Unity对象池简单实现(UGUI内核源码)

internal class ObjectPool< T> where T : new()
{
private readonly Stack< T> m_Stack = new Stack< T>();
private readonly UnityAction< T> m_ActionOnGet;
private readonly UnityAction< T> m_ActionOnRelease;
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> actionOnGet, UnityAction< T> actionOnRelease)
{

m_ActionOnGet = actionOnGet;
m_ActionOnRelease = actionOnRelease;

}

public T Get()
{
T element;
if ( m_Stack. Count == 0)
{
element = new T();
countAll++;
}
else
{
element = m_Stack. Pop();
}

if ( m_ActionOnGet != null)
m_ActionOnGet( element);
return element;
}

public void Release( T element)
{
if ( m_Stack. Count > 0 && ReferenceEquals( m_Stack. Peek(), element))
Debug. LogError( "Internal error. Trying to destroy object that is already released to pool.");
if ( m_ActionOnRelease != null)
m_ActionOnRelease( element);
m_Stack. Push( element);
}
}



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转载自blog.csdn.net/qq_31967569/article/details/81064989