IL_0003: ldfld class [mscorlib]System.Collections.Generic.List`1<int32> test::myList IL_0008: callvirt instance valuetype [mscorlib]System.Collections.Generic.List`1/Enumerator<!0/*int32*/> class [mscorlib]System.Collections.Generic.List`1<int32>::GetEnumerator() IL_000d: stloc.2 // V_2...
Supports generic lists and serialized property arrays, though additional collection types can be supported by implementing Rotorz.Games.Collections.IReorderableListAdaptor. $ yarn add rotorz/unity3d-reorderable-list This package is compatible with the unity3d-package-syncer tool. Refer to the tools’ ...
{publicintCapacity =10000; [SerializeField]privateintprojectileCount =0;publicProjectileV2[] ProjectilesArray;privateList<ProjectileV2> ToAddList =new();privateList<ProjectileV2> ToRemoveList =new();privateStack<int> indexStack =new();privateNativeArray<ProjectileV2.ProjectileData>projectilesNativeArray;pr...
An example of this is inserting an element into a list. Many more instructions are needed to perform this operation than, for example, accessing an element from an array by index. Again, when we consider an individual example we are talking about a tiny amount of time, but it is ...
A blob asset is an immutable data structure stored in unmanaged memory. Blob assets can contain primitive types, strings, structs, arrays, and arrays of arrays. Arrays and structs must only contain blittable types. Strings must be of type “BlobString” (or a specialized unmanaged string type ...
Copy(); } static List<string> listParName = new List<string>(); public static bool FindParName(Transform trans) { if (trans == null) { return false; } if (trans.GetComponent<UGUIPanel>() == null) { listParName.Add(trans.name); FindParName(trans.parent); return false; } return...
Type t = typeof(ArticleType); Array arrays = Enum.GetValues(t); for (int i = 0; i < arrays.LongLength; i++) { ArticleType tmp = (ArticleType)arrays.GetValue(i); string Description = Utility.GetEnumDescription(tmp); dict.Add((int)tmp, Description); ...
GC_hblkfreelist的长度是基于以下几个常量定义的: structhblk*GC_hblkfreelist[N_HBLK_FLS+1]={0};/* List of completely empty heap blocks *//* Linked through hb_next field of *//* header structure associated with *//* block. Remains externally visible *//* as used by GNU GCJ currentl...
Learn how to optimize your game's performance by testing against hardware platform memory limitations with the profile memory usage tool in your Unity project.
This is problematic when using NativeHashMap, NativeMultiHashMap, NativeHashSet and NativeList together in situations where their secondary safety handle is used. This means that operations that invalidate an enumerator for either of these collections (or the NativeArray returned by NativeList.AsArray...