【问题标题】:Trouble getting a game object from object pool in Unity从 Unity 的对象池中获取游戏对象时遇到问题
【发布时间】:2014-06-27 00:40:27
【问题描述】:

我在将对象池脚本从 UnityScript 转换为 C# 时遇到了麻烦,我在这里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。我有三个脚本都相互交互,所以我不太确定哪里出了问题。以下是对象池的两个脚本,我相信它们都是平方的并且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;
}

}

还有:

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);

这就是我在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);

    }

}
}

我的拍摄脚本给了我两个错误:

1.找不到类型或命名空间名称“poolName”。您是否缺少 using 指令或程序集引用?

对于线路:

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

2。 'PoolObject.Activate()' 由于其保护级别而无法访问

对于线路:

poolObject.Activate();

我是否误译了 UnityScript 或者我遗漏了其他内容?非常感谢任何输入

【问题讨论】:

    标签: c# unity3d unityscript object-pooling


    【解决方案1】:

    我认为您的对象池编程不正确。当你有像 CheckForDuplicatePoolNames() 这样的方法时,问问自己是否需要一个不同的集合,比如字典。

    保持简单。 我最近实现了一个并且我已经测试过了。效果很好。

    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>{}
    

    在统一检查器中配置硬币预制件、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);
    

    【讨论】:

      【解决方案2】:

      如果函数是泛型的,你在 中写的东西应该是像 PoolObject 这样的类名,但事实并非如此。所以要解决这个问题,你只需要改变

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

      string poolName = "thePoolNameYouWant";
      poolObject = EasyObjectPool.instance.GetObjectFromPool(poolName);
      

      函数默认是私有的,因此要解决“由于其保护级别而无法访问”错误,您需要通过更改此函数来公开该函数

      void Activate () {
          availableForReuse = false;
          gameObject.SetActive(true);
      }
      

      到这里

      public void Activate () {
          availableForReuse = false;
          gameObject.SetActive(true);
      }
      

      【讨论】:

      • 感谢您的帮助。更改 poolObject 行给了我更多错误:
      • 当前上下文中不存在名称“poolName”
      • “EasyObjectPool.GetObjectFromPool(string)”的最佳重载方法匹配有一些无效参数
      • 参数#1' cannot convert object' 表达式来输入“字符串”
      • poolName 应该是带有您想要的池名称的字符串变量。我已经更新了答案,我相信所有三个错误都是由此引起的。所有这些错误对于初学者来说都很常见,你应该通过谷歌搜索错误消息来找到很多信息。
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