public int countAll { get; private set; } public int countActive { get { return countAll - countInactive; } } public int countInactive { get { return m_Stack.Count; } } public ObjectPool(UnityAction<T> actionOn
actionOnRelease; public int CountAll { get; private set; } public int CountInactive { get { return stack.Count; } } public int CountActive { get { return CountAll - CountInactive; } } public ObjectPool(Func<T> onNew, UnityAction<T> onGet = null, UnityAction<T> onRelease = null)...
public int CountAll { get; private set; } public int CountActive => CountAll - CountInactive; public int CountInactive => m_List.Count; public ObjectPool(Func<T> createFunc, Action<T> actionOnGet = null, Action<T> actionOnRelease = null, Action<T> actionOnDestroy = null, bool colle...
public void ReleaseObject(GameObject clone) { clone.SetActive(false); // 已使用的字典中 if (usedPoolObjectbDictinary.ContainsKey(clone)) { usedPoolObjectbDictinary[clone].ReleaseItem(clone); usedPoolObjectbDictinary.Remove(clone); // 更新使用数据标志 dirty = true; } else { Debug.Log("No ...
Unity官方对象池C#脚本在 Visual Scripting中的使用,主要是Get() 和 Release()的功能实现. 对象池管理C#脚本,挂载在空的Game Object上,只负责最简单的创建和释放/销毁等核心功能. Pool.Get()功能C#脚本参照官方案例""Custom C# nodes""修改,挂载在Player上, Visual Scripting的模糊查找器中,直接调用即可. ...
运行时加载资源:在运行时,开发者可以通过Addressables API加载和实例化资源。例如,使用Addressables.LoadAssetAsync<GameObject>("assetKey")异步加载资源,并通过Addressables.Release(handle)释放资源。 Addressables系统还支持远程资源加载,开发者可以通过Cloud Content Delivery (CCD)服务将资源推送到玩家设备,从而减少应用...
目的:以后项目需要对象池,直接将这四个脚本放入工程调用PoolManager.SpawnObject()创建物体,调用PoolManager.ReleaseObject(this.gameObject);释放物体即可实现,效果: 对象池实现,三个对象池相关类+ 一个单例类(这个单例类挺好,所以加上了) 直接将这四个脚本放入工程: ...
Prefab is a way to change how pools would instantiate or release their objects. UnityPrefab<T, TSource> GameObjectPrefab ComponentPrefab<T> If customization is needed, a subtype of UnityPrefab<T, TSource> must be implemented then passed to the generic pool that accept TPrefab. public class ...
publicintCountActive=>this.CountAll-this.CountInactive;// 获取当前非活跃(已被释放)的对象数量。publicintCountInactive=>this.m_List.Count;// 构造函数。publicObjectPool(Func<T>createFunc,// 创建新对象的函数。Action<T>actionOnGet=null,// 获取对象时的回调函数。Action<T>actionOnRelease=null,// ...
ClearRemoves all pooled items. If the pool contains a destroy callback then it will be called for each item that is in the pool. GetGet an instance from the pool. If the pool is empty then a new instance will be created. ReleaseReturns the instance back to the pool. ...