我正在进行一场无尽的亚军比赛。我是编程的初学者,正在研究this和this教程,所以我不能100%确定这段代码是如何工作的,这使我很难弄清楚如何解决我的问题。 代码应该使用对象池来创建平台,然后激活它们,停用它们,在播放器前移动它们并再次激活它们。 (至少,我认为)这为玩家提供了无限的平台,无需经常实例化新平台。这是平台生成器的代码:
using UnityEngine;
using System.Collections;
public class PlatformGenerator : MonoBehaviour
{
public GameObject thePlatform;
public Transform generationPoint;
public float distanceBetween;
private float platformWidth;
public float distanceBetweenMin;
public float distanceBetweenMax;
private int platformSelector;
private float[] platformWidths;
// public GameObject[] thePlatforms;
public ObjectPooler[] theObjectPools;
private float minHeight;
private float maxHeight;
public Transform maxHeightPoint;
public float maxHeightChange;
private float heightChange;
void Start ()
{
// platformWidth = thePlatform.GetComponent<BoxCollider2D> ().size.x;
platformWidths = new float[theObjectPools.Length];
for (int i = 0; i < theObjectPools.Length; i++)
{
platformWidths[i] = theObjectPools[i].pooledObject.GetComponent<BoxCollider2D>().size.x;
}
minHeight = transform.position.y;
maxHeight = maxHeightPoint.position.y;
}
void Update ()
{
if (transform.position.x < generationPoint.position.x)
{
distanceBetween = Random.Range (distanceBetweenMin, distanceBetweenMax);
platformSelector = Random.Range (0, theObjectPools.Length);
heightChange = transform.position.y + Random.Range (maxHeightChange, -maxHeightChange);
// if you want to have platforms generating outside boundries, comment out this code:
if (heightChange > maxHeight)
{
heightChange = maxHeight;
}
else if (heightChange < minHeight)
{
heightChange = minHeight;
}
transform.position = new Vector3 (transform.position.x + (platformWidths[platformSelector] / 2) + distanceBetween, heightChange, transform.position.z);
// Instantiate (/*thePlatform*/ thePlatforms[platformSelector], transform.position, transform.rotation);
GameObject newPlatform = theObjectPools[platformSelector].GetPooledObject();
newPlatform.transform.position = transform.position;
newPlatform.transform.rotation = transform.rotation;
newPlatform.SetActive (true);
transform.position = new Vector3 (transform.position.x + (platformWidths[platformSelector] / 2), transform.position.y, transform.position.z);
}
}
}
这是Object Pooler的代码:
public class ObjectPooler : MonoBehaviour
{
public GameObject pooledObject;
public int pooledAmount;
List<GameObject> pooledObjects;
void Start ()
{
pooledObjects = new List<GameObject>();
for (int i = 0; i < pooledAmount; i++)
{
GameObject obj = (GameObject) Instantiate (pooledObject);
obj.SetActive (false);
pooledObjects.Add (obj);
}
}
public GameObject GetPooledObject()
{
for (int i = 0; i < pooledObjects.Count; i++)
{
if (!pooledObjects[i].activeInHierarchy)
{
return pooledObjects[i];
}
}
GameObject obj = (GameObject) Instantiate (pooledObject);
obj.SetActive (false);
pooledObjects.Add (obj);
return obj;
}
}
该脚本可以正常运行几秒钟,但很快就开始创建新平台,这正是我想要避免的。我认为正在发生的事情是平台没有被禁用,因此代码无法移动平台而是创建新平台。我确定这很容易解决,但我不知道该怎么做。有谁知道如何解决这个问题?感谢。
答案 0 :(得分:0)
根据我的看法,您的代码中没有将对象返回池的功能。有一个函数可以从池中获取一个对象,如果需要可以自动实例化,否则从池中拉出来,并且你在启动方法逻辑中有prepool,但是你永远不会把对象放回去。您需要创建一个函数来将对象返回池中。
答案 1 :(得分:0)
功能
public GameObject GetPooledObject(){...}
从池中返回poolObject。 否则它会实例化一个新的池对象并返回它。
newPlatform.SetActive (true);
在更新功能中,您将poolObject设置为活动但从不停用它。
因此,您的pooler会不断生成新对象。您需要使用object.setActive(false);
你可以及时做到 - 比如每2秒对象消失一次(但是对于不同的等级你需要改变这个时间)或者你可以计算对象是否已被越过并远远落后于你可以停用它。 / p>