This commit is contained in:
2026-10-14 00:29:07 +08:00
parent 3ee5643e82
commit 383abd67bc
42 changed files with 105402 additions and 1352 deletions
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spawnList: []
isCreateFish: 0
isFrozen: 0
debugSpawnFishNumber: 11029
debugSpawnFishNumber: 11041
isleft: 0
debugSpawnAllLines: 0
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@@ -418,7 +418,10 @@ public class FlyTurretData : TurretData
SetPlaneChildActive("FreeEffect_Crit", false);
SetPlaneChildActive("FreeEffect_Speedup", false);
// 诊断:飞机首次激活(骨架 + 护盾/尾迹粒子首初始化)的真实耗时
var swPlane = System.Diagnostics.Stopwatch.StartNew();
_enterPlaneRoot.gameObject.SetActive(true);
Debug.Log($"[XJMH首屏] 入场飞机激活(SetActive) {swPlane.ElapsedMilliseconds}ms");
_enterPlaneRoot.localPosition = start;
if (_enterPlaneSg != null && _enterPlaneSg.AnimationState != null)
{
@@ -591,12 +594,13 @@ public class FlyTurretData : TurretData
if (t != null) t.gameObject.SetActive(active);
}
// ==================== 入场飞机预热(进房加载收尾时由面板调用,卡顿被进度条遮住) ====================
// XJMH 进入房间时"命中"的那架完整飞机 PW_Plane(骨架 + 41 个粒子系统、2.2MB 预制体、52 个节点):
// 整根激活会让 41 套粒子在同一帧全部首初始化(分配缓冲/上传网格贴图)——单帧几百 ms 主线程尖峰。
// 这就是"只有星际迷航进房卡、其它玩法不卡"的原因(其他玩法没有这套 XJMH 独有资产)。
// 预热 = 进度条还在走时把飞机临时挂到激活父节点下、缩到 0 隐藏;骨架 1 帧 + 粒子按每帧 8ms 预算
// 逐帧点亮完成初始化,再原样还原(玩家全程不可见)。
// ==================== 入场飞机预热(90% 确认点调用,被加载页遮住) ====================
// XJMH 入场飞机 PW_Plane(骨架 + 41 粒子、2.2MB 预制体):整根激活 = 单帧大尖峰。
// ⚠️ 必须一次性激活,不能分帧:每次 SetActive 都会把所属大 Canvas 标脏 → 每帧一次
// 全量 Rebuild(Unity 官方文档:重建成本 ∝ Canvas 元素数)——分帧 = 把一次大卡
// 变成几十次中卡,总时长反而暴涨(61% 卡好久好久的实测教训)。
// 预热 = 加载页还开着时:一次性激活(缩到 0 不可见)→ 初始化 → 原样还原;
// 100% 入场动画再激活它就是"重启用",零首初始化成本。
private Coroutine _prewarmRoutine;
private Transform _prewarmPlane; // 预热中的飞机(被打断时还原用)
@@ -606,10 +610,8 @@ public class FlyTurretData : TurretData
private Quaternion _prewarmOrigRot;
private Vector3 _prewarmOrigScale;
private bool _prewarmOrigActive;
/// <summary>粒子分帧点亮的帧内计时(Stopwatch 不受 Time.realtimeSinceStartup 帧内不刷新影响)</summary>
private static readonly System.Diagnostics.Stopwatch _prewarmFrameSw = new System.Diagnostics.Stopwatch();
/// <summary>入场飞机预热(面板在加载收尾阶段调用;座位/炮台需已激活)。幂等:重复调用只跑一次。</summary>
/// <summary>入场飞机预热(面板在 90% 确认点调用;座位/炮台需已激活)。幂等:重复调用只跑一次。</summary>
public void PrewarmEnterPlane()
{
if (!isActiveAndEnabled) return;
@@ -637,60 +639,27 @@ public class FlyTurretData : TurretData
SetPlaneChildActive(plane, "FreeEffect_Crit", false);
SetPlaneChildActive(plane, "FreeEffect_Speedup", false);
// ⭐ 关键修复("只有 XJMH 进房卡主线程"的根因):
