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>0) { ArrayList list=pool[key]; o=list[0] 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; } }