我正在创建2D Platformer游戏。
当附加到我的预制件上的视差脚本的池大小增加时,Unity3D应用程序将滞后并冻结更大的池大小。此事件以前在其他具有较大池大小的项目中不存在。不论游戏方面如何,事件似乎都将持续。
附有预制件的Parallaxer脚本池大小:10(开始滞后的位置)换挡速度:-1产生率:1
Y产生范围:最小Y:0最大值Y:2.72默认生成位置X:12.81Y:-0.03 Z:0立即生成:未选中即时生成位置X:0 Y:0 Z:0目标宽高比:X:10 Y:16
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Parallaxer : MonoBehaviour {
class PoolObject {
public Transform transform;
public bool inUse;
public PoolObject(Transform t) { transform = t; }
public void Use() { inUse = true; }
public void Dispose() { inUse = false; }
}
[System.Serializable]
public struct YSpawnRange {
public float minY;
public float maxY;
}
public GameObject Prefab;
public int poolSize;
public float shiftSpeed;
public float spawnRate;
public YSpawnRange ySpawnRange;
public Vector3 defaultSpawnPos;
public bool spawnImmediate;
public Vector3 immediateSpawnPos;
public Vector2 targetAspectRatio;
float spawnTimer;
PoolObject[] poolObjects;
float targetAspect;
GameManager game;
void Awake() {
Configure();
}
void Start() {
game = GameManager.Instance;
}
void OnEnable() {
GameManager.OnGameOverConfirmed += OnGameOverConfirmed;
}
void OnDisable() {
GameManager.OnGameOverConfirmed -= OnGameOverConfirmed;
}
void OnGameOverConfirmed() {
for (int i = 0; i < poolObjects.Length; i++) {
poolObjects[i].Dispose();
poolObjects[i].transform.position = Vector3.one * 1000;
}
Configure();
}
void Update() {
if (game.GameOver) return;
Shift();
spawnTimer += Time.deltaTime;
if (spawnTimer > spawnRate) {
Spawn();
spawnTimer = 0;
}
}
void Configure() {
//spawning pool objects
targetAspect = targetAspectRatio.x / targetAspectRatio.y;
poolObjects = new PoolObject[poolSize];
for (int i = 0; i < poolObjects.Length; i++) {
GameObject go = Instantiate(Prefab) as GameObject;
Transform t = go.transform;
t.SetParent(transform);
t.position = Vector3.one * 1000;
poolObjects[i] = new PoolObject(t);
}
if (spawnImmediate) {
SpawnImmediate();
}
}
void Spawn() {
//moving pool objects into place
Transform t = GetPoolObject();
if (t == null) return;
Vector3 pos = Vector3.zero;
pos.y = Random.Range(ySpawnRange.minY, ySpawnRange.maxY);
pos.x = (defaultSpawnPos.x * Camera.main.aspect) / targetAspect;
t.position = pos;
}
void SpawnImmediate() {
Transform t = GetPoolObject();
if (t==null) return;
Vector3 pos = Vector3.zero;
pos.y = Random.Range(ySpawnRange.minY, ySpawnRange.maxY);
pos.x = (immediateSpawnPos.x * Camera.main.aspect) / targetAspect;
t.position = pos;
Spawn();
}
void Shift() {
//loop through pool objects
//moving them
//discarding them as they go off screen
for (int i = 0; i < poolObjects.Length; i++) {
poolObjects[i].transform.position += Vector3.right * shiftSpeed * Time.deltaTime;
CheckDisposeObject(poolObjects[i]);
}
}
void CheckDisposeObject(PoolObject poolObject) {
//place objects off screen
if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect) {
poolObject.Dispose();
poolObject.transform.position = Vector3.one * 1000;
}
}
Transform GetPoolObject() {
//retrieving first available pool object
for (int i = 0; i < poolObjects.Length; i++) {
if (!poolObjects[i].inUse) {
poolObjects[i].Use();
return poolObjects[i].transform;
}
}
return null;
}
}
当您更改对象的transform.position时,如果该对象嵌套在游戏层次结构中的其他对象中,则可能是一个昂贵的过程。不用更改对象的变换,而是考虑在不使用GameObject时将其设置为非活动状态。另外,可以考虑创建一个未使用对象队列,而不是每次需要GetPoolObject()时都要遍历PoolObjects列表。这有两个目的:
队列示例:
Queue<PoolObject> availableObjects = new Queue<PoolObject>();
class PoolObject
{
public Transform transform;
public bool inUse;
public PoolObject(Transform t) { transform = t; }
public void Use() { inUse = true; }
public void Dispose() { inUse = false; }
}
void CheckDisposeObject(PoolObject poolObject)
{
//place objects off screen
if (poolObject.transform.position.x < (-defaultSpawnPos.x * Camera.main.aspect) / targetAspect)
{
availableObjects.Enqueue(poolObject);
poolObject.transform.gameObject.SetActive(false);
}
}
Transform GetPooledObject()
{
if(availableObjects.Count > 0)
Transform poolObj = availableObjects.Dequeue();
poolObj.gameObject.SetActive(true);
return poolObj;
else
return null;
}