unity中用到大量重復的物體,例如發射的子彈,可以引入對象池來管理,優化內存。
對象池使用的基本思路是:
將用過的對象保存起來,等下一次需要這種對象的時候,再拿出來重復使用。恰當地使用對象池,可以在一定程度上減少頻繁創建對象所造成的開銷。
並非所有對象都適合拿來池化――因為維護對象池也要造成一定開銷。對生成時開銷不大的對象進行池化,反而可能會出現“維護對象池的開銷”大於“生成新對象的開銷”,從而使性能降低的情況。
GameObjectPool.cs如下
using UnityEngine; using System.Collections; using System.Collections.Generic; public class GameObjectPool : MonoBehaviour { //單例模式 private static GameObjectPool instance; public static GameObjectPool Instance { get { return GameObjectPool.instance; } set { GameObjectPool.instance = value; } } private static Dictionary<string, ArrayList> pool = new Dictionary<string, ArrayList>{ }; // Use this for initialization void Start () { Instance = this; } public static Object Get(string prefabName, Vector3 position, Quaternion rotation) { string key = prefabName + "(Clone)"; Object o; //池中存在,則從池中取出 if (pool.ContainsKey(key) && pool[key].Count>0) { ArrayList list=pool[key]; o=list[0] as Object; list.Remove(o); //重新初始化相關狀態 (o as GameObject).SetActive(true); (o as GameObject).transform.position = position; (o as GameObject).transform.rotation = rotation; } //池中沒有則實例化gameobejct else { o = Instantiate(Resources.Load(prefabName),position,rotation); } return o; }
public static Object Return(GameObject o) { string key = o.name; if (pool.ContainsKey(key)) { ArrayList list=pool[key]; list.Add(o); } else { pool[key] = new ArrayList(){ o}; } o.SetActive(false); return o; } }