Exemplo n.º 1
0
        /// <summary>
        ///     Retrieves an object from the top of the pool
        /// </summary>
        public T Pop()
        {
            if (objectIndex >= objects.Count)
            {
                // Capacity limit has been reached, allocate new elemets
                objects.Add(objectAllocator.action(objectAllocator.arg));
                // Let Unity handle how much memory is going to be preallocated
                for (int i = objects.Count; i < objects.Capacity; i++)
                {
                    objects.Add(objectAllocator.action(objectAllocator.arg));
                }
            }

            return(objects[objectIndex++]);
        }
Exemplo n.º 2
0
        public ObjectPool(Func <T, T> allocator, int initialSize, bool autoReleaseMememory)
        {
            objectAllocator   = new ObjectPoolAllocator <T>(allocator);
            objectDeallocator = null;
            this.initialSize  = initialSize;
            autoReleaseMemory = autoReleaseMememory;
            objectIndex       = 0;

            objects = new List <T>(initialSize);
            for (int i = 0; i < initialSize; i++)
            {
                objects.Add(objectAllocator.action(objectAllocator.arg));
            }
        }