[Unity makes wheels] Encapsulate resource management system code, including object pool function

The definition management system usually refers to the system that manages various static resources in the game, such as prefabs, materials, textures, sound effects, etc. A good definition management system should have the following characteristics:

Friendly and easy-to-use interfaces: The definition management system should provide a set of convenient and easy-to-use interfaces for programmers to use. Through these interfaces, programmers can query, load, unload, delete, and update game resources.

Automated management: Define that the management system should be able to automatically manage the life cycle of game resources. For example, when a resource is no longer used, the resource is automatically unloaded and the memory is returned to the operating system, thereby reducing the memory usage of the game.

Scalability: The definition management system should be scalable, and can easily add new resource types and support new resource formats. For example, programmers should be able to easily extend the definition management system when new sound formats need to be added.

Efficiency: The definition management system should be efficient and be able to quickly load, unload, and query resources. When the game is running, the speed of loading game resources has a great impact on game performance, so the definition management system needs to have efficient reading and management capabilities.

In view of the above characteristics, a good definition management system should adopt the following best practices:

Use the singleton pattern: The definition management system usually requires only one instance, so it can be implemented using the singleton pattern.

Use resource pools: Define that the management system can use resource pools to cache game resources in memory, thereby avoiding frequent loading and release of game resources.

Use asynchronous reading: When loading a large amount of game resources, you can use asynchronous reading to prevent the game from blocking. Asynchronous reading can be implemented using coroutines, asynchronous methods, etc.

Use the object pool: In some scenarios, it may be necessary to dynamically generate game objects. At this time, the object pool can be used to cache the used game objects, so as to avoid frequent creation and destruction of game objects.

In short, a good definition management system needs to have the characteristics of high efficiency, scalability, ease of use, and automatic management.

Guess you like

Origin blog.csdn.net/qq_36303853/article/details/130510973