// 整根 SetActive(true) 会让 41 个粒子系统在同一帧全部首初始化(单帧几百 ms)。
// 先把"会被激活的"粒子节点逐个关掉(飞机根此刻未激活,只是置标志、不做初始化),
// 等飞机激活(这一帧只初始化骨架等非粒子部分)后,按"每帧约 8ms 预算"逐帧点亮——
// 设备快一帧多开几个、设备慢一帧只开一个,单帧尖峰摊平到十几帧,不再顶住主线程。
// ⚠️ 只动"容器开着"的粒子(Body/护盾);免费三类容器已关、默认关着的粒子都不动,保持原状。
var psNodes = new List<GameObject>(64);
foreach (var ps in plane.GetComponentsInChildren<ParticleSystem>(true))
{
if (ps == null || ps.gameObject == plane.gameObject) continue;
if (!IsActiveUnder(ps.transform, plane)) continue; // 容器关着的(免费三类等)不预热
ps.gameObject.SetActive(false);
psNodes.Add(ps.gameObject);
}
// 临时挂到根节点(激活中)并缩到 0:既能触发初始化,又完全不可见
Transform holder = transform.root;
if (holder != null && holder != _prewarmOrigParent)
plane.SetParent(holder, true);
plane.localScale = Vector3.zero;
LoadingStallWatchdog.Phase = "预热·飞机骨架激活帧";
plane.gameObject.SetActive(true); // 这一帧只初始化骨架等非粒子部分
yield return null; // 骨架首帧网格
// ⭐ 逐帧分批点亮粒子(帧内时间预算自适应:快机多开、慢机少开)
LoadingStallWatchdog.Phase = "预热·飞机粒子分帧";
const double frameBudgetMs = 8.0;
_prewarmFrameSw.Restart();
for (int i = 0; i < psNodes.Count; i++)
{
if (psNodes[i] == null) continue;
psNodes[i].SetActive(true);
if (_prewarmFrameSw.Elapsed.TotalMilliseconds >= frameBudgetMs)
{
_prewarmFrameSw.Restart();
yield return null;
}
}
yield return null; // 最后一批首帧模拟
yield return null; // 首帧网格上传铺开
// ⭐ 一次性整根激活:骨架 + 全部入场粒子在一帧完成首初始化(单帧尖峰,被加载页遮住)
LoadingStallWatchdog.Phase = "90 首屏初始化·飞机一次性激活";
var sw = System.Diagnostics.Stopwatch.StartNew();
plane.gameObject.SetActive(true);
Debug.Log($"[XJMH入场] 飞机一次性预热激活 {sw.ElapsedMilliseconds}ms");
yield return null; // 骨架首帧网格
yield return null; // 粒子首帧模拟
yield return null; // 网格/贴图上传铺开
FinishPrewarmRestore();
Debug.Log($"[XJMH入场] 飞机预热完成({plane.name},粒子分帧点亮 {psNodes.Count} 个)");
Debug.Log($"[XJMH入场] 飞机预热完成并还原({plane.name})");
_prewarmRoutine = null;
// 诊断:预热结束,把卡顿监测阶段还给加载段(后续卡顿归因不错位到预热)
LoadingStallWatchdog.Phase = "60~78 音频加载";
}
/// <summary>节点在"飞机根若激活"的前提下是否会被激活(检查自身到飞机根之间每级的 activeSelf)</summary>
private static bool IsActiveUnder(Transform node, Transform stopRoot)
{
for (var t = node; t != null && t != stopRoot; t = t.parent)
if (!t.gameObject.activeSelf) return false;
return true;
// 诊断:预热结束,阶段还给收尾段(后续卡顿归因不错位)
LoadingStallWatchdog.Phase = "90~100 收尾";
}
/// <summary>预热还原:飞机隐藏并恢复到预热前的挂载/变换/激活状态(协程正常收尾或中途被打断都用它)</summary>
@@ -1199,6 +1199,16 @@ public class SitPosData : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
if (_xjmhEnterPlayed || _xjmhEnterPending) return;
// ⭐ 加载完成门卫:座位激活已提前到 90%(加载页还开着)——此时播入场动画
// 玩家看不到、飞机升起也会被进度条挡住白播。挂起等 100% 加载完成,
// 由 UpdateXJMHEnterPending 补播(此时画面已可见、飞机已预热,开播即满速)
