cocos2d-x 粒子效果内存泄露及Unity一定范围内出怪实现备份。

std::string filename = "ExplodingRing.plist";
auto _emitter = ParticleSystemQuad::create(filename);
if (_emitter)
{
_emitter->setPosition(Vec2(rand_x, rand_y));
addChild(_emitter, 10);
_emitter->setAutoRemoveOnFinish(true);

}

===================包含图片的plist粒子效果文件会造成内存泄露。原因及修复XXXXX见如下地址。请允许我说一句粗口话,为这东西调了我超过2个星期时间才发现是引擎的问题,果然开源的东西 = 一堆人乱来?我可以确信的是,这个bug在最新的3.14版本没有得到修正。喜闻乐见

http://discuss.cocos2d-x.org/t/memory-leak-in-particle-system-v3-beta-2/11754/2

===================神坑cocos。。。。脱坑ing。


以下是unity一定范围内生成怪物的调试脚本。1秒一次 范围内随机。仅备份

using UnityEngine;
using System.Collections;

public class TestGenSc : MonoBehaviour {

	// Use this for initialization
	void Start () {
        InvokeRepeating("GenMonster", 1, 1);
	}
	
	// Update is called once per frame
	void Update () {
	
	}

    void GenMonster()
    {
        Vector2 v2 = Random.insideUnitCircle * 5.0f;
        Vector3 v3 = new Vector3(v2.x, 0, v2.y);
        GameObject ob =  GameObject.CreatePrimitive(PrimitiveType.Cube);
        ob.transform.position = gameObject.transform.position;
        ob.transform.parent = gameObject.transform;
        ob.transform.localPosition = v3;
        ob.transform.localScale = new Vector3(0.5f, 0.5f, 0.5f);

    }

    void OnDrawGizmos()
    {
        Gizmos.color = new Color(0.0f, 0.5f, 0.5f, 0.3f);
        Gizmos.DrawSphere(transform.position, 5.0f);
    }
}


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转载自blog.csdn.net/glunoy/article/details/65935084