perf: 优化战斗系统内存与性能,增加对象池限制与内存监控面板

- 为Skill和Monster对象池添加最大容量限制(64/24),防止内存泄漏
- 实现DamageQueueComp的环形队列优化,减少数组操作开销
- 在MissionComp中添加内存监控面板,实时显示堆内存、实体数量、对象池状态
- 优化MoveSystem的渲染排序性能,缓存查询结果减少GC压力
- 调整角色控制器UI位置与样式,关闭调试日志减少性能开销
- 战斗结束时自动清理对象池,确保内存可回收
This commit is contained in:
panw
2026-03-16 18:49:43 +08:00
parent fb7b10b7e1
commit 5d24dbff29
8 changed files with 285 additions and 63 deletions

View File

@@ -184,7 +184,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 1120,
"y": 1070,
"z": 0
},
"_lrot": {
@@ -196,8 +196,8 @@
},
"_lscale": {
"__type__": "cc.Vec3",
"x": 1,
"y": 1,
"x": 2,
"y": 2,
"z": 1
},
"_mobility": 0,
@@ -234,7 +234,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"y": -50.705,
"z": 0
},
"_lrot": {
@@ -275,7 +275,7 @@
"_contentSize": {
"__type__": "cc.Size",
"width": 200,
"height": 100
"height": 200
},
"_anchorPoint": {
"__type__": "cc.Vec2",
@@ -305,9 +305,9 @@
"_dstBlendFactor": 4,
"_color": {
"__type__": "cc.Color",
"r": 255,
"g": 255,
"b": 255,
"r": 0,
"g": 0,
"b": 0,
"a": 255
},
"_spriteFrame": {
@@ -373,7 +373,7 @@
"_lpos": {
"__type__": "cc.Vec3",
"x": 0,
"y": 0,
"y": 67.606,
"z": 0
},
"_lrot": {
@@ -2674,6 +2674,8 @@
"__id__": 0
},
"fileId": "a2T+9jtpFDK6TbGmUuF01c",
"instance": null,
"targetOverrides": null,
"nestedPrefabInstanceRoots": null
},
{
@@ -3667,6 +3669,8 @@
"__id__": 0
},
"fileId": "92fF6VNGhL4KGhc565gFRM",
"instance": null,
"targetOverrides": null,
"nestedPrefabInstanceRoots": null
},
{
@@ -5593,6 +5597,8 @@
"__id__": 0
},
"fileId": "24VpHkRBxCuZkdMazUpc/Y",
"instance": null,
"targetOverrides": null,
"nestedPrefabInstanceRoots": null
},
{
@@ -8937,6 +8943,7 @@
"__id__": 397
},
"debugMode": false,
"showMemoryPanel": true,
"coins_node": null,
"lv_node": null,
"chou_node": null,

