Unity:将粒子系统更改为池化

Unity: Change Particle System to pooling

我正在尝试将我的粒子系统功能更改为池化而不是每次都实例化。我想重复使用这些粒子。这怎么可能?我不知道如何开始,虽然我看了统一教程,但不知何故仍然不清楚。可能是因为我在其他 类 中调用了粒子系统函数,这让我有些困惑。

public ParticleSystem[] Myeffects;


public void Particle(int particleNum, Vector3 Pos)
{
    if (Myeffects != null && Myeffects[particleNumber] != null )
    {
        if (Myeffects[particleNumber].isPlaying)
            Myeffects[particleNumber].Stop();

        ParticleSystem temp = Instantiate(Myeffects[particleNum], particlePos, new Quaternion()) as ParticleSystem;

        temp.Play();
    }
}
}

首先,Select你的粒子系统prefab/TNT然后确保Play On Awake是未经检查。下面的池脚本是实现这一目标的专用技巧。它将创建一个指定的 ParticleSystem 数组,然后重新使用它们。请注意 ParticlePool 而不是 继承自 MonoBehaviour,因此请确保直接复制它。

using UnityEngine;
using System.Collections;
using System;

public class ParticlePool
{
    int particleAmount;
    ParticleSystem[] NormalParticle;
    ParticleSystem[] TNTParticle;

    public ParticlePool(ParticleSystem normalPartPrefab, ParticleSystem tntPartPrefab, int amount = 10)
    {
        particleAmount = amount;
        NormalParticle = new ParticleSystem[particleAmount];
        TNTParticle = new ParticleSystem[particleAmount];

        for (int i = 0; i < particleAmount; i++)
        {
            //Instantiate 10 NormalParticle
            NormalParticle[i] = GameObject.Instantiate(normalPartPrefab, new Vector3(0, 0, 0), new Quaternion()) as ParticleSystem;

            //Instantiate 10 TNTParticle
            TNTParticle[i] = GameObject.Instantiate(tntPartPrefab, new Vector3(0, 0, 0), new Quaternion()) as ParticleSystem;
        }
    }

    //Returns available GameObject
    public ParticleSystem getAvailabeParticle(int particleType)
    {
        ParticleSystem firstObject = null;

        //Normal crate
        if (particleType == 0)
        {
            //Get the first GameObject
            firstObject = NormalParticle[0];
            //Move everything Up by one
            shiftUp(0);
        }

        //TNT crate
        else if (particleType == 1)
        {
            //Get the first GameObject
            firstObject = TNTParticle[0];
            //Move everything Up by one
            shiftUp(1);
        }

        return firstObject;
    }

    //Returns How much GameObject in the Array
    public int getAmount()
    {
        return particleAmount;
    }

    //Moves the GameObject Up by 1 and moves the first one to the last one
    private void shiftUp(int particleType)
    {
        //Get first GameObject
        ParticleSystem firstObject;

        //Normal crate
        if (particleType == 0)
        {
            firstObject = NormalParticle[0];
            //Shift the GameObjects Up by 1
            Array.Copy(NormalParticle, 1, NormalParticle, 0, NormalParticle.Length - 1);

            //(First one is left out)Now Put first GameObject to the Last one
            NormalParticle[NormalParticle.Length - 1] = firstObject;
        }

        //TNT crate
        else if (particleType == 1)
        {
            firstObject = TNTParticle[0];
            //Shift the GameObjects Up by 1
            Array.Copy(TNTParticle, 1, TNTParticle, 0, TNTParticle.Length - 1);

            //(First one is left out)Now Put first GameObject to the Last one
            TNTParticle[TNTParticle.Length - 1] = firstObject;
        }
    }
}

然后,您的 ParticleHolder 脚本应使用以下代码更新。而已。没有更多的实例化。

public class ParticleHolder : MonoBehaviour
{

    public ParticleSystem[] effects;
    ParticlePool particlePool;

    void Start()
    {
        // 0 = Normal crate
        // 1 = TNT crate
        particlePool = new ParticlePool(effects[0], effects[1], 5);
    }

    public void playParticle(int particleType, Vector3 particlePos)
    {
        ParticleSystem particleToPlay = particlePool.getAvailabeParticle(particleType);

        if (particleToPlay != null)
        {
            if (particleToPlay.isPlaying)
                particleToPlay.Stop();

            particleToPlay.transform.position = particlePos;
            particleToPlay.Play();
        }

    }
}