This greatly reduces the amount of garbage generated. private List myList = new List(); void Update() { myList.Clear(); PopulateList(myList); } 将步骤标记为已完成38.Object pooling 0 Even if we reduce allocations within our scripts, we may still have garbage collection problems if we...
● 如果你需要把标准序列容器的元素或数组分隔为满足和不满足某个标准,你大概就要找partition或stable_partition。 ● 如果你的数据是在list中,你可以直接使用partition和stable_partition,你可以使用list的sort来代替sort和stable_sort。如果你需要partial_sort或nth_element提供的效果,你就必须间接完成这个任务,但正如我...
{_children = new List<BTNode>();}if (aNode != null) {_children.Add(aNode);}}public virtual void RemoveChild (BTNode aNode) {if (_children != null && aNode != null) {_children.Remove(aNode);}}// Check if cooldown is finished.private bool CheckTimer () {if (Time.time - _last...
int[] GetRandomArray(int[] array, int count) { int[] result = new int[count]; List<int> availableIndices = new List<int>(); // 初始化可用索引列表 for (int i = 0; i < array.Length; i++) { availableIndices.Add(i); } // 随机选择count个不重复的索引 for ...
ClearArrayRemove all elements from the array. CopyReturns a copy of the SerializedProperty iterator in its current state. CountInPropertyCount visible children of this property, including this property itself. CountRemainingCount remaining visible properties. ...
_children = new List<BTNode>(); } if (aNode != null) { _children.Add(aNode); } } public virtual void RemoveChild (BTNode aNode) { if (_children != null && aNode != null) { _children.Remove(aNode); } } // Check if cooldown is finished. ...
After we test to see if any mods exist in AddModsIfNone, we will iterate our list of mods and upload them:Important If you didn't generate dummy mods in the previous section, modify the below to suit your mod files.async Task AddModsIfNone() { // Return if any mods exist ... ...
GetAssetBundleDependencies Given an assetBundleName, returns the list of AssetBundles that it depends on. GetAssetDependencyHash アセットのすべての依存関係のハッシュを返します GetAssetOrScenePath アセットが保存されているプロジェクトフォルダーのパス名を返します。 GetAssetPath アセットが...
This tells addressables to load all the sub-objects that are sprites, and return them as a list. Third is accessing a sprite from within an atlas. In this case, you have to use addressables to load the sprite atlas, then use the normal atlas API to load a given sprite from it. ...
[fix] Fixes the bug where MachineState::CollectFramesWithoutDuplicates incorrectly uses hybridclr::metadata::IsInterpreterMethod to remove hot update functions, leading to an increasingly long StackFrames list and an infinite loop when printing the stack. The implementation is adjusted to uniformly use...