>{}

在unity inspector中配置coin prefab,startNum和allocateNum。

某处:

void Awake(){
coinsPool = GetComponent<CoinsPool>();
coinsPool.Init();
}

CoinScript cs = coinsPool.Spawn("Coin"); //Coin is the name of the coin prefab.

稍后

coinsPool.Recycle(cs);

关于c# - 无法从 Unity 中的对象池获取游戏对象,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24442389/

25 4 0
Copyright 2021 - 2024 cfsdn All Rights Reserved 蜀ICP备2022000587号
广告合作:1813099741@qq.com 6ren.com