View File

@@ -38,6 +38,7 @@ export interface DamageEvent {
export class DamageQueueComp extends ecs.Comp {
/** 伤害事件队列 */
damageEvents: DamageEvent[] = [];
private readIndex: number = 0;
/** 队列创建时间 */
createTime: number = 0;
@@ -49,7 +50,8 @@ export class DamageQueueComp extends ecs.Comp {
processedCount: number = 0;
reset() {
this.damageEvents = [];
this.damageEvents.length = 0;
this.readIndex = 0;
this.createTime = 0;
this.isProcessing = false;
this.processedCount = 0;
@@ -60,14 +62,13 @@ export class DamageQueueComp extends ecs.Comp {
*/
addDamageEvent(attrs: any, casterEid: number, s_uuid: number,ext_dmg:number=0,dmg_ratio:number=1): void {
const timestamp = Date.now();
const eventId = `${casterEid}_${s_uuid}_${timestamp}_${Math.random()}`;
const damageEvent: DamageEvent = {
Attrs: attrs ? { ...attrs } : null, // 深拷贝属性数据
Attrs: attrs || null,
casterEid: casterEid,
s_uuid: s_uuid,
timestamp: timestamp,
eventId: eventId,
eventId: "",
ext_dmg:ext_dmg,
dmg_ratio:dmg_ratio,
};
@@ -75,7 +76,7 @@ export class DamageQueueComp extends ecs.Comp {
this.damageEvents.push(damageEvent);
// 如果是第一个伤害事件,记录创建时间
if (this.damageEvents.length === 1) {
if (this.getRemainingCount() === 1) {
this.createTime = timestamp;
}
}
@@ -84,29 +85,36 @@ export class DamageQueueComp extends ecs.Comp {
* 获取下一个待处理的伤害事件
*/
getNextDamageEvent(): DamageEvent | null {
if (this.damageEvents.length === 0) return null;
return this.damageEvents.shift() || null;
if (this.readIndex >= this.damageEvents.length) return null;
const event = this.damageEvents[this.readIndex];
this.readIndex += 1;
if (this.readIndex >= 32 && this.readIndex * 2 >= this.damageEvents.length) {
this.damageEvents = this.damageEvents.slice(this.readIndex);
this.readIndex = 0;
}
return event || null;
}
/**
* 获取队列中剩余的伤害事件数量
*/
getRemainingCount(): number {
return this.damageEvents.length;
return this.damageEvents.length - this.readIndex;
}
/**
* 检查队列是否为空
*/
isEmpty(): boolean {
return this.damageEvents.length === 0;
return this.readIndex >= this.damageEvents.length;
}
/**
* 清空队列
*/
clear(): void {
this.damageEvents = [];
this.damageEvents.length = 0;
this.readIndex = 0;
this.processedCount = 0;
this.isProcessing = false;
}
@@ -115,6 +123,10 @@ export class DamageQueueComp extends ecs.Comp {
* 按时间戳排序伤害事件(可选功能)
*/
sortByTimestamp(): void {
if (this.readIndex > 0) {
this.damageEvents = this.damageEvents.slice(this.readIndex);
this.readIndex = 0;
}
this.damageEvents.sort((a, b) => a.timestamp - b.timestamp);
}
@@ -123,6 +135,10 @@ export class DamageQueueComp extends ecs.Comp {
*/
removeDuplicates(): void {
const seen = new Set<string>();
if (this.readIndex > 0) {
this.damageEvents = this.damageEvents.slice(this.readIndex);
this.readIndex = 0;
}
this.damageEvents = this.damageEvents.filter(event => {
if (seen.has(event.eventId)) {
return false;
@@ -145,7 +161,7 @@ export class DamageQueueComp extends ecs.Comp {
return {
totalEvents: this.processedCount + this.damageEvents.length,
processedEvents: this.processedCount,
remainingEvents: this.damageEvents.length,
remainingEvents: this.getRemainingCount(),
isProcessing: this.isProcessing,
createTime: this.createTime
};
@@ -187,4 +203,4 @@ export class DamageQueueHelper {
const damageQueue = entity.get(DamageQueueComp);
return damageQueue ? damageQueue.getQueueStats() : null;
}
}
}

