当障碍物与边界发生碰撞时,如何编写障碍物以返回我的对象​​池?

How to Code Obstacle to Go Back Into My Object Pooler When They Collide With a Boundary?

请不要被我的长问题吓到,我确定我只是用措辞怪异哈哈。我遵循了 Mike Geig 关于在 Unity 中使用对象池的优秀教程,并且我很好地理解了这个概念。我只是有一个问题,这个问题让我头痛了将近一个星期。当它与南墙(标记为 "SouthWall")碰​​撞时,我如何使它回到我的对象池中?我有一张照片和我的脚本:alt text

(下面的脚本是我的通用 Pooler 脚本,我从对象池教程中稍微改动了一下)

     using UnityEngine;
     using System.Collections;
     using System.Collections.Generic;

     public class PoolerTestScript : MonoBehaviour
     {
         public static PoolerTestScript current;
         public GameObject spikeWall;
         public int wallPooledAmount = 20;
         public bool willGrow = true; // This will be false in the inspector and the game, but here I will keep it true so I dont mess anything up.

         private List<GameObject> wallPooledObjects;

         void Awake () 
         {
             current = this;
         }

         void Start ()
         {
             wallPooledObjects = new List<GameObject>();
             for(int i = 0; i < wallPooledAmount; i++)
             {
                 GameObject obj = (GameObject)Instantiate(spikeWall);
                 obj.SetActive(false);
                 wallPooledObjects.Add(obj);
             }
         }

         public GameObject GetPooledObject()
         {
             for(int i = 0; i< wallPooledObjects.Count; i++)
             {
                 if(!wallPooledObjects[i].activeInHierarchy)
                 {
                     return wallPooledObjects[i];
                 }
             }

              if (willGrow)
             {
                 GameObject obj = (GameObject)Instantiate(spikeWall);
                 wallPooledObjects.Add(obj);
                 return obj;
             }

             return null;

         }

     }

(下面的脚本会产生障碍,我从 Space 射手教程中得到它并对其进行了一些修改!)

using UnityEngine;
 using System.Collections;

 [System.Serializable]

 public class Obstacle2 // Spike Wall Obstacle
 {
     public GameObject wall; // The second obstacle gameobject. This is attached in the inspector.
     public Vector3 spawnWPosValues; // Position where the second obstacle will be spawned at on the X,Y,Z plane. 
     public int wCount; // This is the count of the second obstacle in a given wave.
     public float wSpawnWait; // Time in seconds between next wave of obstacle 2.
     public float wStartGameWait; // Time in seconds between when the game starts and when the second obstacle start spawning.
     public float wWaveSpawnWait; // Time in seconds between waves when the next wave of obstacle 2 will spawn.
 }

 public class SpawnWalls : MonoBehaviour {

     public Obstacle2 obstacle2;

     void Start () {

         StartCoroutine (SpawnWall ());
         //InvokeRepeating ("Spawn", 1, 1);

         //Get reference to rigidbody, and set the speed
     }


     IEnumerator SpawnWall () {

         yield return new WaitForSeconds(obstacle2.wStartGameWait);
         while (true)
         {

             for (int i = 0; i < obstacle2.wCount; i++) {

                 Vector3 spawnPosition_2 = new Vector3 (Random.Range(-obstacle2.spawnWPosValues.x, obstacle2.spawnWPosValues.x), 
                                                        obstacle2.spawnWPosValues.y, 
                                                        obstacle2.spawnWPosValues.z);
                 Quaternion spawnRotation_2 = Quaternion.Euler(0,270,0); // was 90, 0, 90 
                 Instantiate (obstacle2.wall, spawnPosition_2, spawnRotation_2);
                 yield return new WaitForSeconds(obstacle2.wSpawnWait);
             }
             yield return new WaitForSeconds (obstacle2.wWaveSpawnWait);
         }
     }
 }

(下面的脚本是移动障碍的原因)

 using UnityEngine;
 using System.Collections;

 public class WallObstacleMover : MonoBehaviour {

     private Rigidbody rb;      //Reference to Rigidbody Component

     public float speed;        //Speed, updated through script
     public float acceleration; //Every second, the speed will increase by this much

     //Executes once, when object is spawned / scene loaded
     void Start() {
         //Get reference to rigidbody, and set the speed
         rb = GetComponent<Rigidbody> ();
         rb.velocity = -transform.right * speed;

 }
     //Executes every frame
     void Update() {
         //Add acceleration to speed, make sure it's not above topSpeed)
         speed += Time.deltaTime * acceleration;
         //Set object velocity
         rb.velocity = -transform.right * speed;

     }
 }

你不用你的 pooler 来实例化障碍,你只需在协程中实例化它。您需要使用 PoolerTestScript 中的 GetPooledObject() 来合并障碍物。 然后在碰撞时,不是破坏游戏对象,而是调用一些您还需要创建的 GoBackToPool() 方法(当然,池化对象需要一种方法来找到它所属的池,因此要么保留引用,要么进行一些场景管理提供静态访问 - 代表将是另一种选择)