C#栈知识点,在Unity3D开发的基本应用

一、栈的定义

栈(Stack)是一种特殊的线性表,仅能在线性表的一端操作,栈顶允许操作,栈底不允许操作。

栈中允许进行插入、删除操作的一端叫做栈顶(Top),另一端则叫做栈底(Bottom)。当栈中没有元素时,称之为空栈。栈的插入运算通常称为压栈、进栈或入栈(Push),栈的删除运算通常称为弹栈或出栈(Pop)。

示意图如下:

 二、栈与线性表的区别与联系

(1)栈是特殊的线性表

(2)栈的插入与删除操作只能在栈顶进行,而线性表的插入和删除可在线性表中的任意位置进行

三、栈的特性:后进先出(如上图所示)

四、栈的基本操作

包括创建栈、销毁栈、出栈、入栈、获取栈顶元素、获取包含元素、获取栈的大小、清空栈。

例子:(在Unity中测试)

using System.Collections;
using UnityEngine;

public class Stack_Demo : MonoBehaviour
{
    private object str;
    private void Start()
    {
        //创建栈
        Stack mStack = new Stack();
        //入栈
        mStack.Push("1");
        mStack.Push("2");
        mStack.Push("3");
        mStack.Push("4");
        mStack.Push("5");
        mStack.Push("6");
        mStack.Push("7");
        mStack.Push("8");
        mStack.Push("9");
        //获取栈的大小
        Debug.LogFormat("----------栈中元素的数量----->{0}", mStack.Count);
        //出栈
        str = mStack.Pop();
        Debug.LogFormat("栈顶的内容为:---->{0}", str);
        str = mStack.Peek();
        Debug.LogFormat("栈顶的内容为:---->{0}", str);
        str = mStack.Pop();
        Debug.LogFormat("栈顶的内容为:---->{0}", str);

        Debug.LogFormat("----------栈中元素的数量----->{0}", mStack.Count);
        //栈中包含对象查询
         Debug.LogFormat("栈中包含查询----->{0}", mStack.Contains("3"));
        
        //清空栈
        mStack.Clear();

        //再次获取栈的大小
        if (null != mStack)
        {
            Debug.LogFormat("----------栈中元素的数量----->{0}", mStack.Count);
        }
    }
}

Log

 从上面的Log发现  pop()和 peek()都是出栈,但是也有不同

二者区别:
peek():只返回栈顶元素
pop():返回栈顶元素,并删除栈顶元素

四、栈在游戏开发中的基本应用

栈的特性是先进后出,实际开发中我们一般在UI架构中会用到栈,打开UI面板时压入栈中,在UI处理返回上一级UI面板时关闭当前UI(出栈),显示上一个UI用到了栈。还有在对象池也会用到栈!例:PoolManager

using UnityEngine;
using System.Collections;
using System.Collections.Generic;

public sealed class PoolManager
{
    public static readonly PoolManager Instance = new PoolManager();

    //缓存集合
    private Dictionary<string, Stack<GameObject>> poolDic;
    //缓存池对象
    private Transform poolRoot;

    public PoolManager()
    {
        poolDic = new Dictionary<string, Stack<GameObject>>();
        GameObject go = new GameObject("Pool Root");
        GameObject.DontDestroyOnLoad(go);
        go.SetActive(false);
        poolRoot = go.transform;
    }

    /// <summary>
    /// 添加到缓存池
    /// </summary>
    public void AddToPool(string prefab, GameObject obj)
    {
        obj.transform.parent = poolRoot;
        Stack<GameObject> list;
        if (!poolDic.TryGetValue(prefab, out list))
        {
            list = new Stack<GameObject>();
            poolDic.Add(prefab, list);
        }
        list.Push(obj);
    }

