首先,選擇您粒子系統預製/ TNT然後確保玩清醒沒有被選中。下面的彙集腳本專門用來實現這一點。它將創建一個指定的ParticleSystem
數組然後重新使用它們。請注意,ParticlePool
確實是不是繼承自MonoBehaviour
,所以請確保直接複製它。
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;
}
}
}
然後,您的ParticleHolder
腳本應更新下面的代碼。而已。沒有更多的實例。
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();
}
}
}
你想喲重用粒子;但你的代碼正在實例化particle **系統**,而不是粒子本身。 – AgentFire
它是如何影響的? – John
只需從教程中複製腳本,而不是使用使用,這就是它的全部內容 –
Absinthe