Return 对象到池

Return Object to pool

我正在制作无限公路游戏。我正在为道路和敌方对象使用对象池。 roads 运行良好,但我对敌人对象有问题,我可以从池中添加敌人,但我不能 return 将敌人对象退回池中。

public void CreateEnemy( EnemyPool pool, int roadLenght, Vector3 startPos , int numberOfEnemies, int enemyType )
    {
        enemy = new Transform[numberOfEnemies];
        enemyIndex = new int[numberOfEnemies];

        currentRoadLenght = roadLenght;
        //I add enemies along the length of the path. Path Lenght is randomly generated.
        currentEnemyNumber = numberOfEnemies;

        int arrayedEnemyObject = 0;

        for( int i = 0; i < roadLenght; i++ )
        {
            Vector3 pos = startPos + new Vector3(0, 1, i * 15);

            for( int j = 0; j < numberOfEnemies; j++ )
            {
                Transform obj = pool.PullEnemyFromPool(enemyType);
                obj.position = pos;
                obj.gameObject.SetActive(true);

                enemy[j] = obj;
                enemyIndex[j] = enemyType;
                Debug.Log(j);

                pos.z += 3;
                arrayedEnemyObject++;
            }

            if( arrayedEnemyObject == numberOfEnemies )
            {
                arrayedEnemyObject = 0;
                i += enemyObjectDistance;
            }
        }
    }

    public void DestroyEnemy( EnemyPool objectPooler )
    {   
        if (enemy != null) 
        {
            int destroyedObj = 0;

            for( int i = 0; i < currentRoadLenght; i++ )
            {
                for( int j = 0; j < currentEnemyNumber; j++ )
                {
                    Transform obj = enemy[j];
                    obj.gameObject.SetActive( false );
                    objectPooler.AddEnemyToPool( enemyIndex[j], obj );

                    destroyedObj++;
                }

                if( destroyedObj == currentEnemyNumber )
                {
                    destroyedObj = 0;
                    i += enemyObjectDistance;
                }
            }

            enemy = null;
        }
    }

我的 EnemyPoolScript

public class EnemyPool : MonoBehaviour 
{
    private GameObject[] enemyObjects;
    private List<Transform>[] enemyObjectsPool;

    public void FillPool( GameObject[] enemyObjects , int size )
    {
        this.enemyObjects = enemyObjects;

        Vector3 pos = Vector3.zero;
        Quaternion tilt = Quaternion.identity;
        GameObject obj;

        enemyObjectsPool = new List<Transform>[enemyObjects.Length];

        for ( int i = 0; i < enemyObjects.Length; i++ ) 
        {
            enemyObjectsPool[i] = new List<Transform>();

            for( int j = 0; j < size; j++ )
            {
                obj = Instantiate( enemyObjects[i], pos, tilt ) as GameObject;
                obj.SetActive( false );
                enemyObjectsPool[i].Add( obj.transform );
            }
        }
    }

    public void AddEnemyToPool( int index, Transform obj )
    {
        enemyObjectsPool[index].Add (obj);
    }

    public Transform PullEnemyFromPool( int index )
    {
        Transform obj;

        if( enemyObjectsPool[index].Count <= 0 )
        {
            obj = ( Instantiate( enemyObjects[index], Vector3.zero, Quaternion.identity ) as GameObject ).transform;
        }
        else
        {
            obj = enemyObjectsPool[index][0];
            enemyObjectsPool[index].RemoveAt (0);
        }

        return obj;
    }

}

为什么您在添加和删除过程中反复考虑道路长度。那可能就是您的问题所在。您多次在数组中设置相同的项目。你正在为每条路从你的池中取出一个项目,并将它放在同一个槽中。

for (int i = 0; i < roadCount; i++)
    enemy[j] = pullObject;

外循环可能是罪魁祸首。

此外,在您的池中,使用队列而不是列表可能会有所帮助。 queues专门用于从前面取出item,效率会比RemoveAt(0)

编辑:

好吧……这有点难以解释,但您的外循环可能并没有按照您认为的那样进行。你所有的外循环正在做的是确保你重复你的内循环 roudcount 次数。假设您的道路长度为 3,敌人数量为 2。

这就是您的程序正在做的事情:

pos = startPos + new Vector3(0,1,0);
obj.position = pos;
enemy[0] = obj;
pos.z += 3;
arrayedEnemeyObject++;
obj.position = pos;
enemy[1] = obj;
pos.z += 3;
arrayedEnemeyObject++;
arrayedEnemeyObject = 0;
i += enemyObjectDistance;
pos = startPos + new Vector3(0,1,15);
obj.position = pos;
enemy[0] = obj;
pos.z += 3;
arrayedEnemeyObject++;
obj.position = pos;
enemy[1] = obj;
pos.z += 3;

注意 enemy[0] 是如何设置两次的。我仍然不知道 roaddistance 是什么意思,因为你的外环没有做任何事情。我……我猜,这就是你想要的……但我真的不知道

enemy[,] = new Transform[roadCount, numberOfEnemies];
enemyIndex[,] = new int[roadCount, numberOfEnemies];

然后在你的内部循环中:

enemy[i,j] = obj;