View File

@@ -38,7 +38,7 @@ interface IntervalBuffState {
}
@ecs.register('HeroAttrs')
export class HeroAttrsComp extends ecs.Comp {
public debugMode: boolean = true;
public debugMode: boolean = false;
Ebus:any=null!
// ==================== 角色基础信息 ====================
@@ -159,7 +159,9 @@ export class HeroAttrsComp extends ecs.Comp {
this.hp += addValue;
this.hp = Math.max(0, Math.min(this.hp, this.hp_max));
this.dirty_hp = true; // ✅ 仅标记需要更新
mLogger.log(this.debugMode, 'HeroAttrs', ` HP变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldHp.toFixed(1)} -> ${this.hp.toFixed(1)}`);
if (this.debugMode) {
mLogger.log(this.debugMode, 'HeroAttrs', ` HP变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldHp.toFixed(1)} -> ${this.hp.toFixed(1)}`);
}
}
add_shield(value:number,isValue:boolean){
@@ -173,7 +175,9 @@ export class HeroAttrsComp extends ecs.Comp {
if (this.shield < 0) this.shield = 0;
if (this.shield_max < 0) this.shield_max = 0;
this.dirty_shield = true; // 标记护盾需要更新
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldShield.toFixed(1)} -> ${this.shield.toFixed(1)}`);
if (this.debugMode) {
mLogger.log(this.debugMode, 'HeroAttrs', ` 护盾变更: ${this.hero_name}, 变化=${addValue.toFixed(1)}, ${oldShield.toFixed(1)} -> ${this.shield.toFixed(1)}`);
}
}
// ==================== BUFF 管理 ====================
/**
@@ -225,7 +229,9 @@ export class HeroAttrsComp extends ecs.Comp {
this.applyAttrChange(buffConf.buff, normalized.value, normalized.BType);
mLogger.log(this.debugMode, 'HeroAttrs', `添加Buff: ${buffConf.name}, 属性:${buffConf.buff}, 值:${normalized.value}, 时间:${duration}`);
if (this.debugMode) {
mLogger.log(this.debugMode, 'HeroAttrs', `添加Buff: ${buffConf.name}, 属性:${buffConf.buff}, 值:${normalized.value}, 时间:${duration}`);
}
}
/**
@@ -410,7 +416,9 @@ export class HeroAttrsComp extends ecs.Comp {
this.applyAttrChange(buff.attr, buff.value, buff.BType, true);
buffs.splice(i, 1);
mLogger.log(this.debugMode, 'HeroAttrs', `Buff过期: 属性:${buff.attr}, 恢复值:${buff.value}`);
if (this.debugMode) {
mLogger.log(this.debugMode, 'HeroAttrs', `Buff过期: 属性:${buff.attr}, 恢复值:${buff.value}`);
}
}
}

View File

@@ -20,22 +20,51 @@ export class Monster extends ecs.Entity {
// 多键对象池Map<prefabPath, NodePool>
static pools: Map<string, NodePool> = new Map();
static readonly MAX_POOL_SIZE: number = 24;
static getFromPool(path: string): Node | null {
if (this.pools.has(path)) {
const pool = this.pools.get(path)!;
if (pool.size() > 0) {
return pool.get();
while (pool.size() > 0) {
const node = pool.get();
if (node && node.isValid) {
return node;
}
}
}
return null;
}
static putToPool(path: string, node: Node) {
if (!node || !node.isValid) return;
if (!this.pools.has(path)) {
this.pools.set(path, new NodePool());
}
this.pools.get(path)!.put(node);
const pool = this.pools.get(path)!;
if (pool.size() >= this.MAX_POOL_SIZE) {
node.destroy();
return;
}
pool.put(node);
}
static clearPools() {
this.pools.forEach((pool) => {
pool.clear();
});
this.pools.clear();
}
static getPoolStats() {
let total = 0;
this.pools.forEach((pool) => {
total += pool.size();
});
return {
paths: this.pools.size,
total,
maxPerPath: this.MAX_POOL_SIZE
};
}
protected init() {

