有没有办法"烘烤"一个纹理到另一个,除了使用SetPixels()? 现在我试图使用类似的东西,但它太慢了:
public static Texture2D CombineTextures(Texture2D aBaseTexture, Texture2D aToCopyTexture, int x, int y)
{
int aWidth = aBaseTexture.width;
int aHeight = aBaseTexture.height;
int bWidth = aToCopyTexture.width;
int bHeight = aToCopyTexture.height;
Texture2D aReturnTexture = new Texture2D(aWidth, aHeight, TextureFormat.RGBA32, false);
Color[] aBaseTexturePixels = aBaseTexture.GetPixels();
Color[] aCopyTexturePixels = aToCopyTexture.GetPixels();
int aPixelLength = aBaseTexturePixels.Length;
for(int y1 = y, y2 = 0; y1 < aHeight && y2 < bHeight ; y1++, y2++)
{
for(int x1 = x, x2 = 0 ; x1 < aWidth && x2 < bWidth; x1++, x2++)
{
aBaseTexturePixels[x1 + y1*aWidth] = Color.Lerp(aBaseTexturePixels[x1 + y1*aWidth], aCopyTexturePixels[x2 + y2*bWidth], aCopyTexturePixels[x2 + y2*bWidth].a);
}
}
aReturnTexture.SetPixels(aBaseTexturePixels);
aReturnTexture.Apply(false);
return aReturnTexture;
}
问题是,我需要在2d表面(血液,敌人的尸体等)上显示很多精灵,并且只是实例化每个精灵会大大降低fps。
答案 0 :(得分:0)
如果您在实例化预制件时担心fps掉落,那么您肯定应该构建一个对象池系统。所以你将拥有一个系统:
将它全部烘焙到一个纹理不是最好的做法。你需要大量的RAM才能做到这一点。考虑上面的步骤,这是非常常见的做法
这里的好例子:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
using System;
using System.Linq;
public class BackgroundPool : MonoBehaviour
{
public static BackgroundPool instance;
public List<BackgroundSection> sectionsLibrary = new List<BackgroundSection>();
public int poolSize = 4;
public List<BackgroundSection> pool = new List<BackgroundSection>();
void Awake()
{
instance = this;
DateTime startGenTime = DateTime.Now;
//generateSectionsPool
for (int i=0; i<sectionsLibrary.Count; i++)
{
for (int j=0; j<poolSize; j++)
{
if (j == 0)
{
sectionsLibrary[i].positionInPool = sectionsLibrary[i].transform.position;
pool.Add(sectionsLibrary[i]);
}
else
{
BackgroundSection section = (BackgroundSection)Instantiate(sectionsLibrary[i]);
section.transform.parent = this.transform;
section.transform.position = new Vector3((-(ExtensionMethods.GetBounds(sectionsLibrary[i].gameObject).extents.x * 2) * j) + sectionsLibrary[i].transform.position.x,
sectionsLibrary[i].transform.position.y);
section.transform.localEulerAngles = Vector3.zero;
section.gameObject.name = sectionsLibrary[i].gameObject.name + ":" + j.ToString();
section.positionInPool = section.transform.position;
pool.Add(section);
}
}
}
Debug.Log("Background Pool generated in: " + (DateTime.Now - startGenTime).TotalSeconds.ToString() + " s");
}
public BackgroundSection GetPiece(Scenery scenery, SceneryLayer _layer)
{
List<BackgroundSection> allScenery = new List<BackgroundSection>();
foreach (BackgroundSection section in pool) { if (section.scenery == scenery) allScenery.Add(section); }
List<BackgroundSection> matchingPieces = new List<BackgroundSection>();
foreach (BackgroundSection section in allScenery) { if (section.sceneryLayer == _layer) matchingPieces.Add(section); }
if (matchingPieces.Count > 0)
{
BackgroundSection pickedSection = matchingPieces[UnityEngine.Random.Range(0,matchingPieces.Count-1)];
pool.Remove(pickedSection);
return pickedSection;
}
else
{
Debug.LogError("Cann't get background piece matching criteria, scenery: " + scenery + ", layer" + _layer);
return null;
}
}
public void ReturnPiece(BackgroundSection section)
{
pool.Add(section);
section.transform.parent = this.transform;
section.transform.position = section.positionInPool;
}
}