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:
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user