我曾经遇到了将一个对象池脚本从UnityScript转换成C#的问题,这里得到了很多好的帮助。现在我遇到了一个问题,就是无法从对象池中获取游戏对象。我有三个脚本相互作用,所以我不太确定出了什么问题。以下是两个对象池脚本,我认为它们都没问题,也没有给出任何错误:
public class EasyObjectPool : MonoBehaviour {
[System.Serializable]
public class PoolInfo{
[SerializeField]
public string poolName;
public GameObject prefab;
public int poolSize;
public bool canGrowPoolSize = true;
}
[System.Serializable]
public class Pool{
public List<PoolObject> list = new List<PoolObject>();
public bool canGrowPoolSize;
public void Add (PoolObject poolObject){
list.Add(poolObject);
}
public int Count (){
return list.Count;
}
public PoolObject ObjectAt ( int index ){
PoolObject result = null;
if(index < list.Count) {
result = list[index];
}
return result;
}
}
static public EasyObjectPool instance ;
[SerializeField]
PoolInfo[] poolInfo = null;
private Dictionary<string, Pool> poolDictionary = new Dictionary<string, Pool>();
void Start () {
instance = this;
CheckForDuplicatePoolNames();
CreatePools();
}
private void CheckForDuplicatePoolNames() {
for (int index = 0; index < poolInfo.Length; index++) {
string poolName= poolInfo[index].poolName;
if(poolName.Length == 0) {
Debug.LogError(string.Format("Pool {0} does not have a name!",index));
}
for (int internalIndex = index + 1; internalIndex < poolInfo.Length; internalIndex++) {
if(poolName == poolInfo[internalIndex].poolName) {
Debug.LogError(string.Format("Pool {0} & {1} have the same name. Assign different names.", index, internalIndex));
}
}
}
}
private void CreatePools() {
foreach(PoolInfo currentPoolInfo in poolInfo){
Pool pool = new Pool();
pool.canGrowPoolSize = currentPoolInfo.canGrowPoolSize;
for(int index = 0; index < currentPoolInfo.poolSize; index++) {
//instantiate
GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
PoolObject poolObject = go.GetComponent<PoolObject>();
if(poolObject == null) {
Debug.LogError("Prefab must have PoolObject script attached!: " + currentPoolInfo.poolName);
} else {
//set state
poolObject.ReturnToPool();
//add to pool
pool.Add(poolObject);
}
}
Debug.Log("Adding pool for: " + currentPoolInfo.poolName);
poolDictionary[currentPoolInfo.poolName] = pool;
}
}
public PoolObject GetObjectFromPool ( string poolName ){
PoolObject poolObject = null;
if(poolDictionary.ContainsKey(poolName)) {
Pool pool = poolDictionary[poolName];
//get the available object
for (int index = 0; index < pool.Count(); index++) {
PoolObject currentObject = pool.ObjectAt(index);
if(currentObject.AvailableForReuse()) {
//found an available object in pool
poolObject = currentObject;
break;
}
}
if(poolObject == null) {
if(pool.canGrowPoolSize) {
Debug.Log("Increasing pool size by 1: " + poolName);
foreach (PoolInfo currentPoolInfo in poolInfo) {
if(poolName == currentPoolInfo.poolName) {
GameObject go = Instantiate(currentPoolInfo.prefab) as GameObject;
poolObject = go.GetComponent<PoolObject>();
//set state
poolObject.ReturnToPool();
//add to pool
pool.Add(poolObject);
break;
}
}
} else {
Debug.LogWarning("No object available in pool. Consider setting canGrowPoolSize to true.: " + poolName);
}
}
} else {
Debug.LogError("Invalid pool name specified: " + poolName);
}
return poolObject;
}
}
并且:
public class PoolObject : MonoBehaviour {
[HideInInspector]
public bool availableForReuse = true;
void Activate () {
availableForReuse = false;
gameObject.SetActive(true);
}
public void ReturnToPool () {
gameObject.SetActive(false);
availableForReuse = true;
}
public bool AvailableForReuse () {
//true when isAvailableForReuse & inactive in hierarchy
return availableForReuse && (gameObject.activeInHierarchy == false);
}
}
原始的UnityScript代码中说,要使用以下语句从池中检索对象:
var poolObject : PoolObject = EasyObjectPool.instance.GetObjectFromPool(poolName);
以下是我在射击脚本中尝试使用对象池发射子弹预制件的方法:
public class ShootScript : MonoBehaviour {
public PoolObject poolObject;
private Transform myTransform;
private Transform cameraTransform;
private Vector3 launchPosition = new Vector3();
public float fireRate = 0.2f;
public float nextFire = 0;
// Use this for initialization
void Start () {
myTransform = transform;
cameraTransform = myTransform.FindChild("BulletSpawn");
}
void Update () {
poolObject = EasyObjectPool.instance.GetObjectFromPool<poolName>();
if(Input.GetButton("Fire1") && Time.time > nextFire){
nextFire = Time.time + fireRate;
launchPosition = cameraTransform.TransformPoint(0, 0, 0.2f);
poolObject.Activate();
poolObject.transform.position = launchPosition;
poolObject.transform.rotation = Quaternion.Euler(cameraTransform.eulerAngles.x + 90, myTransform.eulerAngles.y, 0);
}
}
}
我的拍摄脚本出现了两个错误:
1. 类型或命名空间名称 'poolName' 无法找到。是否缺少 using 指令或程序集引用?
这是因为以下代码行:
poolObject = EasyObjectPool.instance.GetObjectFromPool<poolName>();
2. 'PoolObject.Activate()'由于其保护级别而无法访问
对于以下这行代码:
poolObject.Activate();
我是否翻译了UnityScript中的错误,还是我错过了其他事情?非常感谢任何意见。
EasyObjectPool.GetObjectFromPool(string)
的最佳重载方法匹配存在一些无效的参数。 - user3776884