refactor: 移除性能监控面板相关代码

本次提交移除了 MissionComp 组件中所有性能监控相关的代码,包括:
- 性能监控面板的属性、初始化和更新逻辑
- 相关的导入依赖
- 未使用的变量和方法

这些代码主要用于显示内存、帧率等性能数据,移除后不会影响游戏核心功能,有助于简化代码结构和减少不必要的性能开销。
This commit is contained in:
pan
2026-09-24 14:04:46 +08:00
parent 577a62193c
commit 3f2989ab55

View File

@@ -17,7 +17,7 @@
* - 第 5 节胜利 → open_Victory(final) 弹结算,确认退出并存档进下一关。
* - cleanComponents() / clearBattlePools() 仅在整关开始/结束时执行,节间不调用。
*/
import { _decorator, Vec3, Animation, instantiate, Prefab, Node, NodeEventType, ProgressBar, Label, CCInteger, tween, v3, Tween, Widget, UIOpacity } from "cc";
import { _decorator, Node, NodeEventType, Label, tween, v3, Tween, Widget } from "cc";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
import { smc } from "../common/SingletonModuleComp";
@@ -31,7 +31,6 @@ import { SkillTriggerHelper } from "../hero/SkillTriggerHelper";
import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FacSet, FightSet } from "../common/config/GameSet";
import { HeroInfo } from "../common/config/heroSet";
import { mLogger } from "../common/Logger";
import { Monster } from "../hero/Mon";
import { Skill } from "../skill/Skill";
@@ -45,7 +44,6 @@ import {
getProgressText,
getMonsterLv,
BOSS_SECTION,
SECTIONS_PER_STAGE,
} from "../common/config/StageSet";
const { ccclass, property } = _decorator;
@@ -80,8 +78,6 @@ type SettleType = "defeat" | "final";
export class MissionComp extends CCComp {
@property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = true;
@property({ tooltip: "是否显示战斗内存观测面板" })
private showMemoryPanel: boolean = false;
// ======================== 配置参数 ========================
@@ -133,26 +129,6 @@ export class MissionComp extends CCComp {
private lastTimeStr: string = "";
/** 上一次显示的秒数(避免重复计算) */
private lastTimeSecond: number = -1;
/** 性能监控面板 Label 引用 */
private memoryLabel: Label | null = null;
/** 性能监控刷新计时器 */
private memoryRefreshTimer: number = 0;
/** 上一次性能文本(避免重复渲染) */
private lastMemoryText: string = "";
/** 帧间隔累加(用于计算平均 FPS) */
private perfDtAcc: number = 0;
/** 帧数计数 */
private perfFrameCount: number = 0;
/** 初始堆内存基准值(MB) */
private heapBaseMB: number = -1;
/** 堆内存峰值(MB) */
private heapPeakMB: number = 0;
/** 堆内存增长趋势(MB/分钟) */
private heapTrendPerMinMB: number = 0;
/** 趋势计算计时器 */
private heapTrendTimer: number = 0;
/** 趋势计算基准(MB) */
private heapTrendBaseMB: number = -1;
/** 怪物数量同步计时器(降低同步频率) */
private monsterCountSyncTimer: number = 0;
/** 当前回合数(= 当前小节号,驱动 HUD 回合/进度显示) */
@@ -161,8 +137,6 @@ export class MissionComp extends CCComp {
private isBossWave: boolean = false;
/** 超时回合已在 onBattleTimeout 预扣留存分,BattleEnd 需跳过重复累加 */
private skipRemainScoreOnBattleEnd: boolean = false;
/** 上节清场时间快照(含清场加速还原,供评分统计) */
private lastWaveClearTime: number = 0;
/** 当前任务阶段 */
public currentPhase: MissionPhase = MissionPhase.None;
/** 是否处于回合间倒计时状态 */
@@ -200,7 +174,6 @@ export class MissionComp extends CCComp {
this.heroViewMatcher = ecs.allOf(HeroViewComp);
this.skillViewMatcher = ecs.allOf(SkillView);
this.heroAttrsMatcher = ecs.allOf(HeroAttrsComp);
this.showMemoryPanel = false
