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							- using System.Collections.Generic;
 
- using System.Threading;
 
- namespace CombatLibrary.CombatLibrary.CombatCore
 
- {
 
-     public class CombatPool<T> where T : new()
 
-     {
 
-         private List<T> allPool = new List<T>();
 
-         public int count = 1000;
 
-         private HashSet<int> _map = new HashSet<int>();
 
-         public T Get()
 
-         {
 
-             // lock (allPool)
 
-             {
 
-                 if (allPool.Count > 0)
 
-                 {
 
-                     T betterList = allPool[0];
 
-                     allPool.RemoveAt(0);
 
-                     // System.GC.ReRegisterForFinalize(betterList);
 
-                     int code = betterList.GetHashCode();
 
-                     _map.Remove(code);
 
-                     
 
-                     return betterList;
 
-                 }
 
-                 else
 
-                 {
 
-                     T betterList = new T();
 
-                     return betterList;
 
-                 }
 
-             }
 
-         }
 
-         public void Clear()
 
-         {
 
-             allPool.Clear();
 
-             _map.Clear();
 
-         }
 
-         public void Recycle(T a)
 
-         {
 
-             if (a != null)
 
-             {
 
-                 // lock (allPool)
 
-                 {
 
-                     int code = a.GetHashCode();
 
-                     if (_map.Count > 1000)
 
-                     {
 
-                         return;
 
-                     }
 
-                     if (!_map.Contains(code))
 
-                     {
 
-                         // System.GC.SuppressFinalize(a);
 
-                         allPool.Add(a);
 
-                         _map.Add(code);
 
-                     }
 
-                 }
 
-             }
 
-         }
 
-     }
 
- }
 
 
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