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最新Unity DOTS教程之BlobAsset核心机制分析

最新Unity DOTS教程之BlobAsset核心机制分析

最近DOTS发布了正式的版本, 我们来分享一下DOTS里面BlobAsset机制,方便大家上手学习掌握Unity DOTS开发。

BlobAsset 概叙

DOTS提供了BlobAsset机制来把数据生成高效的二进制数据。BlobAsset的数据是不可变的。BlobAsset只支持非托管类型数据。支持Burst编译器编译出来的类型。同时它只存储非托管类型的数据,这样使得它序列化与反序列化的性能与效率非常的块。BlobAsset也可以被entity种的component使用。

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BlobAsset不支持如:数组, string等其它的托管对象(垃圾回收器可以回收的为托管对象),而且运行的时候不允许改变里面的数据内容。BlobAsset为了更快的加载,他只会包含传值的类型,不能包含对内部的引用与内部指针。BlobAsset除了支持标准的值类型(float, int等)以外它还支持三种特殊的类型: BlobArray, BlobPtr, BlobString。如果BlobAsest包含内部指针,编译器会报错。使用BlobAsset主要注意以下几个方面:

A: 创建一个BlobAsset,你需要先生成一个BlobBuilder,来帮助你处理计算每个数据在内存种的偏移;

总结:使用BlobBuilder来生成BlobAsset,基于BlobAssetReference来高效访问里面的数据。

BlobAsset的创建与使用

创建一个BlobAsset,按照以下步骤来进行处理即可:

BlobBuilder构造出BlobAsset,并把数据存入进去,然后再生成BlobAssetReference<T>来给用户操作数据。参考代码如下:

  1. struct MarketData
  2. {
  3. public float PriceOranges;
  4. public float PriceApples;
  5. }
  6. BlobAssetReference<MarketData> CreateMarketData()
  7. {
  8. // Create a new builder that will use temporary memory to construct the blob asset
  9. var builder = new BlobBuilder(Allocator.Temp);
  10. // Construct the root object for the blob asset. Notice the use of `ref`.
  11. ref MarketData marketData = ref builder.ConstructRoot<MarketData>();
  12. // Now fill the constructed root with the data:
  13. // Apples compare to Oranges in the universally accepted ratio of 2 : 1 .
  14. marketData.PriceApples = 2f;
  15. marketData.PriceOranges = 4f;
  16. // Now copy the data from the builder into its final place, which will
  17. // use the persistent allocator
  18. var result = builder.CreateBlobAssetReference<MarketData>(Allocator.Persistent);
  19. // Make sure to dispose the builder itself so all internal memory is disposed.
  20. builder.Dispose();
  21. return result;
  22. }
  23. #endregion

如果你要存数组到BlobAsset,可以使用BlobArray来处理。数组数据内部基于索引的偏移来进行每个元素的定位。将数组存入到BlobAsset的代码如下:

  1. #region CreateBlobAssetWithArray
  2. struct Hobby
  3. {
  4. public float Excitement;
  5. public int NumOrangesRequired;
  6. }
  7. struct HobbyPool
  8. {
  9. public BlobArray<Hobby> Hobbies;
  10. }
  11. BlobAssetReference<HobbyPool> CreateHobbyPool()
  12. {
  13. var builder = new BlobBuilder(Allocator.Temp);
  14. ref HobbyPool hobbyPool = ref builder.ConstructRoot<HobbyPool>();
  15. // Allocate enough room for two hobbies in the pool. Use the returned BlobBuilderArray
  16. // to fill in the data.
  17. const int numHobbies = 2;
  18. BlobBuilderArray<Hobby> arrayBuilder = builder.Allocate(
  19. ref hobbyPool.Hobbies,
  20. numHobbies
  21. );
  22. // Initialize the hobbies.
  23. // An exciting hobby that consumes a lot of oranges.
  24. arrayBuilder[0] = new Hobby
  25. {
  26. Excitement = 1,
  27. NumOrangesRequired = 7
  28. };
  29. // A less exciting hobby that conserves oranges.
  30. arrayBuilder[1] = new Hobby
  31. {
  32. Excitement = 0.2f,
  33. NumOrangesRequired = 2
  34. };
  35. var result = builder.CreateBlobAssetReference<HobbyPool>(Allocator.Persistent);
  36. builder.Dispose();
  37. return result;
  38. }
  39. #endregion

存储string到BlobAsset, 代码如下:

  1. #region CreateBlobAssetWithString
  2. struct CharacterSetup
  3. {
  4. public float Loveliness;
  5. public BlobString Name;
  6. }
  7. BlobAssetReference<CharacterSetup> CreateCharacterSetup(string name)
  8. {
  9. var builder = new BlobBuilder(Allocator.Temp);
  10. ref CharacterSetup character = ref builder.ConstructRoot<CharacterSetup>();
  11. character.Loveliness = 9001; // it's just a very lovely character
  12. // Create a new BlobString and set it to the given name.
  13. builder.AllocateString(ref character.Name, name);
  14. var result = builder.CreateBlobAssetReference<CharacterSetup>(Allocator.Persistent);
  15. builder.Dispose();
  16. return result;
  17. }
  18. #endregion

存储BlobPtr数据到BlobAsset,代码如下:

  1. #region CreateBlobAssetWithInternalPointer
  2. struct FriendList
  3. {
  4. public BlobPtr<BlobString> BestFriend;
  5. public BlobArray<BlobString> Friends;
  6. }
  7. BlobAssetReference<FriendList> CreateFriendList()
  8. {
  9. var builder = new BlobBuilder(Allocator.Temp);
  10. ref FriendList friendList = ref builder.ConstructRoot<FriendList>();
  11. const int numFriends = 3;
  12. var arrayBuilder = builder.Allocate(ref friendList.Friends, numFriends);
  13. builder.AllocateString(ref arrayBuilder[0], "Alice");
  14. builder.AllocateString(ref arrayBuilder[1], "Bob");
  15. builder.AllocateString(ref arrayBuilder[2], "Joachim");
  16. // Set the best friend pointer to point to the second array element.
  17. builder.SetPointer(ref friendList.BestFriend, ref arrayBuilder[2]);
  18. var result = builder.CreateBlobAssetReference<FriendList>(Allocator.Persistent);
  19. builder.Dispose();
  20. return result;
  21. }
  22. #endregion

这里的BlobPtr是基于数据的偏移来存储的;

今天的BlobAsset机制,就给大家分享到这里了,更多的DOTS系列,关注我们,持续更新!

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