為了可以讓對象復用,防止大量重復創建對象,導致資源浪費,使用對象池來管理。
/** * 對象池 * @author chenkai 2019.10.25 */ class Pool { private static poolMap = {}; /** * 根據簽名獲取對象 * @param sign 簽名 * @param clz 類名,對象池空,則根據類名創建新對象 */ public static getItemBySign(sign:string,clz:any){ let pool = (this.poolMap[sign] || (this.poolMap[sign] = [])); if (pool.length) { return pool.pop(); } let obj: any = new clz(); obj.poolKey = sign; return obj; } /** * 獲取對象 * @param clz 對象類名 * @param args */ public static getItemByClass(clz: any) { let clzName = clz.prototype["__class__"]; return this.getItemBySign(clzName, clz); } /** * 根據簽名回收對象 * @param sign 簽名 * @param ins 對象實例 */ public static recoverBySign(sign:string, ins:any){ this.poolMap[sign] && this.poolMap[sign].push(ins); } /** * 回收對象 * @param ins 對象實例 */ public static recoverByIns(ins: any) { this.recoverBySign(ins.poolKey, ins); } /** * 根據簽名清理對象 * @param sign 簽名 */ public static clearBySign(sign:string){ let pool = this.poolMap[sign]; if(pool){ let len = pool.length; for(let i=0;i<len;i++){ pool[i].destroy && pool[i].destroy(); } pool.length = 0; delete this.poolMap[sign]; } } /** * 清理對象。對象會執行destroy。 * @param clz 對象類名 */ public static clearByClass(clz: any) { let clzName = clz.prototype["__class__"]; this.clearBySign(clzName); } /**清理所有對象 */ public static clearAll(){ for(let key in this.poolMap){ this.clearBySign(key); } } }
//獲取一個Ball let ball:Ball = Pool.getItemByClass(Ball); //回收一個Ball Pool.recoverByIns(ball);
以下是Laya的對象池源碼,可以參考學習下
/** *<p> <code>Pool</code> 是對象池類,用於對象的存貯、重復使用。</p> *<p>合理使用對象池,可以有效減少對象創建的開銷,避免頻繁的垃圾回收,從而優化游戲流暢度。</p> */ //class laya.utils.Pool var Pool=(function(){ function Pool(){} __class(Pool,'laya.utils.Pool'); Pool.getPoolBySign=function(sign){ return Pool._poolDic[sign] || (Pool._poolDic[sign]=[]); } Pool.clearBySign=function(sign){ if (Pool._poolDic[sign])Pool._poolDic[sign].length=0; } Pool.recover=function(sign,item){ if (item["__InPool"])return; item["__InPool"]=true; Pool.getPoolBySign(sign).push(item); } Pool.getItemByClass=function(sign,cls){ var pool=Pool.getPoolBySign(sign); var rst=pool.length ? pool.pop():new cls(); rst["__InPool"]=false; return rst; } Pool.getItemByCreateFun=function(sign,createFun){ var pool=Pool.getPoolBySign(sign); var rst=pool.length ? pool.pop():createFun(); rst["__InPool"]=false; return rst; } Pool.getItem=function(sign){ var pool=Pool.getPoolBySign(sign); var rst=pool.length ? pool.pop():null; if (rst){ rst["__InPool"]=false; } return rst; } Pool._poolDic={}; Pool.InPoolSign="__InPool"; return Pool; })()