refactor(hero): 优化英雄对象池管理及视图初始化

- 在Monster类中实现多键对象池管理,提升英雄节点复用效率
- 将HeroViewComp的初始化逻辑提取到独立init方法,便于对象池复用时重置状态
- 移除HeroSpine中冗余的onDestroy方法
- 修复HeroViewComp中方向缩放计算问题,确保scale.x为正
- 优化碰撞体启用逻辑,延迟一帧确保物理系统正确注册
- 清理HeroViewComp中残留的定时器和缓动
This commit is contained in:
walkpan
2026-01-02 23:27:05 +08:00
parent 2c7a628921
commit 81f55a796d
4 changed files with 77 additions and 22 deletions

View File

@@ -12,11 +12,11 @@ const { ccclass, property } = _decorator;
@ccclass('Main')
export class Main extends Root {
start() {
// PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
// |EPhysics2DDrawFlags.Pair
// |EPhysics2DDrawFlags.CenterOfMass
// |EPhysics2DDrawFlags.Joint
// |EPhysics2DDrawFlags.Shape;
PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
|EPhysics2DDrawFlags.Pair
|EPhysics2DDrawFlags.CenterOfMass
|EPhysics2DDrawFlags.Joint
|EPhysics2DDrawFlags.Shape;
}
protected async run() {
smc.initialize = ecs.getEntity<Initialize>(Initialize);

View File

@@ -85,8 +85,5 @@ export class HeroSpine extends Component {
this.status="move"
this.anm.move()
}
onDestroy() {
this.node.destroy();
}
}

View File

@@ -1,4 +1,4 @@
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D, UITransform} from "cc";
import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform} 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 { HeroSpine } from "./HeroSpine";
@@ -88,23 +88,29 @@ export class HeroViewComp extends CCComp {
}
/** 视图层逻辑代码分离演示 */
start () {
this.init();
}
/** 初始化/重置视图状态 */
init() {
this.as.idle()
// 初始化 UI 节点
this.initUINodes();
/** 方向 */
this.node.setScale(this.scale*this.node.scale.x,1*this.node.scale.y);
this.node.setScale(this.scale*Math.abs(this.node.scale.x), 1*this.node.scale.y); // 确保 scale.x 为正后再乘方向
this.top_node.setScale(this.scale*this.top_node.scale.x,1*this.top_node.scale.y);
/* 显示角色血*/
this.top_node.getChildByName("hp").active = true;
// 🔥 怪物不显示蓝条
this.top_node.getChildByName("mp").active = this.model.fac === FacSet.HERO;
if (this.model) {
this.top_node.getChildByName("mp").active = this.model.fac === FacSet.HERO;
}
this.top_node.getChildByName("shield").active = false;
// 初始隐藏血条(有更新时才显示)
this.top_node.active = false;
}
/** 初始化 UI 节点引用 */
@@ -513,6 +519,10 @@ export class HeroViewComp extends CCComp {
}
}
reset() {
// 清理残留的定时器和缓动
this.unscheduleAllCallbacks();
Tween.stopAllByTarget(this.node);
// 清理碰撞器事件监听
const collider = this.getComponent(Collider2D);
if (collider) {
@@ -525,10 +535,10 @@ export class HeroViewComp extends CCComp {
this.damageQueue.length = 0;
this.isProcessingDamage = false;
// 延迟销毁节点
this.scheduleOnce(() => {
this.node.destroy();
}, 0.1);
// 节点生命周期由 Monster 对象池管理,此处不再销毁
// if (this.node && this.node.isValid) {
// this.node.destroy();
// }
}
}

View File

@@ -1,4 +1,4 @@
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, NodePool} from "cc";
import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
import { smc } from "../common/SingletonModuleComp";
@@ -19,6 +19,26 @@ export class Monster extends ecs.Entity {
HeroView!: HeroViewComp;
MonMove!: MonMoveComp;
// 多键对象池Map<prefabPath, NodePool>
static pools: Map<string, NodePool> = new Map();
static getFromPool(path: string): Node | null {
if (this.pools.has(path)) {
const pool = this.pools.get(path)!;
if (pool.size() > 0) {
return pool.get();
}
}
return null;
}
static putToPool(path: string, node: Node) {
if (!this.pools.has(path)) {
this.pools.set(path, new NodePool());
}
this.pools.get(path)!.put(node);
}
protected init() {
this.addComponents<ecs.Comp>(
MonMoveComp,
@@ -28,6 +48,14 @@ export class Monster extends ecs.Entity {
}
destroy(): void {
// 回收节点到对象池
const model = this.get(HeroAttrsComp);
const view = this.get(HeroViewComp);
if (model && view && view.node && view.node.isValid) {
const path = "game/heros/" + HeroInfo[model.hero_uuid].path;
Monster.putToPool(path, view.node);
}
this.remove(HeroViewComp);
this.remove(HeroAttrsComp);
this.remove(HeroSkillsComp);
@@ -40,8 +68,14 @@ export class Monster extends ecs.Entity {
let size=1
var scene = smc.map.MapView.scene;
var path = "game/heros/"+HeroInfo[uuid].path;
var prefab: Prefab = oops.res.get(path, Prefab)!;
var node = instantiate(prefab);
// 尝试从池中获取
let node = Monster.getFromPool(path);
if (!node) {
var prefab: Prefab = oops.res.get(path, Prefab)!;
node = instantiate(prefab);
}
let LINE1=scene.entityLayer!.node!.getChildByName("LINE1")!;
let LINE2=scene.entityLayer!.node!.getChildByName("LINE2")!;
let LINE3=scene.entityLayer!.node!.getChildByName("LINE3")!;
@@ -49,11 +83,22 @@ export class Monster extends ecs.Entity {
// 🔥 设置初始 SiblingIndex - 防止溢出
const baseLane = lane === 0 ? LINE1 : lane === 1 ? LINE2 : lane === 2 ? LINE3 : LINE4;
node.parent = baseLane
var view = node.getComponent(HeroViewComp)!;
const collider = node.getComponent(BoxCollider2D);
if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
if (collider) {
// 先禁用,下一帧启用,确保物理系统能正确注册新激活的节点
collider.enabled = false;
view.scheduleOnce(() => {
if (node && node.isValid) {
collider.enabled = true;
collider.group = BoxSet.MONSTER; // 确保碰撞组正确
collider.apply(); // 强制应用更改(如果需要)
}
}, 0); // 0延迟等于下一帧执行
}
node.setScale(size*node.scale.x,size*node.scale.y);
node.setPosition(pos)
var view = node.getComponent(HeroViewComp)!;
const model = this.get(HeroAttrsComp);
const skillsComp = this.get(HeroSkillsComp);
let hero = HeroInfo[uuid]; // 共用英雄数据
@@ -87,6 +132,9 @@ export class Monster extends ecs.Entity {
skillsComp.initSkills(hero.skills, uuid, this);
this.add(view);
// 重置视图状态(对象池复用时必须)
view.init();
oops.message.dispatchEvent("monster_load",this)
// 初始化移动参数,包括线路和生成顺序