View File

@@ -41,6 +41,10 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private readonly minSpacingY = 30;
private readonly renderSortInterval = 0.05;
private renderSortElapsed = 0;
private heroMoveMatcher: ecs.IMatcher | null = null;
private heroViewMatcher: ecs.IMatcher | null = null;
private readonly renderEntries: { node: Node; frontScore: number; spawnOrder: number; eid: number }[] = [];
private renderEntryCount = 0;
private readonly facConfigs: Record<number, MoveFacConfig> = {
[FacSet.HERO]: {
@@ -57,6 +61,20 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
}
};
private getHeroMoveMatcher(): ecs.IMatcher {
if (!this.heroMoveMatcher) {
this.heroMoveMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp);
}
return this.heroMoveMatcher;
}
private getHeroViewMatcher(): ecs.IMatcher {
if (!this.heroViewMatcher) {
this.heroViewMatcher = ecs.allOf(HeroAttrsComp, HeroViewComp);
}
return this.heroViewMatcher;
}
filter(): ecs.IMatcher {
return ecs.allOf(MoveComp, HeroViewComp, HeroAttrsComp);
}
@@ -239,7 +257,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
const selfPriority = selfAttrs ? this.getCombatPriority(selfAttrs) : 0;
let nearestAheadX = Infinity;
let nearestBehindX = -Infinity;
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp)).forEach(e => {
ecs.query(this.getHeroMoveMatcher()).forEach(e => {
if (e === self) return;
const attrs = e.get(HeroAttrsComp);
const view = e.get(HeroViewComp);
@@ -272,7 +290,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
private hasAnyActorTooClose(self: ecs.Entity, x: number, y: number): boolean {
const myAttrs = self.get(HeroAttrsComp);
if (!myAttrs) return false;
return ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).some(e => {
return ecs.query(this.getHeroViewMatcher()).some(e => {
if (e === self) return false;
const attrs = e.get(HeroAttrsComp);
if (!attrs || attrs.is_dead) return false;
@@ -303,7 +321,7 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
let minDis = Infinity;
// 优化查询:一次遍历
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp)).forEach(e => {
ecs.query(this.getHeroViewMatcher()).forEach(e => {
const m = e.get(HeroAttrsComp);
if (m.fac !== myFac && !m.is_dead) {
const v = e.get(HeroViewComp);
@@ -332,8 +350,8 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
if (this.renderSortElapsed < this.renderSortInterval) return;
this.renderSortElapsed = 0;
const renderList: { node: Node; frontScore: number; spawnOrder: number; eid: number }[] = [];
ecs.query(ecs.allOf(HeroAttrsComp, HeroViewComp, MoveComp)).forEach(e => {
this.renderEntryCount = 0;
ecs.query(this.getHeroMoveMatcher()).forEach(e => {
const attrs = e.get(HeroAttrsComp);
const actorView = e.get(HeroViewComp);
const actorMove = e.get(MoveComp);
@@ -343,21 +361,27 @@ export class MoveSystem extends ecs.ComblockSystem implements ecs.ISystemUpdate
actorView.node.parent = actorRoot;
}
const frontScore = attrs.fac === FacSet.HERO ? actorView.node.position.x : -actorView.node.position.x;
renderList.push({
node: actorView.node,
frontScore,
spawnOrder: actorMove.spawnOrder,
eid: e.eid
});
const entryIndex = this.renderEntryCount;
let entry = this.renderEntries[entryIndex];
if (!entry) {
entry = { node: actorView.node, frontScore: 0, spawnOrder: 0, eid: 0 };
this.renderEntries.push(entry);
}
entry.node = actorView.node;
entry.frontScore = frontScore;
entry.spawnOrder = actorMove.spawnOrder;
entry.eid = e.eid;
this.renderEntryCount += 1;
});
this.renderEntries.length = this.renderEntryCount;
renderList.sort((a, b) => {
this.renderEntries.sort((a, b) => {
if (a.frontScore !== b.frontScore) return a.frontScore - b.frontScore;
if (a.spawnOrder !== b.spawnOrder) return a.spawnOrder - b.spawnOrder;
return a.eid - b.eid;
});
renderList.forEach((item, index) => {
this.renderEntries.forEach((item, index) => {
item.node.setSiblingIndex(index);
});
}

