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代理记账许可证,seo网络推广外包公司,网站seo 优化,软件开发商网站前言 之前写过一篇关于对象池的文章,现在来看写的并不是很好,所以来考虑优化下。 现在来看一年前写的代码,越看越不能入目hhh Unity学习笔记–如何优雅简便地利用对象池生成游戏对象 前置知识 Unity学习笔记–使用 C# 开发一个 LRU 代码实…

前言

之前写过一篇关于对象池的文章,现在来看写的并不是很好,所以来考虑优化下。

现在来看一年前写的代码,越看越不能入目hhh

Unity学习笔记–如何优雅简便地利用对象池生成游戏对象

前置知识

Unity学习笔记–使用 C# 开发一个 LRU

代码实现

PoolManager.cs

using System;
using System.Collections.Generic;
using Factory;namespace ToolManager
{public class PoolManager{private Dictionary<string, LinkedListNode<Tuple<string, Pool>>> lru_dict;   // Key : pool_name == obj_nameprivate LinkedList<Tuple<string, Pool>> cache;private int capacity;public PoolManager(int capacity_in = 64){capacity = capacity_in;cache = new LinkedList<Tuple<string, Pool>>();lru_dict = new Dictionary<string, LinkedListNode<Tuple<string, Pool>>>();}public bool HasPool(string path){return lru_dict.ContainsKey(path);}public bool AddPool(BaseFactory factory, int init_count = 0){string pool_name = factory.GetObjPath();if (HasPool(pool_name)){return false;}Pool pool = new Pool(this, pool_name, factory, init_count);LinkedListNode<Tuple<string, Pool>> node = new LinkedListNode<Tuple<string, Pool>>(Tuple.Create(pool_name, pool));LRUAdd(node);return true;}public bool DelPool(string name){if (!HasPool(name)){return false;}var node = lru_dict[name];GetPool(node).ReleasePool();LRURemove(node);return true;}public object PopOne(string name){object res = null;if (HasPool(name)){var node = lru_dict[name];LRUChange(node);Pool pool = GetPool(node);res = pool.PopOne();LRURemove(node);}return res;}public object[] Pop(string name, int count){object[] res = null;if (HasPool(name)){var node = lru_dict[name];LRUChange(node);Pool pool = GetPool(node);res = pool.Pop(count);LRURemove(node);}return res;}public void PushOne(string name, object obj){if (HasPool(name)){var node = lru_dict[name];LRUChange(node);GetPool(node).PushOne(obj);RefreshLRU();}}public void Push(string name, object[] objs){if (HasPool(name)){var node = lru_dict[name];LRUChange(node);GetPool(node).Push(objs);RefreshLRU();}}private Pool GetPool(LinkedListNode<Tuple<string, Pool>> node){return node.Value.Item2;}// ------------------------- LRU Function -------------------------private void LRUChange(LinkedListNode<Tuple<string, Pool>> node){cache.Remove(node);cache.AddLast(node);}private void LRUAdd(LinkedListNode<Tuple<string, Pool>> node){lru_dict.Add(node.Value.Item1, node);cache.AddLast(node);}private void LRURemove(LinkedListNode<Tuple<string, Pool>> node){cache.Remove(node);lru_dict.Remove(node.Value.Item1);}private void RefreshLRU(){int lru_count = LRUCacheCount;while (lru_count > capacity){Pool pool = GetPool(cache.First);int n_objects_to_remove = Math.Min(pool.PoolCount, lru_count - capacity);for (int i = 0; i < n_objects_to_remove; i++){pool.ReleaseOne();}if(pool.PoolCount == 0){DelPool(pool.pool_name);}lru_count = LRUCacheCount;}}private int LRUCacheCount{get{int count = 0;foreach (var node in lru_dict.Values){count += node.Value.Item2.PoolCount;}return count;}}private class Pool{private PoolManager pool_mgr;private BaseFactory factory;private Queue<object> queue;public string pool_name;public Pool(PoolManager pool_mgr_in, string pool_name_in, BaseFactory factory_in, int init_count_in){pool_mgr = pool_mgr_in;pool_name = pool_name_in;factory = factory_in;queue = new Queue<object>();InitPool(init_count_in);}private void InitPool(int init_count){for (int i = 0; i < init_count; i++){queue.Enqueue(factory.CreateObject());}}public void ReleasePool(){foreach (var obj in queue){factory.DestroyObject(obj);}queue.Clear();factory.ReleaseFactory();}public object PopOne(){if (queue.Count > 0){object obj = queue.Dequeue();factory.ResetObject(obj);return obj;}return factory.CreateObject();}public object[] Pop(int count){object[] objs = new object[count];for (int i = 0; i < count; i++){objs[i] = PopOne();}return objs;}public void PushOne(object obj){factory.RecycleObject(obj);queue.Enqueue(obj);}public void Push(object[] objs){foreach (var obj in objs){PushOne(obj);}}public void ReleaseOne(){factory.DestroyObject(queue.Dequeue());}public int PoolCount { get => queue.Count; }}}
}

