框架中将对象池划分为两种,一种是通过new运算符创建对象的对象池,另一种是对象类继承自MonoBehaviour,需要自定义创建方法的对象池,我们将它们分别称为ObjectPool、MonoObjectPool。 为需要实现对象池管理的对象类继承IPoolable接口,接口中包含bool类型字段IsRecycled,用于标记该对象是否已经回收,以及OnRecycled方法,用于实现...
public class PoolExample : MonoBehaviour { public enum PoolType { Stack, LinkedList } public PoolType poolType; // Collection checks will throw errors if we try to release an item that is already in the pool. public bool collectionChecks = true; public int maxPoolSize = 10; IObjectPool<...
2.DictionaryPool<T0,T1> 字典池,继承自CollectionPool 3.GenericPool< T0 > 通用池,ObjectPool的静态实现,启用了集合检查,以确保不会重复回收。非线程安全 4.HashSetPool< T0> 哈希集池,CollectionPool<T0,T1>的HashSet版本。 5.LinkedPool< T0> 链表池,IObjectPool的链表版本,池子内的对象是以链表形式保存...
The following example is from the Boss Room Sample. It shows how object pooling is used to handle the different projectile objects. In that example, the classNetworkObjectPoolis the data structure containing the pooled objects and the classPooledPrefabInstanceHandleris the handler implementingINetwor...
return SafeObjectPool<msg>.Instance.Allocate(); } public void Recycle2Cache() { SafeObjectPool<msg>.Instance.Recycle(this); } #endregion } 这个类虽然只是用来做SafeObjectExample的实例类的,但是还是有改进的空间。 在Msg的使用场景中,我们只用到了Msg类的Allocate和Recycle2Cache方法。而OnRecycled和Is...
When you are handling a multitude of instantiation and destroy calls of a single GameObject, it may be time to consider implementing an Object Pool. The following example of a Space Shooter is an ideal candidate for implementing Object Pooling to help optimize the project's runtime. (Figure ...
private Renderer myRenderer; void Start() { myRenderer = GetComponent<Renderer>(); } void Update() { ExampleFunction(myRenderer); } 对象池(Object Pool) Instantiate(实例化)和 Destroy(销毁)方法会产生需要垃圾回收数据、引发垃圾回收(GC)的处理高峰,且其运行较为缓慢。与其经常性地实例化和销毁 GameObj...
privateRenderer myRenderer;voidStart(){myRenderer=GetComponent<Renderer>();}voidUpdate(){ExampleFunction(myRenderer);} 对象池(Object Pool) Instantiate(实例化)和 Destroy(销毁)方法会产生需要垃圾回收数据、引发垃圾回收(GC)的处理高峰,且其运行较为缓慢。与其经常性地实例化和销毁 GameObjects(如射出的子弹)...
pool.ReturnObject(gameObject); } } ``` 在上面的示例中,我们创建了一个名为`ObjectPool`的类,它使用队列来存储`GameObject`对象。`GetObject`方法用于从池中获取对象,如果池为空,则创建一个新的对象并添加到池中。`ReturnObject`方法用于将对象放回池中。 在`ExampleScript`类中,我们在`Start`方法中创建了一...
void OnParticleSystemStopped() { // Return to the pool pool.Release(system); } } // This example spans a random number of ParticleSystems using a pool so that old systems can be reused. public class PoolExample :MonoBehaviour{ public enum PoolType { Stack, LinkedList } ...