// 注册生命周期事件
this.on(GameEvent.MissionEnd, this.mission_end, this)
this.on(GameEvent.NewWave, this.onNewWave, this)
@@ -210,10 +183,9 @@ export class MissionComp extends CCComp {
this.start_btn?.on(NodeEventType.TOUCH_END, this.onStartFightBtnClick, this)
// 开局免费三选一选完后自动进入战斗
oops.message.on("OpeningPicksDone", this.onOpeningPicksDone, this);
this.removeMemoryPanel()
}
onAdded(args: any) {
onAdded() {
// 使用 scheduleOnce 将事件推迟到下一帧执行,
// 确保所有关联组件(如 MissionCardComp 等)都已经完成其 onLoad 生命周期。
this.scheduleOnce(() => {
@@ -452,7 +424,6 @@ export class MissionComp extends CCComp {
*/
private changePhase(targetPhase: MissionPhase) {
if (this.currentPhase === targetPhase) return;
const oldPhase = this.currentPhase;
this.currentPhase = targetPhase;
const phaseName = MissionComp.PhaseNameMap[targetPhase] || "未知";
@@ -553,8 +524,6 @@ export class MissionComp extends CCComp {
// 英雄为真实死亡(实体已销毁),本节死亡数取死亡记录长度
const heroDeathCount = smc.mission.dead_heroes.length;
// 快照清场时间供评分统计(onNewWave 会清零 clearTime,必须提前快照)
this.lastWaveClearTime = this.clearTime;
// 【评分系统 - 战绩分】记录全员存活的胜利节数(额外加分)
if (hasHero && heroDeathCount === 0) {
smc.vmdata.scores.wave_all_alive_count++;
@@ -748,11 +717,11 @@ export class MissionComp extends CCComp {
* - 胜利即 final(通关),存档推进到下一关;失败即 defeat(进度不变,可复活/再来一次)
* - 切入 BattleEnd,2s 后由 autoNextPhase 自动弹出 VictoryComp
*
* @param e 事件对象(未使用)
* @param is_hero_dead 是否因英雄全灭触发
* @param _e 事件对象(未使用)
* @param _is_hero_dead 是否因英雄全灭触发(当前未使用,保留签名以统一事件调用口径)
* @param victory 是否胜利(默认 false)
*/
open_Victory(e: any, is_hero_dead: boolean = false, victory: boolean = false) {
open_Victory(_e: any, _is_hero_dead: boolean = false, victory: boolean = false) {
// 战斗结束(通关/失败),标记暂停状态以切断节间流转逻辑
smc.mission.pause = true;
this._victory = victory;
@@ -828,20 +797,10 @@ export class MissionComp extends CCComp {
this.currentWave = 1;
this.isBossWave = false;
this.skipRemainScoreOnBattleEnd = false;
this.lastWaveClearTime = 0;
this.rewards = []
this.revive_times = 1;
this.lastTimeStr = "";
this.lastTimeSecond = -1;
this.memoryRefreshTimer = 0;
this.lastMemoryText = "";
this.perfDtAcc = 0;
this.perfFrameCount = 0;
this.heapBaseMB = -1;
this.heapPeakMB = 0;
this.heapTrendPerMinMB = 0;
this.heapTrendTimer = 0;
this.heapTrendBaseMB = -1;
this.monsterCountSyncTimer = 0;
spawningEngine.reset();
@@ -941,7 +900,7 @@ export class MissionComp extends CCComp {
* @param event 事件名
* @param data { wave: number, bossWave?: boolean }
*/
private onNewWave(event: string, data: any) {
private onNewWave(_event: string, data: any) {
const wave = Number(data?.wave ?? 0);
if (wave <= 0) return;
@@ -1164,115 +1123,6 @@ export class MissionComp extends CCComp {
}
}
/** 获取战斗层的英雄和技能节点数量(用于性能监控) */
private getBattleLayerNodeCount() {
const scene = smc.map?.MapView?.scene;
const layer = scene?.entityLayer?.node;
if (!layer) return { heroNodes: 0, skillNodes: 0 };
const heroRoot = layer.getChildByName("HERO");
const skillRoot = layer.getChildByName("SKILL");
return {
heroNodes: heroRoot?.children.length || 0,
