示例#1
0
        /// <summary>
        ///     Retrieves an object from the top of the pool
        /// </summary>
        public T Pop()
        {
            if (m_objectIndex >= m_objects.Count)
            {
                // Capacity limit has been reached, allocate new elemets
                m_objects.Add(m_objectAllocator.Action(m_objectAllocator.Arg));
                // Let Unity handle how much memory is going to be preallocated
                for (int i = m_objects.Count; i < m_objects.Capacity; i++)
                {
                    m_objects.Add(m_objectAllocator.Action(m_objectAllocator.Arg));
                }
            }

            return(m_objects[m_objectIndex++]);
        }
示例#2
0
        public ObjectPool(ObjectPoolAllocator <T> objectAllocator, Action <T> objectDeallocator, int initialSize)
        {
            m_objectAllocator   = objectAllocator;
            m_objectDeallocator = objectDeallocator;
            m_initialSize       = initialSize;
            m_autoReleaseMemory = true;
            m_objectIndex       = 0;

            m_objects = new List <T>(initialSize);
            for (int i = 0; i < initialSize; i++)
            {
                m_objects.Add(m_objectAllocator.Action(m_objectAllocator.Arg));
            }
        }
示例#3
0
        public ObjectPool(Func <T, T> objectAllocator, int initialSize, bool autoReleaseMememory)
        {
            m_objectAllocator   = new ObjectPoolAllocator <T>(objectAllocator);
            m_objectDeallocator = null;
            m_initialSize       = initialSize;
            m_autoReleaseMemory = autoReleaseMememory;
            m_objectIndex       = 0;

            m_objects = new List <T>(initialSize);
            for (int i = 0; i < initialSize; i++)
            {
                m_objects.Add(m_objectAllocator.Action(m_objectAllocator.Arg));
            }
        }