在字典中我们会调用到循环遍历,当我们用一个自定义字典然后里面存了有复数个数据结构,里面有Update更新方法我们就要在管理类调用,用foreach遍历启动每一个Update,当我们删除字典其中一个的时候就会报错。
因为foreach是个迭代器,循环时不能进行改动。
1.第一个解决方法用一个list在调用Update之前加进去
// 存储所有打开的界面, key-界面名称, value-窗口名称
private Dictionary<string, BaseWindow> _windows = new Dictionary<string, BaseWindow>();
List<BaseWindow> windows = new List<BaseWindow>();
public void Update(float dt)
{
//清空列表
windows.Clear();
foreach (BaseWindow wnd in _windows.Values)
{
if (wnd != null)
windows.Add(wnd);
}
for (int i = 0; i < windows.Count; i++)
{
windows[i].Update(dt);
}
}
慎用消耗性能过大
2.用for循环遍历字典
using System.Linq;
for (int i = 0; i < _windows.Count; i++)
{
//i为当前字典第i个 即使是string也会有放入顺序
var item = _windows.ElementAt(i);
Debug.Log(item.Value.ShowName);
Debug.Log(item.Value.Name);
}
3.用List 根据list[i]查找相当于字典的key为int不过用不了string
4.自己封装字典 就是一个字典俩List对应
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.IO;
// 主要优化foreach
public class GameMap<TKey, TValue>
{
private Dictionary<TKey, TValue> m_Map = new Dictionary<TKey, TValue>();
public GameMap()
{
}
List<TKey> m_base_key = null;
List<TValue> m_base_TValue = null;
public int Count { set; get; }
public void Add(TKey key, TValue value)
{
m_Map.Add(key, value);
m_base_key = new List<TKey>(m_Map.Keys);
m_base_TValue = new List<TValue>(m_Map.Values);
Count = m_Map.Count;
}
public void AddOrReplace(TKey key, TValue value)
{
m_Map.Remove(key);
m_Map.Add(key, value);
m_base_key = new List<TKey>(m_Map.Keys);
m_base_TValue = new List<TValue>(m_Map.Values);
Count = m_Map.Count;
}
public void TryAdd(TKey key, TValue value)
{
if (getDataByKey(key) != null)
return;
m_Map.Add(key, value);
m_base_key = new List<TKey>(m_Map.Keys);
m_base_TValue = new List<TValue>(m_Map.Values);
Count = m_Map.Count;
}
public bool Remove(TKey key)
{
bool ret = m_Map.Remove(key);
m_base_key = new List<TKey>(m_Map.Keys);
m_base_TValue = new List<TValue>(m_Map.Values);
Count = m_Map.Count;
return ret;
}
public TValue getDataByIndex(int index)
{
return m_base_TValue[index];
}
public TKey getKeyByIndex(int index)
{
return m_base_key[index];
}
public void Clear()
{
m_Map.Clear();
if (m_base_key != null)
{
m_base_key.Clear();
}
if (m_base_TValue != null)
{
m_base_TValue.Clear();
}
Count = m_Map.Count;
}
public TValue getDataByKey(TKey key)
{
TValue _baseMsg;
m_Map.TryGetValue(key, out _baseMsg);// [key];
return _baseMsg;
}
public bool TryGetValue(TKey key, out TValue _baseMsg)
{
return m_Map.TryGetValue(key, out _baseMsg);// [key];
}
public bool ContainsKey(TKey key)
{
return m_Map.ContainsKey(key);// [key];
}
}
遍历性能对比
using UnityEngine;
using System.Collections;
using System.Diagnostics;
using System;
using System.Linq;
using System.Collections.Generic;
public class TextDicSpeed : MonoBehaviour
{
Dictionary<int, int> dic;
GameMap<int, int> dic1;
// Use this for initialization
void Start()
{
dic = CreateArr(10000);
dic1 = CreateArr1(10000);
int k;
int v;
Stopwatch time = new Stopwatch();
time.Start();
//foreach (var item in dic) //时间为1
//{
// k = item.Key;
// v = item.Value;
// if (k == 500)
// {
// //会报错就先不移除了
// // dic.Remove(k);
// }
//}
//for (int i = 0; i < dic.Count; i++)//时间为4370
//{
// var item = dic.ElementAt(i);
// k = item.Key;
// v = item.Value;
// if (k == 500)
// {
// dic.Remove(k);
// }
//}
for (int i = 0; i < dic1.Count; i++)//时间为3
{
k = dic1.getKeyByIndex(i);
v = dic1.getDataByIndex(i);
if (k == 500)
{
dic1.Remove(k);
}
}
time.Stop();
UnityEngine.Debug.Log(time.ElapsedMilliseconds);
}
/// <summary>
/// 创建一个很大的Dic
/// </summary>
/// <param name="v"></param>
/// <returns></returns>
public static Dictionary<int, int> CreateArr(int v)
{
Dictionary<int, int> arr = new Dictionary<int, int>();
System.Random r = new System.Random();
for (int i = 0; i < v; i++)
{
arr.Add(i, r.Next(0, v));
}
return arr;
}
/// <summary>
/// 创建一个很大的Dic1
/// </summary>
/// <param name="v"></param>
/// <returns></returns>
public static GameMap<int, int> CreateArr1(int v)
{
GameMap<int, int> arr = new GameMap<int, int>();
System.Random r = new System.Random();
for (int i = 0; i < v; i++)
{
arr.Add(i, r.Next(0, v));
}
return arr;
}
}
可见用字典带的for循环优化贼吉尔差,几千倍的差距在10000个遍历下