skillNodes: skillRoot?.children.length || 0
};
}
// ======================== 性能监控面板 ========================
/** 性能监控相关代码 */
/** 初始化性能监控面板:在本组件节点下创建 Label */
private initMemoryPanel() {
if (!this.showMemoryPanel) return;
let panel = this.node.getChildByName("mem_panel");
if (!panel) {
panel = new Node("mem_panel");
panel.parent = this.node;
panel.setPosition(0, -32, 0);
}
let label = panel.getComponent(Label);
if (!label) {
label = panel.addComponent(Label);
}
label.fontSize = 16;
label.lineHeight = 20;
this.memoryLabel = label;
}
/** 移除性能监控面板 */
private removeMemoryPanel() {
const panel = this.node?.getChildByName("mem_panel");
if (panel) {
panel.destroy();
}
this.memoryLabel = null;
this.lastMemoryText = "";
}
/**
* 更新性能监控面板内容(每 0.5 秒一次):
* 显示 堆内存 / 增长趋势 / 帧率 / 实体数量 / 对象池状态 等信息。
*/
private updateMemoryPanel(dt: number) {
if (!this.showMemoryPanel || !this.memoryLabel) return;
this.perfDtAcc += dt;
this.perfFrameCount += 1;
this.memoryRefreshTimer += dt;
if (this.memoryRefreshTimer < 0.5) return;
this.memoryRefreshTimer = 0;
let heroCount = 0;
ecs.query(this.heroViewMatcher).forEach(() => {
heroCount++;
});
let skillCount = 0;
ecs.query(this.skillViewMatcher).forEach(() => {
skillCount++;
});
const monPool = Monster.getPoolStats();
const skillPool = Skill.getPoolStats();
const tooltipPool = Tooltip.getPoolStats();
const layerNodes = this.getBattleLayerNodeCount();
const perf = (globalThis as any).performance;
const heapBytes = perf && perf.memory ? perf.memory.usedJSHeapSize : 0;
let heapMB = heapBytes > 0 ? heapBytes / 1024 / 1024 : -1;
if (heapMB > 0 && this.heapBaseMB < 0) {
this.heapBaseMB = heapMB;
this.heapPeakMB = heapMB;
this.heapTrendBaseMB = heapMB;
this.heapTrendTimer = 0;
}
if (heapMB > this.heapPeakMB) {
this.heapPeakMB = heapMB;
}
this.heapTrendTimer += 0.5;
if (heapMB > 0 && this.heapTrendBaseMB > 0 && this.heapTrendTimer >= 10) {
const deltaMB = heapMB - this.heapTrendBaseMB;
this.heapTrendPerMinMB = (deltaMB / this.heapTrendTimer) * 60;
this.heapTrendBaseMB = heapMB;
this.heapTrendTimer = 0;
}
const heapText = heapMB > 0 ? heapMB.toFixed(1) : "N/A";
const heapDeltaText = this.heapBaseMB > 0 && heapMB > 0 ? (heapMB - this.heapBaseMB).toFixed(1) : "N/A";
const heapPeakText = this.heapPeakMB > 0 ? this.heapPeakMB.toFixed(1) : "N/A";
const avgDt = this.perfFrameCount > 0 ? this.perfDtAcc / this.perfFrameCount : 0;
const fps = avgDt > 0 ? 1 / avgDt : 0;
this.perfDtAcc = 0;
this.perfFrameCount = 0;
const text =
`Heap:${heapText}MB Δ:${heapDeltaText} Peak:${heapPeakText}\n` +
`Trend:${this.heapTrendPerMinMB.toFixed(2)}MB/min\n` +
`Perf dt:${(avgDt * 1000).toFixed(1)}ms fps:${fps.toFixed(1)}\n` +
`Ent H:${heroCount} S:${skillCount} N:${layerNodes.heroNodes}/${layerNodes.skillNodes}\n` +
`Pool M:${monPool.total}(${monPool.paths}) K:${skillPool.total}(${skillPool.paths}) T:${tooltipPool.total}`;
if (text === this.lastMemoryText) return;
this.lastMemoryText = text;
this.memoryLabel.string = text;
}
/** ECS 组件移除时销毁节点 */
reset() {
this.PhaseTime = null as any;