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<...
public class ExamplePool : MonoBehaviour { private ObjectPool<GameObject> objectPool; public GameObject objectType; public int poolSize = 10; void Start() { objectPool = new ObjectPool<GameObject>(() => { GameObject obj = Instantiate(objectType); obj.SetActive(false); return obj; }, poolSiz...
一、ObjectPool 1.分配对象 2.回收对象 3.缓存数量 4.释放对象池 二、MonoObjectPool 1.创建方法 2.分配对象 3.回收对象 4.缓存数量 5.释放对象池 简介 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Object...
Netcode for GameObjects (Netcode) provides built-in support for Object Pooling, which allows you to override the default Netcode destroy and spawn handlers with your own logic. This allows you to store destroyed network objects in a pool to reuse later.
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...
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; ...
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 ...
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...