C# 对象和Unity3d GameObject缓冲对象池模版类

本文介绍了为提高性能而自编的C#对象池模板类,特别针对Unity3D中的GameObject。通过对象池避免频繁创建和销毁对象,已在实际项目中得到验证,适合关注性能优化的开发者参考。
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之前项目在使用对象的时候 就考虑到 如果频繁的创建对象或者销毁对象的话 对性能会有影响 所以就自己写了个对象池 代码比较简单 项目亲测实用 喜欢的朋友拿走吧

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



//一个模板类,定义缓存的基本类
public class GCKiller<T> where T: new()
{
	protected int maxCacheObjectNum		= 20;
	protected T[] cacheObjectList;
	protected int listHead = 0;
	protected int listTail = 0;
	
	public GCKiller(int maxCacheObjectNum)
	{
		this.maxCacheObjectNum = maxCacheObjectNum;
		cacheObjectList = new T[this.maxCacheObjectNum];
		for(int index = 0; index < this.maxCacheObjectNum; ++index)
		{
			cacheObjectList[index] = default(T);
		}
	}
	
	public virtual T GetUnusedOne()
	{
		
		{
			listHead = listHead % maxCacheObjectNum;
			listTail = listTail % maxCacheObjectNum;
			while(listHead != listTail)
			{
				T current = cacheObjectList[listHead];
                int tempHeaderIndex = listHead;
				listHead = (listHead + 1) % maxCacheObjectNum;
                if (current != null)
                {
                    cacheObjectList[tempHeaderIndex] = default(T);
                    return current;
                }
			}
		}
		
		return new T();
	}
	
	public virtual bool ReleaseUnusedOne(T t)
	{
		if(t == null) return false;
		
		listHead = listHead % maxCacheObjectNum;
		int tempTail = (listTail + 1) % maxCacheObjectNum;
		if(tempTail != listHead)	//没有回收满
		{
            //repeat check
#if !DROP_LIST_POOL_REPEAT_CHECK
#if UNITY_EDITOR
            int refhead = listHead % maxCacheObjectNum;
            int refTail = listTail % maxCacheObjectNum;
            while(refhead != refTail)
            {
                T refT = cacheObjectList[refhead];
                if (object.Equals(refT, t))
                {
                    DebugLog.LogInFileError("logic error, repeat ReleaseUnusedOne");
                    return false;
                }
                refhead = (refhead + 1) % maxCacheObjectNum;
            }
#endif
#endif

            listTail = listTail % maxCacheObjectNum;
			cacheObjectList[listTail] = t;
            listTail = tempTail;
			return true;
		}
		return false;		
	}
	

	public List<T> GetAllValidItems()
	{
		List<T> tempList = ListPool<T>.Claim();

		listHead = listHead % maxCacheObjectNum;
		listTail = listTail % maxCacheObjectNum;
		while (listHead != listTail)
		{
			T current = cacheObjectList[listHead];
			int tempHeaderIndex = listHead;
			listHead = (listHead + 1) % maxCacheObjectNum;
			if (current != null)
			{
				tempList.Add(current);
			}
		}
		return tempList;
	}

	public virtual void Clean()
	{
		
		{
			listHead = 0;
			listTail = 0;
            for (int index = 0; index < this.maxCacheObjectNum; ++index)
            {
                cacheObjectList[index] = default(T);
            }
		}
	}
}


public class GameObjectGCKiller : GCKiller<GameObject>
{
	protected GameObject template;
	
	public GameObjectGCKiller(GameObject template, int maxCacheObjectNum): base(maxCacheObjectNum)
	{
		this.template = template;
		if(this.template == null)	DebugLog.LogError("GameObjectGCKiller template is null");
	}
	
	public override GameObject GetUnusedOne()
	{		
		listHead = listHead % maxCacheObjectNum;
		listTail = listTail % maxCacheObjectNum;
		while(listHead != listTail)
		{
			GameObject current = cacheObjectList[listHead];
			listHead = (listHead + 1) % maxCacheObjectNum;
			if(current != null) return current;
		}			
		
		if(template == null) return null;
		
		return GameObject.Instantiate(template) as GameObject;
	}
	
	public override bool ReleaseUnusedOne(GameObject t)
	{
		if(t == null) return false;
				
		listHead = listHead % maxCacheObjectNum;
		int tempTail = (listTail + 1) % maxCacheObjectNum;
		if(tempTail != listHead)	//没有回收满
		{
			listTail = tempTail;
			cacheObjectList[listTail] = t;
			return true;
		}
		else
		{
			GameObject.DestroyObject(t);
		}
		return false;
	}
	
	public override void Clean()
	{		
		listHead = listHead % maxCacheObjectNum;
		listTail = listTail % maxCacheObjectNum;
		while(listHead != listTail)
		{
			GameObject current = cacheObjectList[listHead];
			listHead = (listHead + 1) % maxCacheObjectNum;
			if(current != null) GameObject.DestroyObject(current);
		}		
		base.Clean();
	}
}


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