Sig*_*erm 5 c# unity-game-engine unity3d-editor
在Unity 5中,管理动态创建的游戏对象的"干净"方式是什么?
我写了一个MonoBehavior
创建/销毁几个的组件()GameObjects
.对象作为自定义自定义系统的一部分加载,选择部分字符 - 头发/衣服等.这意味着它们对于播放器是可见的,在编辑器中可见,但不应该在编辑器中可编辑.正在加载的对象是带有骨架的网格.
脚本以这种方式运行:
删除:
protected void unloadLastResource(){
if (lastResourceInstance){
if (Application.isEditor){
GameObject.DestroyImmediate(lastResourceInstance);
}
else
GameObject.Destroy(lastResourceInstance);
Resources.UnloadUnusedAssets();
lastResourceInstance = null;
}
}
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创建:
GameObject target = getEffectiveTargetNode();
Object resource = Resources.Load(newResourceName);
instance = Instantiate(resource) as GameObject;
instance.hideFlags = HideFlags.HideAndDontSave;
instance.transform.parent = target.transform;
instance.transform.localPosition = Vector3.zero;
instance.transform.localRotation = Quaternion.identity;
instance.transform.localScale = Vector3.one;
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销毁处理程序:
void OnDestroy(){
unloadLastResource();
}
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这似乎在编辑器中工作正常,但是当我从游戏模式切换回edito模式时,我收到很多警告:
Destroying object multiple times. Don't use DestroyImmediate on the same object in OnDisable or OnDestroy.
UnityEngine.Object:DestroyImmediate(Object)
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我得到了一堆新的对象树(那些应该被删除的树 - 树来自于与原始"资源"一起被加载的对象并被附加)在场景hieararchy的顶层.
那么,我如何干净地处理动态创建的游戏对象?
我需要知道我需要设置哪些标志,以及我应该采取哪些步骤来确保对象不会"泄漏"到场景中并在删除创建它的组件时被正确销毁.
建议吗?
"ResourceLoader"使用的完整基类
public class BaseResourceLoader : MonoBehaviour {
public GameObject targetNode = null;
protected GameObject lastTargetNode{
get{return lastTargetNodeInternal;}
}
private GameObject lastTargetNodeInternal = null;
protected bool targetNodeChanged(){
return targetNode != lastTargetNode;
}
protected string lastResourceName{
get{return lastResourceNameInternal;}
}
private string lastResourceNameInternal = "";
//private Object lastResource;
private GameObject lastResourceInstance;
protected GameObject getEffectiveTargetNode(){
if (targetNode == null)
return this.gameObject;
return targetNode;
}
public void reloadResource(){
loadNewResource(lastResourceNameInternal, true);
}
protected void unloadLastResource(){
if (lastResourceInstance){
if (Application.isEditor){
GameObject.DestroyImmediate(lastResourceInstance);
}
else
GameObject.Destroy(lastResourceInstance);
Resources.UnloadUnusedAssets();
lastResourceInstance = null;
}
lastResourceNameInternal = "";
}
protected void loadNewResource(string newResourceName, bool forceReload){
if ((newResourceName == lastResourceNameInternal) && !forceReload)
return;
GameObject instance = null;
if (newResourceName != ""){
GameObject target = getEffectiveTargetNode();
Object resource = Resources.Load(newResourceName);
instance = Instantiate(resource) as GameObject;
instance.hideFlags = HideFlags.HideAndDontSave;
instance.transform.parent = target.transform;
instance.transform.localPosition = Vector3.zero;
instance.transform.localRotation = Quaternion.identity;
instance.transform.localScale = Vector3.one;
}
unloadLastResource ();
lastResourceInstance = instance;
lastResourceNameInternal = newResourceName;
lastTargetNodeInternal = targetNode;
}
void OnDestroy(){
unloadLastResource();
}
}
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我已经弄清楚了。
问题是由这一行引起的:
instance.hideFlags = HideFlags.HideAndDontSave;
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在层次结构中,此标志仅影响一个对象,不影响对象的子对象。因此,如果您为层次结构中的根对象设置此标志并且场景被保存,根将被销毁,但其子对象将被序列化(意味着它们将在场景重新加载时出现在检查器中)并且您将获得大量关于多次销毁同一对象的警告。
为了解决这个问题,有必要遍历整个层次结构并为层次结构中的所有对象设置标志。这解决了问题并消除了所有错误。
void makeHierarchyHidden(GameObject obj){
obj.gameObject.hideFlags = HideFlags.HideAndDontSave;
foreach(Transform child in obj.transform){
makeHierarchyHidden(child.gameObject);
}
}
.....
makeHierarchyHidden (newObject);
.....
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目前尚不清楚这种情况是否仅在从磁盘加载非预制件时发生,或者仅在所有分层对象的一般情况下发生。