Unity对象池简单实现(UGUI内核源码)

本文深入探讨了Unity中对象池(Object Pooling)的设计与实现,详细讲解了内部类ObjectPool的功能与工作原理,包括对象的获取、释放及计数等关键操作。对象池技术能够有效管理游戏场景中的对象实例,提高资源利用效率。

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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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