ObjectPool.cs 用于通过对象池 生成和回收 游戏对象 usingSystem.Collections.Generic; usingUnityEngine; namespaceUtilty { publicclassObjectPool:Singleton<ObjectPool> { //私有构造 privateObjectPool() { pool =newDictionary<string, List<GameObject>>(); } //对象池 privateDictionary<string, List<GameObject...
publicList<GameObject> _objectList =newList<GameObject>(); // 对象池大小 privateint_capacity =5; GameObject go; protectedoverridevoidAwake() { base.Awake(); InitPoolObj(); } //初始化对象池,预加载指定对象 privatevoidInitPoolObj() { go = Resources.Load("Prefabs/Entity/Cube")asGameObject; ...
//初始化对象池,预加载指定对象 private void InitPoolObj() { go = Resources.Load("Prefabs/Entity/Cube") as GameObject; for (int i = 0; i < _capacity; i++) { var initObj = Instantiate(go); = ; initObj.transform.SetParent(transform); _objectList.Add(initObj); } foreach (var ite...
usingSystem;usingSystem.Collections.Generic;usingUnityEngine;usingUnityEngine.Events;publicclassObjectPool<T>{privatereadonlyStack<T> stack =newStack<T>();privatereadonlyFunc<T>actionOnNew;privatereadonlyUnityAction<T>actionOnGet;privatereadonlyUnityAction<T>actionOnRelease;publicintCountAll {get;private...
using System.Collections.Generic; using UnityEngine; //作为静态方法 public class GameObjectUtil { private static Dictionary<RecycleGameObject,ObjectPool> pools=new Dictionary<RecycleGameObject, ObjectPool>(); //提供一个实例化方法 public static GameObject Instantiate(GameObject prefab, Vector3 pos) ...
Recycle the Pool Object Pooling Design Pattern object polling 是设计范式的一种 是一种优化的范式,尤其对于移动化来说非常重要 不是生成和销毁游戏对象,而是循环利用游戏对象 假设我们创建一个射击游戏,我们射出的子弹都是游戏对象,传统的做法是不断从枪口生成,然后击中目标后不断销毁,这个利用的是垃圾回收机制,只...
从Unity2021开始,引入了UnityEngine.Pool,这里我们简单介绍下Unity内置的对象池。 Unity对象池 下面这个是官方的对象池 using System; using System.Collections.Generic; namespace UnityEngine.Pool { // // 摘要: // A stack based Pool.IObjectPool_1. public class ObjectPool<T> : IDisposable, IObjectPoo...
1.创建一个继承自GenericPool的类,用于管理特定类型的对象池。例如,您可以创建一个名为"MyObjectPool"的类,继承自GenericPool,并指定要池化的对象类型。 csharp复制代码: using UnityEngine; using System.Collections.Generic; public class MyObjectPool : GenericPool<MyObject> { protected override MyObject Creat...
因此ObjectPool就是用来对游戏中的Object对象进行对象池管理用的。 怎么做 下面我们来查看源码,看下其实现原理。 using System.Collections.Generic; using UnityEngine.Events; namespace UnityEngine.UI { internal class ObjectPool<T> where T : new() { private readonly Stack<T> m_Stack = new Stack<T>...
ObjectPool.cs 用于通过对象池 生成和回收 游戏对象 usingSystem.Collections.Generic;usingUnityEngine;namespaceUtilty{publicclassObjectPool:Singleton<ObjectPool>{//私有构造privateObjectPool(){pool=newDictionary<string,List<GameObject>>();}//对象池privateDictionary<string,List<GameObject>>pool;//通过对象池生...