Unity:将粒子系统更改为池

时间:2016-07-09 10:08:34

标签: c# unity3d particle-system

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();
    }
}
}

1 个答案:

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 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();
        }

    }
}