    /// <summary>
    /// 从缓存池中获得
    /// </summary>
    public GameObject GetAtPool(string prefab, Transform parent)
    {
        GameObject obj = null;
        Stack<GameObject> list;
        if (poolDic.TryGetValue(prefab, out list))
        {
            if (list.Count > 0)
            {
                obj = list.Pop();
            }
        }
        if (obj == null)
        {
            Object pObj = Resources.Load(prefab);
            if (pObj != null)
            {
                obj = (GameObject)GameObject.Instantiate(pObj);
            }
        }
        if (obj != null)
        {
            if (parent != null)
            {
                Transform tf = obj.transform;
                tf.parent = parent;
                tf.localPosition = Vector3.zero;
                tf.localRotation = Quaternion.identity;
                tf.localScale = Vector3.one;
            }
            obj.SetActive(true);
        }
        return obj;
    }

    /// <summary>
    /// 从缓存池中获得
    /// </summary>
    public GameObject GetAtPool(string package, string prefab, Transform parent)
    {
        GameObject obj = null;
        Stack<GameObject> list;
        if (poolDic.TryGetValue(prefab, out list))
        {
            if (list.Count > 0)
            {
                obj = list.Pop();
            }
        }
        if (obj == null)
        {
            AssetBundle assetBundle = ResourceManager.instance.GetResource<AssetBundle>(package);
            if (assetBundle != null)
            {
                Object pObj = assetBundle.LoadAsset(prefab);
                if (pObj != null)
                {
                    obj = (GameObject)GameObject.Instantiate(pObj);
                }
            }
        }
        if (obj != null)
        {
            if (parent != null)
            {
                Transform tf = obj.transform;
                tf.parent = parent;
                tf.localPosition = Vector3.zero;
                tf.localRotation = Quaternion.identity;
                tf.localScale = Vector3.one;
            }
            obj.SetActive(true);
        }
        return obj;
    }
    /// <summary>
    /// 实例化任何预设
    /// </summary>
    public GameObject GetGameObject(GameObject prefab, Transform parent)
    {
        GameObject obj = null;
        if (prefab != null)
        {
            obj = GameObject.Instantiate(prefab);
        }
        if (obj != null)
        {
            if (parent != null)
            {
                Transform tf = obj.transform;
                tf.parent = parent;
                tf.localPosition = Vector3.zero;
                tf.localRotation = Quaternion.identity;
                tf.localScale = Vector3.one;
            }
            obj.SetActive(true);
        }
        return obj;
    }
    /// <summary>
    /// 清理缓存
    /// </summary>
    public void Clear(string prefab)
    {
        Stack<GameObject> list;
        if (poolDic.TryGetValue(prefab, out list))
        {
            while (list.Count > 0)
            {
                GameObject.DestroyImmediate(list.Pop());
            }
            poolDic.Remove(prefab);
        }
    }


    /// <summary>
    /// 清理缓存
    /// </summary>
    public void Clear()
    {
        foreach (Stack<GameObject> item in poolDic.Values)
        {
            while (item.Count > 0)
            {
                GameObject.DestroyImmediate(item.Pop());
            }
        }
        poolDic.Clear();
    }

    /// <summary>
    /// 获得缓存根节点
    /// </summary>
    public Transform PoolRoot
    {
        get { return poolRoot; }
    }

    /// <summary>
    /// 检测缓存池
    /// </summary>
    private void CheckPool()
    {

    }


    public void PoolGo(GameObject obj)
    {
        AddToPool(obj.name, obj);
    }


    public GameObject GetGo(GameObject go, Transform parent)
    {
        GameObject instance = null;
        if (go != null)
        {
            Stack<GameObject> objects;
            if (poolDic.TryGetValue(string.Format("{0}(Clone)", go.name), out objects) && objects.Count > 0)
            {
                instance = objects.Pop();
            }
            else
            {
                instance = Object.Instantiate(go) as GameObject;
                if (!instance.activeSelf)
                    instance.SetActive(true);
            }
            if (parent != null)
            {
                instance.transform.parent = parent;
                instance.transform.localScale = Vector3.one;
            }
        }
        return instance;
    }


    public GameObject GetGo(GameObject go)
    {
        return GetGo(go, null);
    }
}

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