Unity自带的对象池——UnityEngine.Pool
  v5bEezpf7PPs 2023年11月02日 129 0



简介

之前对象池都是自己写,现在unity的API自带对象池了,UnityEngine.Pool 官方文档:https://docs.unity3d.com/ScriptReference/Pool.CollectionPool_2.html 主要包含了几个类

1.CollectionPool<T0,T1> 集合池,可以放List、HashSet、Dictionary啥的,非线程安全

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的,非线程安全

6.ListPool< T0> 列表池,CollectionPool<T0,T1>的list版本。

7.ObjectPool< T0> 对象池,基于堆栈的IObjectPool< T0>,池子内的对象是以堆栈的形式保存的,非线程安全

8.UnsafeGenericPool< T0> 不安全通用池,提供ObjectPool的静态实现,这是禁用集合检查的GenericPool的替代方法。某些对象在收集检查期间进行比较时会产生垃圾。此版本不执行任何收集检查,因此不会产生垃圾。注意这不是线程安全的。


使用

官方案例,主要是unity的粒子系统来用对象池

using System.Text;
using UnityEngine;
using UnityEngine.Pool;

// 当粒子系统stop时,对象池回收,直接release
[RequireComponent(typeof(ParticleSystem))]
public class ReturnToPool : MonoBehaviour
{
    public ParticleSystem system;
    public IObjectPool<ParticleSystem> pool;

    void Start()
    {
        system = GetComponent<ParticleSystem>();
        var main = system.main;
        main.stopAction = ParticleSystemStopAction.Callback;
    }

    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
    }

    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<ParticleSystem> m_Pool;

    public IObjectPool<ParticleSystem> Pool
    {
        get
        {
            if (m_Pool == null)
            {
                if (poolType == PoolType.Stack)
                    m_Pool = new ObjectPool<ParticleSystem>(CreatePooledItem, OnTakeFromPool, OnReturnedToPool, OnDestroyPoolObject, collectionChecks, 10, maxPoolSize);
                else
                    m_Pool = new LinkedPool<ParticleSystem>(CreatePooledItem, OnTakeFromPool, OnReturnedToPool, OnDestroyPoolObject, collectionChecks, maxPoolSize);
            }
            return m_Pool;
        }
    }

    ParticleSystem CreatePooledItem()
    {
        var go = new GameObject("Pooled Particle System");
        var ps = go.AddComponent<ParticleSystem>();
        ps.Stop(true, ParticleSystemStopBehavior.StopEmittingAndClear);

        var main = ps.main;
        main.duration = 1;
        main.startLifetime = 1;
        main.loop = false;

        // This is used to return ParticleSystems to the pool when they have stopped.
        var returnToPool = go.AddComponent<ReturnToPool>();
        returnToPool.pool = Pool;

        return ps;
    }

    // Called when an item is returned to the pool using Release
    void OnReturnedToPool(ParticleSystem system)
    {
        system.gameObject.SetActive(false);
    }

    // Called when an item is taken from the pool using Get
    void OnTakeFromPool(ParticleSystem system)
    {
        system.gameObject.SetActive(true);
    }

    // If the pool capacity is reached then any items returned will be destroyed.
    // We can control what the destroy behavior does, here we destroy the GameObject.
    void OnDestroyPoolObject(ParticleSystem system)
    {
        Destroy(system.gameObject);
    }

    void OnGUI()
    {
        GUILayout.Label("Pool size: " + Pool.CountInactive);
        if (GUILayout.Button("Create Particles"))
        {
            var amount = Random.Range(1, 10);
            for (int i = 0; i < amount; ++i)
            {
                var ps = Pool.Get();
                ps.transform.position = Random.insideUnitSphere * 10;
                ps.Play();
            }
        }
    }
}



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