View File

@@ -11,6 +11,8 @@ import { UIID } from "../common/config/GameUIConfig";
import { SkillView } from "../skill/SkillView";
import { FightSet } from "../common/config/GameSet";
import { mLogger } from "../common/Logger";
import { Monster } from "../hero/Mon";
import { Skill } from "../skill/Skill";
const { ccclass, property } = _decorator;
@@ -22,6 +24,8 @@ const { ccclass, property } = _decorator;
export class MissionComp extends CCComp {
@property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = false;
@property({ tooltip: "是否显示战斗内存观测面板" })
private showMemoryPanel: boolean = true;
// VictoryComp:any = null;
// reward:number = 0;
@@ -50,6 +54,19 @@ export class MissionComp extends CCComp {
}
private lastTimeStr: string = "";
private lastTimeSecond: number = -1;
private memoryLabel: Label | null = null;
private memoryRefreshTimer: number = 0;
private lastMemoryText: string = "";
private perfDtAcc: number = 0;
private perfFrameCount: number = 0;
private heapBaseMB: number = -1;
private heapPeakMB: number = 0;
private heapTrendPerMinMB: number = 0;
private heapTrendTimer: number = 0;
private heapTrendBaseMB: number = -1;
private readonly heroViewMatcher = ecs.allOf(HeroViewComp);
private readonly skillViewMatcher = ecs.allOf(SkillView);
// 记录已触发的特殊刷怪索引
private spawnedSpecialIndices: Set<number> = new Set();
@@ -60,7 +77,7 @@ export class MissionComp extends CCComp {
// this.on(GameEvent.FightEnd,this.fight_end,this)
this.on(GameEvent.MissionEnd,this.mission_end,this)
this.on(GameEvent.DO_AD_BACK,this.do_ad,this)
this.initMemoryPanel()
}
protected update(dt: number): void {
if(!smc.mission.play) return
@@ -73,12 +90,16 @@ export class MissionComp extends CCComp {
// 检查特殊刷怪时间
this.checkSpecialSpawns(smc.vmdata.mission_data.fight_time);
this.update_time();
this.updateMemoryPanel(dt);
}
}
update_time(){
let time = Math.max(0, this.FightTime);
let m = Math.floor(time / 60);
let s = Math.floor(time % 60);
const time = Math.max(0, this.FightTime);
const remainSecond = Math.floor(time);
if (remainSecond === this.lastTimeSecond) return;
this.lastTimeSecond = remainSecond;
let m = Math.floor(remainSecond / 60);
let s = remainSecond % 60;
let str = `${m.toString().padStart(2, '0')}:${s.toString().padStart(2, '0')}`;
if(str != this.lastTimeStr){
this.time_node.getChildByName("time").getComponent(Label).string = str;
@@ -99,6 +120,77 @@ export class MissionComp extends CCComp {
});
}
private initMemoryPanel() {
if (!this.showMemoryPanel || !this.time_node) return;
let panel = this.time_node.getChildByName("mem_panel");
if (!panel) {
panel = new Node("mem_panel");
panel.parent = this.time_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;
}
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 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` +
`Pool M:${monPool.total}(${monPool.paths}) K:${skillPool.total}(${skillPool.paths})`;
if (text === this.lastMemoryText) return;
this.lastMemoryText = text;
this.memoryLabel.string = text;
}
//奖励发放
do_reward(){
@@ -180,6 +272,7 @@ do_ad(){
this.scheduleOnce(() => {
smc.mission.play=false
this.cleanComponents()
this.clearBattlePools()
}, 0.5)
}
@@ -188,6 +281,7 @@ do_ad(){
// 合并 FightEnd 逻辑:清理组件、停止游戏循环
smc.mission.play=false
this.cleanComponents()
this.clearBattlePools()
this.node.active=false
}
@@ -205,6 +299,17 @@ do_ad(){
this.rewards=[] // 改为数组,用于存储掉落物品列表
this.revive_times = 1; // 每次任务开始重置复活次数
this.spawnedSpecialIndices.clear(); // 重置特殊刷怪记录
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;
// 重置全局属性加成和主角引用 (确保新一局数据干净)
// smc.role = null;
@@ -217,14 +322,19 @@ do_ad(){
private cleanComponents() {
// 优化销毁顺序直接销毁实体让ECS系统自动处理组件清理
// 这样可以避免在组件reset方法中访问已经被销毁的实体引用
ecs.query(ecs.allOf(HeroViewComp)).forEach(entity => {
ecs.query(this.heroViewMatcher).forEach(entity => {
entity.destroy();
});
ecs.query(ecs.allOf(SkillView)).forEach(entity => {
ecs.query(this.skillViewMatcher).forEach(entity => {
entity.destroy();
});
}
private clearBattlePools() {
Monster.clearPools();
Skill.clearPools();
}
/** 视图层逻辑代码分离演示 */
@@ -233,4 +343,4 @@ do_ad(){
reset() {
this.node.destroy();
}
}
}

