- 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
33 lines
1.2 KiB
TypeScript
33 lines
1.2 KiB
TypeScript
import { profiler, _decorator ,PhysicsSystem2D,EPhysics2DDrawFlags} from 'cc';
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import { DEBUG } from 'cc/env';
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import { oops } from '../../extensions/oops-plugin-framework/assets/core/Oops';
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import { Root } from '../../extensions/oops-plugin-framework/assets/core/Root';
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import { ecs } from '../../extensions/oops-plugin-framework/assets/libs/ecs/ECS';
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import { UIConfigData } from './game/common/config/GameUIConfig';
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import { smc } from './game/common/SingletonModuleComp';
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import { Initialize } from './game/initialize/Initialize';
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const { ccclass, property } = _decorator;
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@ccclass('Main')
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export class Main extends Root {
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start() {
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PhysicsSystem2D.instance.debugDrawFlags = EPhysics2DDrawFlags.Aabb
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|EPhysics2DDrawFlags.Pair
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|EPhysics2DDrawFlags.CenterOfMass
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|EPhysics2DDrawFlags.Joint
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|EPhysics2DDrawFlags.Shape;
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}
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protected async run() {
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smc.initialize = ecs.getEntity<Initialize>(Initialize);
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smc.vmAdd()
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}
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protected initGui() {
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oops.gui.init(UIConfigData);
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}
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protected async initEcsSystem() {
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// oops.ecs.add(new EcsPositionSystem()); 手动控制用,没有特殊 ,只需要使用 @ecs.register('SMoveSystem') 装饰器注册就可以了
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}
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} |