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using System;
using System.Collections.Generic;
using UnityEngine.Events;
namespace XUtliPoolLib
{
public class ObjectPool<T> : IObjectPool
{
public int countAll { get; private set; }
public int countActive
{
get
{
return this.countAll - this.countInactive;
}
}
public int countInactive
{
get
{
return this.m_Stack.Count;
}
}
private readonly Stack<T> m_Stack = new Stack<T>();
private readonly UnityAction<T> m_ActionOnGet;
private readonly UnityAction<T> m_ActionOnRelease;
private ObjectPool<T>.CreateObj m_objCreator = null;
public delegate T CreateObj();
public ObjectPool(ObjectPool<T>.CreateObj creator, UnityAction<T> actionOnGet, UnityAction<T> actionOnRelease)
{
this.m_objCreator = creator;
this.m_ActionOnGet = actionOnGet;
this.m_ActionOnRelease = actionOnRelease;
ObjectPoolCache.s_AllPool.Add(this);
}
public T Get()
{
bool flag = this.m_Stack.Count == 0;
T t;
if (flag)
{
t = this.m_objCreator();
int countAll = this.countAll;
this.countAll = countAll + 1;
}
else
{
t = this.m_Stack.Pop();
}
bool flag2 = this.m_ActionOnGet != null;
if (flag2)
{
this.m_ActionOnGet.Invoke(t);
}
return t;
}
public void Release(T element)
{
bool flag = element != null;
if (flag)
{
bool flag2 = this.m_ActionOnRelease != null;
if (flag2)
{
this.m_ActionOnRelease.Invoke(element);
}
this.m_Stack.Push(element);
}
}
}
}
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