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This is the latest (unstable) version of this documentation, which may document features not available in or compatible with released stable versions of Godot.

RefCounted

繼承: Object

被繼承: AESContext, AStar2D, AStar3D, AStarGrid2D, AudioEffectInstance, AudioSample, AudioSamplePlayback, AudioStreamPlayback, CameraFeed, CharFXTransform, ConfigFile, Crypto, DirAccess, DTLSServer, EditorContextMenuPlugin, EditorDebuggerPlugin, EditorDebuggerSession, EditorExportPlatform, EditorExportPlugin, EditorExportPreset, EditorFeatureProfile, EditorFileSystemImportFormatSupportQuery, EditorInspectorPlugin, EditorResourceConversionPlugin, EditorResourcePreviewGenerator, EditorResourceTooltipPlugin, EditorSceneFormatImporter, EditorScenePostImport, EditorScenePostImportPlugin, EditorScript, EditorTranslationParserPlugin, EncodedObjectAsID, ENetConnection, EngineProfiler, Expression, FileAccess, GDScriptTextDocument, GDScriptWorkspace, GLTFObjectModelProperty, HashingContext, HMACContext, HTTPClient, ImageFormatLoader, JavaClass, JavaObject, JavaScriptObject, KinematicCollision2D, KinematicCollision3D, Lightmapper, Logger, MeshConvexDecompositionSettings, MeshDataTool, MultiplayerAPI, Mutex, NavigationPathQueryParameters2D, NavigationPathQueryParameters3D, NavigationPathQueryResult2D, NavigationPathQueryResult3D, Node3DGizmo, OggPacketSequencePlayback, OpenXRAPIExtension, OpenXRFutureResult, OpenXRSpatialCapabilityConfigurationBaseHeader, OpenXRSpatialComponentData, OpenXRStructureBase, PackedDataContainerRef, PacketPeer, PCKPacker, PhysicsPointQueryParameters2D, PhysicsPointQueryParameters3D, PhysicsRayQueryParameters2D, PhysicsRayQueryParameters3D, PhysicsShapeQueryParameters2D, PhysicsShapeQueryParameters3D, PhysicsTestMotionParameters2D, PhysicsTestMotionParameters3D, PhysicsTestMotionResult2D, PhysicsTestMotionResult3D, RandomNumberGenerator, RDAccelerationStructureGeometry, RDAccelerationStructureInstance, RDAttachmentFormat, RDFramebufferPass, RDHitGroup, RDPipelineColorBlendState, RDPipelineColorBlendStateAttachment, RDPipelineDepthStencilState, RDPipelineMultisampleState, RDPipelineRasterizationState, RDPipelineShader, RDPipelineSpecializationConstant, RDSamplerState, RDShaderSource, RDTextureFormat, RDTextureView, RDUniform, RDVertexAttribute, RegEx, RegExMatch, RenderSceneBuffers, RenderSceneBuffersConfiguration, Resource, ResourceFormatLoader, ResourceFormatSaver, ResourceImporter, SceneState, SceneTreeTimer, ScriptBacktrace, Semaphore, SkinReference, SocketServer, StreamPeer, SurfaceTool, TextLine, TextParagraph, TextServer, Thread, TLSOptions, TranslationDomain, TriangleMesh, Tween, Tweener, UDPServer, UPNP, UPNPDevice, WeakRef, WebRTCPeerConnection, XMLParser, XRInterface, XRPose, XRTracker, ZIPPacker, ZIPReader

引用計數物件的基底類別。

說明

Base class for any object that keeps a reference count. Resource and many other helper objects inherit this class.

Unlike other Object types, RefCounteds keep an internal reference counter so that they are automatically released when no longer in use, and only then. RefCounteds therefore do not need to be freed manually with Object.free().

RefCounted instances caught in a cyclic reference will not be freed automatically. For example, if a node holds a reference to instance A, which directly or indirectly holds a reference back to A, A's reference count will be 2. Destruction of the node will leave A dangling with a reference count of 1, and there will be a memory leak. To prevent this, one of the references in the cycle can be made weak with @GlobalScope.weakref().

In the vast majority of use cases, instantiating and using RefCounted-derived types is all you need to do. The methods provided in this class are only for advanced users, and can cause issues if misused.

Note: In C#, reference-counted objects will not be freed instantly after they are no longer in use. Instead, garbage collection will run periodically and will free reference-counted objects that are no longer in use. This means that unused ones will remain in memory for a while before being removed.

教學

方法

int

get_reference_count() const

bool

init_ref()

bool

reference()

bool

unreference()


方法說明

int get_reference_count() const 🔗

返回目前的引用計數。


bool init_ref() 🔗

初始化內部引用計數器。只有在你真的知道你在做什麼的時候才使用這個。

返回初始化是否成功。


bool reference() 🔗

內部引用差異量計數器。只有在你真的知道你在做什麼的時候才使用這個。

如果差異量成功,返回 true,否則返回 false


bool unreference() 🔗

Decrements the internal reference counter. Use this only if you really know what you are doing.

Returns true if the object should be freed after the decrement, false otherwise.