BaseFactory.cs

namespace Factory
{public abstract class BaseFactory{protected string obj_path;public BaseFactory(string obj_path_in){obj_path = obj_path_in;}public abstract object CreateObject();public abstract void ResetObject(object obj);public abstract void RecycleObject(object obj);public abstract void DestroyObject(object obj);public abstract void ReleaseFactory();public virtual string GetObjPath(){return obj_path;}}
}

使用

创建 Factory

using Factory;public class BulletFactory : BaseFactory
{public BulletFactory(string obj_path_in) : base(obj_path_in){}public override object CreateObject(){Bullet bullet = new Bullet(obj_path);bullet.ReuseInit();return bullet;}public override void DestroyObject(object obj){((Bullet)obj).Destroy();}public override void RecycleObject(object obj){((Bullet)obj).Recycle();}public override void ReleaseFactory(){}public override void ResetObject(object obj){((Bullet)obj).ReuseInit();}
}

创建 object

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class Bullet
{private GameObject go;private string path;private static GameObject prefab;public Bullet(string path_in){path = path_in;if (prefab == null){prefab = (GameObject) Resources.Load(path);}}public void ReuseInit(){if (go){go.SetActive(true);}else{go = GameObject.Instantiate(prefab);}go.GetComponent<RecycleMe>().DelayCall(1, Func);}public void Destroy(){GameObject.Destroy(go);}public void Recycle(){go.SetActive(false);}private void Func(){BulletManager.Ins.PushOne(path, this);}
}

创建 BulletManager

BulletManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ToolManager;public class BulletManager : MonoBehaviour
{private PoolManager pool_mgr;private static BulletManager _ins;public static BulletManager Ins{get => _ins;}private void Awake(){Init();}private void Init(){_ins = this;pool_mgr = new PoolManager();}public void PushOne(string path, Bullet obj){if (!pool_mgr.HasPool(path)){pool_mgr.AddPool(new BulletFactory(path));}pool_mgr.PushOne(path, obj);}public Bullet PopOne(string path){if (!pool_mgr.HasPool(path)){pool_mgr.AddPool(new BulletFactory(path));}Bullet bullet = (Bullet)pool_mgr.PopOne(path);return bullet;}
}

验证

为了验证,我写了一个 ShootManager.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class ShootManager : MonoBehaviour
{private List<Bullet> bullet_list;private string path = "Bullet";private static ShootManager _ins;public static ShootManager Ins{get => _ins;}private void Awake(){Init();}private void Init(){_ins = this;bullet_list = new List<Bullet>();}private void Update(){if (Input.GetMouseButtonDown(0)){bullet_list.Add(BulletManager.Ins.PopOne(path));}}
}

创建之后过 1s 之后回收自己。
RecycleMe.cs

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;public class RecycleMe : MonoBehaviour
{public void DelayCall(float delay, Action func){StartCoroutine(DestroyAfterDelayCoroutine(delay, func));}IEnumerator DestroyAfterDelayCoroutine(float delay, Action func){yield return new WaitForSeconds(delay);func.Invoke();}}

效果

LRUPool

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