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
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@@ -85,8 +85,5 @@ export class HeroSpine extends Component {
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this.status="move"
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this.anm.move()
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}
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onDestroy() {
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this.node.destroy();
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}
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}
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@@ -1,4 +1,4 @@
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Color, BoxCollider2D, UITransform} from "cc";
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import { Vec3, _decorator , v3,Collider2D,Contact2DType,Label ,Node,Prefab,instantiate,ProgressBar, Component, Material, Sprite, math, clamp, Game, tween, Tween, Color, BoxCollider2D, UITransform} from "cc";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { CCComp } from "../../../../extensions/oops-plugin-framework/assets/module/common/CCComp";
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import { HeroSpine } from "./HeroSpine";
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@@ -88,23 +88,29 @@ export class HeroViewComp extends CCComp {
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}
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/** 视图层逻辑代码分离演示 */
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start () {
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this.init();
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}
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/** 初始化/重置视图状态 */
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init() {
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this.as.idle()
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// 初始化 UI 节点
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this.initUINodes();
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/** 方向 */
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this.node.setScale(this.scale*this.node.scale.x,1*this.node.scale.y);
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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
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this.top_node.setScale(this.scale*this.top_node.scale.x,1*this.top_node.scale.y);
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/* 显示角色血*/
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this.top_node.getChildByName("hp").active = true;
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// 🔥 怪物不显示蓝条
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this.top_node.getChildByName("mp").active = this.model.fac === FacSet.HERO;
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if (this.model) {
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this.top_node.getChildByName("mp").active = this.model.fac === FacSet.HERO;
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}
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this.top_node.getChildByName("shield").active = false;
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// 初始隐藏血条(有更新时才显示)
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this.top_node.active = false;
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}
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/** 初始化 UI 节点引用 */
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@@ -513,6 +519,10 @@ export class HeroViewComp extends CCComp {
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}
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}
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reset() {
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// 清理残留的定时器和缓动
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this.unscheduleAllCallbacks();
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Tween.stopAllByTarget(this.node);
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// 清理碰撞器事件监听
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const collider = this.getComponent(Collider2D);
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if (collider) {
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@@ -525,10 +535,10 @@ export class HeroViewComp extends CCComp {
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this.damageQueue.length = 0;
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this.isProcessingDamage = false;
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// 延迟销毁节点
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this.scheduleOnce(() => {
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this.node.destroy();
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}, 0.1);
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// 节点生命周期由 Monster 对象池管理,此处不再销毁
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// if (this.node && this.node.isValid) {
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// this.node.destroy();
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// }
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}
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}
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@@ -1,4 +1,4 @@
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D} from "cc";
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import { instantiate, Node, Prefab, Vec3 ,v3,resources,SpriteFrame,Sprite,SpriteAtlas, BoxCollider2D, NodePool} from "cc";
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import { oops } from "../../../../extensions/oops-plugin-framework/assets/core/Oops";
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import { ecs } from "../../../../extensions/oops-plugin-framework/assets/libs/ecs/ECS";
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import { smc } from "../common/SingletonModuleComp";
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@@ -19,6 +19,26 @@ export class Monster extends ecs.Entity {
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HeroView!: HeroViewComp;
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MonMove!: MonMoveComp;
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// 多键对象池:Map<prefabPath, NodePool>
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static pools: Map<string, NodePool> = new Map();
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static getFromPool(path: string): Node | null {
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if (this.pools.has(path)) {
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const pool = this.pools.get(path)!;
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if (pool.size() > 0) {
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return pool.get();
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}
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}
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return null;
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}
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static putToPool(path: string, node: Node) {
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if (!this.pools.has(path)) {
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this.pools.set(path, new NodePool());
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}
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this.pools.get(path)!.put(node);
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}
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protected init() {
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this.addComponents<ecs.Comp>(
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MonMoveComp,
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@@ -28,6 +48,14 @@ export class Monster extends ecs.Entity {
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}
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destroy(): void {
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// 回收节点到对象池
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const model = this.get(HeroAttrsComp);
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const view = this.get(HeroViewComp);
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if (model && view && view.node && view.node.isValid) {
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const path = "game/heros/" + HeroInfo[model.hero_uuid].path;
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Monster.putToPool(path, view.node);
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}
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this.remove(HeroViewComp);
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this.remove(HeroAttrsComp);
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this.remove(HeroSkillsComp);
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@@ -40,8 +68,14 @@ export class Monster extends ecs.Entity {
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let size=1
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var scene = smc.map.MapView.scene;
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var path = "game/heros/"+HeroInfo[uuid].path;
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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var node = instantiate(prefab);
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// 尝试从池中获取
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let node = Monster.getFromPool(path);
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if (!node) {
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var prefab: Prefab = oops.res.get(path, Prefab)!;
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node = instantiate(prefab);
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}
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let LINE1=scene.entityLayer!.node!.getChildByName("LINE1")!;
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let LINE2=scene.entityLayer!.node!.getChildByName("LINE2")!;
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let LINE3=scene.entityLayer!.node!.getChildByName("LINE3")!;
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@@ -49,11 +83,22 @@ export class Monster extends ecs.Entity {
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// 🔥 设置初始 SiblingIndex - 防止溢出
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const baseLane = lane === 0 ? LINE1 : lane === 1 ? LINE2 : lane === 2 ? LINE3 : LINE4;
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node.parent = baseLane
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var view = node.getComponent(HeroViewComp)!;
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const collider = node.getComponent(BoxCollider2D);
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if (collider) collider.enabled = false; // 先禁用 // 延迟一帧启用碰撞体
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if (collider) {
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// 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
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collider.enabled = false;
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view.scheduleOnce(() => {
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if (node && node.isValid) {
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collider.enabled = true;
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collider.group = BoxSet.MONSTER; // 确保碰撞组正确
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collider.apply(); // 强制应用更改(如果需要)
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}
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}, 0); // 0延迟等于下一帧执行
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}
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node.setScale(size*node.scale.x,size*node.scale.y);
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node.setPosition(pos)
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var view = node.getComponent(HeroViewComp)!;
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const model = this.get(HeroAttrsComp);
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const skillsComp = this.get(HeroSkillsComp);
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let hero = HeroInfo[uuid]; // 共用英雄数据
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@@ -87,6 +132,9 @@ export class Monster extends ecs.Entity {
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skillsComp.initSkills(hero.skills, uuid, this);
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this.add(view);
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// 重置视图状态(对象池复用时必须)
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view.init();
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oops.message.dispatchEvent("monster_load",this)
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// 初始化移动参数,包括线路和生成顺序
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