无法从Unity中的对象池中获取游戏对象

时间:2014-06-27 00:40:28

标签: c# unity3d unityscript object-pooling

我在将对象池脚本从UnityScript转换为C#时遇到了问题,我在这里得到了很多很好的帮助。现在我在尝试从池中获取游戏对象时遇到了问题。我有三个脚本都互相交互,所以我不太确定它在哪里出错。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;
}

}

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);



}
}

最初的UnityScript说使用以下语句从池中检索对象:

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

这就是我试图在我的拍摄剧本中试图从游泳池发射子弹预制件的方法:

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。类型或命名空间名称&#39; poolName&#39;无法找到。您是否缺少using指令或程序集引用?

对于这一行:

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

2。 &#39; PoolObject.Activate()&#39;由于其保护级别而无法访问

对于这一行:

poolObject.Activate();

我是否错误地翻译了UnityScript,或者我错过了其他内容?非常感谢任何输入

2 个答案:

答案 0 :(得分:1)

我认为您的对象池编程错误。当你有一个像CheckForDuplicatePoolNames()这样的方法时,问问自己是否需要一个像字典这样的不同集合。

保持简单。 我最近实施了一个,我已经测试过。它运作得很好。

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 );
        }
    }
}

示例:

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.

后来

coinsPool.Recycle(cs);

答案 1 :(得分:0)

你在&lt;&gt;中写的东西如果函数是通用的,那么它应该是类似PoolObject的类名,它不是。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);

默认情况下,函数是私有的,因此可以解决由于其保护级别而无法访问的问题。您需要通过更改此

来使该功能公开的错误
void Activate () {
    availableForReuse = false;
    gameObject.SetActive(true);
}

到这个

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