我试图将粒子系统功能更改为池,而不是每次都实例化。我想重用粒子。怎么可能?我不知道如何开始,虽然我看了团结教程,但不知怎的,它还不清楚。也许是因为我在其他类中调用了粒子系统功能,这让我感到困惑。
public ParticleSystem[] Myeffects;
public void Particle(int particleNum, Vector3 Pos)
{
if (Myeffects != null && Myeffects[particleNumber] != null )
{
if (Myeffects[particleNumber].isPlaying)
Myeffects[particleNumber].Stop();
ParticleSystem temp = Instantiate(Myeffects[particleNum], particlePos, new Quaternion()) as ParticleSystem;
temp.Play();
}
}
}
答案 0 :(得分:3)
首先,选择粒子系统预制件/ TNT ,然后确保未选中播放唤醒。下面的池脚本是专门用来实现它的棘手方法。它将创建一个ParticleSystem
数组,然后重新使用它们。请注意ParticlePool
不从MonoBehaviour
继承,因此请务必直接复制它。
using UnityEngine;
using System.Collections;
using System;
public class ParticlePool
{
int particleAmount;
ParticleSystem[] NormalParticle;
ParticleSystem[] TNTParticle;
public ParticlePool(ParticleSystem normalPartPrefab, ParticleSystem tntPartPrefab, int amount = 10)
{
particleAmount = amount;
NormalParticle = new ParticleSystem[particleAmount];
TNTParticle = new ParticleSystem[particleAmount];
for (int i = 0; i < particleAmount; i++)
{
//Instantiate 10 NormalParticle
NormalParticle[i] = GameObject.Instantiate(normalPartPrefab, new Vector3(0, 0, 0), new Quaternion()) as ParticleSystem;
//Instantiate 10 TNTParticle
TNTParticle[i] = GameObject.Instantiate(tntPartPrefab, new Vector3(0, 0, 0), new Quaternion()) as ParticleSystem;
}
}
//Returns available GameObject
public ParticleSystem getAvailabeParticle(int particleType)
{
ParticleSystem firstObject = null;
//Normal crate
if (particleType == 0)
{
//Get the first GameObject
firstObject = NormalParticle[0];
//Move everything Up by one
shiftUp(0);
}
//TNT crate
else if (particleType == 1)
{
//Get the first GameObject
firstObject = TNTParticle[0];
//Move everything Up by one
shiftUp(1);
}
return firstObject;
}
//Returns How much GameObject in the Array
public int getAmount()
{
return particleAmount;
}
//Moves the GameObject Up by 1 and moves the first one to the last one
private void shiftUp(int particleType)
{
//Get first GameObject
ParticleSystem firstObject;
//Normal crate
if (particleType == 0)
{
firstObject = NormalParticle[0];
//Shift the GameObjects Up by 1
Array.Copy(NormalParticle, 1, NormalParticle, 0, NormalParticle.Length - 1);
//(First one is left out)Now Put first GameObject to the Last one
NormalParticle[NormalParticle.Length - 1] = firstObject;
}
//TNT crate
else if (particleType == 1)
{
firstObject = TNTParticle[0];
//Shift the GameObjects Up by 1
Array.Copy(TNTParticle, 1, TNTParticle, 0, TNTParticle.Length - 1);
//(First one is left out)Now Put first GameObject to the Last one
TNTParticle[TNTParticle.Length - 1] = firstObject;
}
}
}
然后,您的ParticleHolder
脚本应使用以下代码进行更新。而已。没有更多的实例化。
public class ParticleHolder : MonoBehaviour
{
public ParticleSystem[] effects;
ParticlePool particlePool;
void Start()
{
// 0 = Normal crate
// 1 = TNT crate
particlePool = new ParticlePool(effects[0], effects[1], 5);
}
public void playParticle(int particleType, Vector3 particlePos)
{
ParticleSystem particleToPlay = particlePool.getAvailabeParticle(particleType);
if (particleToPlay != null)
{
if (particleToPlay.isPlaying)
particleToPlay.Stop();
particleToPlay.transform.position = particlePos;
particleToPlay.Play();
}
}
}