Unity在列表中重用Ui元素

时间:2016-06-11 07:28:29

标签: c# unity3d unityscript unity5

我在项目中遇到了一个问题,我正在创建一个Scroll listview来显示屏幕中列表中的所有元素。  我在面板中使用按钮来显示列表。 现在,当我调用ShowList()时,它会显示列表中的元素。

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但是如果我将一些对象添加到列表并再次调用ShowList(),那么它也会在存在实例化对象时复制先前的对象。

enter image description here

要解决此问题,我使用Destroy()删除克隆,但是当列表包含太多项目(300~400)时,删除它们会导致游戏延迟。如何为ui按钮创建对象池或只是停用它们。

 public class two : MonoBehaviour {

        public GameObject Button_Template;

        private List<GameName> gm = new List<GameName>();


        public void Exit()
        {
            var og = GameObject.FindGameObjectsWithTag("clone");
            for (int i = 0; i < og.Length; i++)
            {
                Destroy(og[i]);
            }
        }
        void Start()
        {   gm.Add(new GameName("1"));
            gm.Add(new GameName("2"));
            gm.Add(new GameName("3"));
            gm.Add(new GameName("4"));

            }


      public  void ShowList()
        {

            for (int i = 0 ; i < gm.Count; i++)
                {
                    GameObject go = Instantiate(Button_Template) as GameObject;
                    go.SetActive(true);
                    one TB = go.GetComponent<one>();
                    TB.SetName(gm[i].GName);
                    go.transform.SetParent(Button_Template.transform.parent);
                    go.tag = "clone";
                }



        }


    }

1 个答案:

答案 0 :(得分:1)

列表可用于实现对象池。完成使用后,只需disable GameObject即可。如果要再次使用它,请重新启用它。下面的简单GameObject Pool脚本重新实现了InstantiateDestroy函数。

public class BUTTONPOOL : MonoBehaviour
{

    GameObject buttonPrefab;
    List<GameObject> buttonPool;
    bool ready = false;

    public void createButtonPool(GameObject buttonPrefab, int amount = 400)
    {
        if (ready)
        {
            Debug.LogError("createButtonPool can only be called once");
            return;
        }

        this.buttonPrefab = buttonPrefab;

        //Create 400 Buttons
        buttonPool = new List<GameObject>();
        for (int i = 0; i < amount; i++)
        {
            buttonPool.Add(Instantiate(this.buttonPrefab) as GameObject);
        }
        ready = true;
    }

    //Creates/Enables single Button
    public GameObject Instantiate()
    {
        if (!ready)
        {
            showError();
            return null;
        }

        //Return any Button that is not active
        for (int i = 0; i < buttonPool.Count; i++)
        {
            if (!buttonPool[i].activeSelf)
            {
                return buttonPool[i];
            }
        }

        //Create new Button if there is none available in the pool. Add it to the list then return it
        GameObject tempButton = Instantiate(this.buttonPrefab) as GameObject;
        buttonPool.Add(tempButton);
        return tempButton;
    }

    //Destroys/Disables single Button
    public void Destroy(GameObject button)
    {
        if (!ready)
        {
            showError();
            return;
        }
        button.SetActive(false);
    }

    //Destroys/Disables all Buttons
    public void DestroyAll()
    {
        if (!ready)
        {
            showError();
            return;
        }
        for (int i = 0; i < buttonPool.Count; i++)
        {
            if (buttonPool[i].activeSelf)
            {
                buttonPool[i].SetActive(false);
            }
        }
    }

    private void showError()
    {
        Debug.LogError("createButtonPool must be called once before any other function can be called");
    }
}

用法:

public GameObject ButtonPrefab;
BUTTONPOOL bPool;

void test()
{
    if ((bPool = GetComponent<BUTTONPOOL>()) == null)
    {
        gameObject.AddComponent<BUTTONPOOL>();
        bPool = GetComponent<BUTTONPOOL>();
    }

    //Initiate with 300 Buttons
    bPool.createButtonPool(ButtonPrefab, 50);

    GameObject tempButton = bPool.Instantiate();

    //MUST SET BUTTON ACTIVE CALLING Instantiate()
    tempButton.SetActive(true);

    //You can do other things with the button
     one TB = tempButton.GetComponent<one>();

    //To destroy that single button
    bPool.Destroy(tempButton);

    //OR destroy that all button
    bPool.DestroyAll();
}

请注意,在Button脚本调用自定义Instantiate()函数后,您必须将BUTTONPOOL设置为有效。