unity中用到大量重复的物体,例如发射的子弹,可以引入对象池来管理,优化内存。
对象池使用的基本思路是:
将用过的对象保存起来,等下一次需要这种对象的时候,再拿出来重复使用。恰当地使用对象池,可以在一定程度上减少频繁创建对象所造成的开销。
并非所有对象都适合拿来池化――因为维护对象池也要造成一定开销。对生成时开销不大的对象进行池化,反而可能会出现“维护对象池的开销”大于“生成新对象的开销”,从而使性能降低的情况。
GameObjectPool.cs如下
using UnityEngine;
using System.Collections;
using System.Collections.Generic; public class GameObjectPool : MonoBehaviour {
//单例模式
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,则从池中取出
if (pool.ContainsKey(key) && pool[key].Count>)
{
ArrayList list=pool[key];
o=list[] as Object;
list.Remove(o);
//重新初始化相关状态
(o as GameObject).SetActive(true);
(o as GameObject).transform.position = position;
(o as GameObject).transform.rotation = rotation;
}
//池中没有则实例化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;
}
}