View File

@@ -19,6 +19,7 @@ export class Skill extends ecs.Entity {
private debugMode: boolean = false;
/** 多键对象池Map<prefabPath, NodePool> */
static pools: Map<string, NodePool> = new Map();
static readonly MAX_POOL_SIZE: number = 64;
static getFromPool(path: string): Node | null {
if (this.pools.has(path)) {
@@ -38,7 +39,31 @@ export class Skill extends ecs.Entity {
if (!this.pools.has(path)) {
this.pools.set(path, new NodePool());
}
this.pools.get(path)!.put(node);
const pool = this.pools.get(path)!;
if (pool.size() >= this.MAX_POOL_SIZE) {
node.destroy();
return;
}
pool.put(node);
}
static clearPools() {
this.pools.forEach((pool) => {
pool.clear();
});
this.pools.clear();
}
static getPoolStats() {
let total = 0;
this.pools.forEach((pool) => {
total += pool.size();
});
return {
paths: this.pools.size,
total,
maxPerPath: this.MAX_POOL_SIZE
};
}
/** ---------- 数据层 ---------- */

View File

@@ -21,7 +21,7 @@ export class SkillView extends CCComp {
atk_y: number = 0
@property({ tooltip: "是否启用调试日志" })
private debugMode: boolean = true;
private debugMode: boolean = false;
anim:Animation=null;
group:number=0;
@@ -65,13 +65,14 @@ export class SkillView extends CCComp {
}
if (this.isDisposing) return;
if (!this.node || !this.node.activeInHierarchy) return;
// 安全获取双方信息用于日志
const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者';
const casterEid = this.sData.casterEid;
const targetView = oCol.getComponent(HeroViewComp);
const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
const targetEid = targetView?.ent?.eid ?? '未知EID';
mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`);
if (this.debugMode) {
const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? '未知施法者';
const casterEid = this.sData.casterEid;
const targetName = targetView?.ent?.get(HeroAttrsComp)?.hero_name ?? '非英雄对象';
const targetEid = targetView?.ent?.eid ?? '未知EID';
mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞1 [${this.sData.caster.box_group}][${casterName}][${casterEid}]的[${seCol.group}]:[${this.SConf.name}][${this.ent.eid}]碰撞了 [${oCol.group}]:[ ${targetName}][${targetEid}]`);
}
if (oCol.group === seCol.group) return;
if (this.pendingDisableCollider) return;
if (this.sData.hit_count >= this.sData.max_hit_count) {
@@ -91,7 +92,9 @@ export class SkillView extends CCComp {
return;
}
let model = targetView.ent.get(HeroAttrsComp);
mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞3`, oCol.group, seCol.group, model);
if (this.debugMode) {
mLogger.log(this.debugMode, 'SkillView', `[skillView] 碰撞3`, oCol.group, seCol.group, model);
}
if (!model) return;
if (model.is_dead) return;
if (this.sData.fac == model.fac) return;
@@ -126,11 +129,11 @@ export class SkillView extends CCComp {
if (!target.ent) return;
if (!this.sData) return;
if (!this.SConf) return;
// 安全获取名称,防止实体销毁导致的空指针异常
const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? "未知施法者";
const targetName = target.ent.get(HeroAttrsComp)?.hero_name ?? "未知目标";
mLogger.log(this.debugMode, 'SkillView', `[skillView] 伤害 [${this.group}][${casterName}][${this.sData.casterEid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${targetName}][${target.ent.eid}]`);
if (this.debugMode) {
const casterName = this.sData.caster?.ent?.get(HeroAttrsComp)?.hero_name ?? "未知施法者";
const targetName = target.ent.get(HeroAttrsComp)?.hero_name ?? "未知目标";
mLogger.log(this.debugMode, 'SkillView', `[skillView] 伤害 [${this.group}][${casterName}][${this.sData.casterEid}]的 [${this.SConf.name}]对 [${target.box_group}][ ${targetName}][${target.ent.eid}]`);
}
// 使用伤害队列系统处理伤害
DamageQueueHelper.addDamageToEntity(
target.ent,