【发布时间】:2014-06-25 20:40:50
【问题描述】:
我找到了一个很棒的对象池脚本,但它在 UnityScript 中,而我的项目在 C# 中。我一直在尝试转换它,但我遇到了一个我不太理解的错误。这是我的脚本:
using UnityEngine;
using System.Collections;
using System.Collections.Generic;
public class EasyObjectPool : MonoBehaviour {
private class PoolInfo{
public string poolName;
public GameObject prefab;
public int poolSize;
public bool canGrowPoolSize = true;
}
private class Pool{
private List<PoolObject> list = new List<PoolObject>();
public bool canGrowPoolSize;
public void Add (PoolObject poolObject){
list.Add(poolObject);
}
public int Count (){
return list.Count;
}
public GameObject ObjectAt ( int index ){
PoolObject result;
if(index < list.Count) {
result = list[index];
}
return result;
}
}
static public EasyObjectPool instance ;
PoolInfo[] poolInfo;
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 GameObject 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;
}
}
错误是: "无法将类型 'UnityEngine.GameObject' 隐式转换为 `PoolObject'"
对于线路:
PoolObject currentObject = pool.ObjectAt(index);
和
return poolObject;
这个脚本引用了另一个名为 PoolObject 的脚本,但它没有给我任何错误,所以我不认为它与这些错误有关。这是那个脚本:
using UnityEngine;
using System.Collections;
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);
}
}
谁能告诉我我在这里做错了什么?
【问题讨论】:
-
第 106 行和第 144 行是哪一个?在这些行上发布代码。
-
对不起,我不知道这个代码函数没有给行编号。我编辑了我的问题
-
PoolObject是不是您没有在上面粘贴的另一个类? -
这是实际实例化对象的脚本的名称,但它没有给我任何错误,所以我不认为它是相关的。我用那个脚本再次更新了我的问题。
-
是的,我就是这么想的。我在下面的回答应该可以解决您的问题。祝你游戏好运!
标签: c# unity3d unityscript object-pooling