var loadPanel = CreateFishManager.Instance?.currGameType as GameMainPanel_FishBase;
if (loadPanel == null || !loadPanel.IsGameLoadCompleted)
{
_xjmhEnterPending = true;
return;
}
var turret = currentTurret;
if (turret == null && xjmhTurretList != null && xjmhTurretList.Count > 0)
turret = xjmhTurretList[0];
@@ -165,8 +165,16 @@ public class TurretData : MonoBehaviour
currState = TurretState.Idle;
PlayState(TurretState.Idle);
BindAddDownButtons(); // ⭐ XJMH 加减炮倍:炮台上的 +/- 绑定点击(每次激活重绑,幂等)
OnTurretEnable(); // ⭐ 子类扩展点:出现/重新激活时的额外逻辑(必须走基类 OnEnable,否则子类自建 OnEnable 会顶掉上面三件事)
}
/// <summary>
/// 子类覆写:炮台出现/重新激活时的额外初始化(基类 OnEnable 末尾调用)。
/// ⚠ 不要在子类里另写 OnEnable——Unity 的 OnEnable 只调最派生的那一个,
/// 子类写了就会把基类的"状态复位 + 播 Idle + 绑定按钮"整段顶掉。
/// </summary>
protected virtual void OnTurretEnable() { }
/// <summary>
/// 当前动画状态(只读)。调用方(GameMainPanel)用它在"这一帧没开火"时判断要不要补发 Idle,
/// 避免每帧重复广播状态。注意:状态由 OnStateChange 指向的那个 TurretData 接收
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drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
bossName: "\u6DF1\u6D77\u706F\u7B3C\u9C7C"
isToUI: 1
isToUI: 0
tMP_CurrBossScore: {fileID: 0}
currBossScoreValue: 0
bossScoreValue: 0
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@@ -3411,7 +3411,7 @@ MonoBehaviour:
drawLineSegments: 60
drawLineColor: {r: 1, g: 0.92156863, b: 0.015686275, a: 1}
bossName: "\u87E0\u6843\u6811"
isToUI: 1
isToUI: 0
tMP_CurrBossScore: {fileID: 0}
currBossScoreValue: 0
bossScoreValue: 0
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.InputSystem; // Pointer.current:鼠标拖动 / 屏幕滑动统一采样
/// <summary>战神跟手旋转的旋转轴(3D 模型按轴转身,各战神模型朝向不同,面板可选)</summary>
public enum ZhanShenRotateAxis
{
X = 0,
Y = 1,
Z = 2
}
public class ZhanShenTurretData : TurretData
{
@@ -23,4 +32,140 @@ public class ZhanShenTurretData : TurretData
public AudioClip laserAudio;
[Tooltip("战神普通开火音效(未锁定时):不锁定开炮时逐发播放;为空则回退普通炮台音效 bulletClip")]
public AudioClip bulletAudio;
[Tooltip("旋转目标对象:跟手旋转时被旋转的节点(只转它 rotateAxis 那一个轴,其他轴和位移都不动)。为空回退战神实例自身")]
public Transform rotateTargetNode;
[Tooltip("跟手旋转绕哪个轴:3D 模型转身一般是 Y,部分模型/特效用 X 或 Z")]
public ZhanShenRotateAxis rotateAxis = ZhanShenRotateAxis.Y;
[Tooltip("跟手灵敏度:指针每滑动 1 像素累积多少度旋转。正数=向右划模型向右转、向左划向左转;想反方向就填负数")]
public float rotateSensitivity = 0.4f;
[Tooltip("跟手平滑系数:越大越跟手(每帧按 系数×帧间隔 插值到目标角度)。0=立即到位,不平滑")]
public float rotateLerpSpeed = 14f;
[Tooltip("跟手旋转是否由 Timeline 事件触发:\n" +
"勾上(默认)= 等 Timeline 上的事件调 RotateZhanShen 才开始跟手;\n" +
"取消 = 战神一出现就自动开始跟手(特效简单的战神没有 Timeline,用这个直接展示)")]
public bool rotateByTimeline = true;
/// <summary>是否正在跟手旋转(由 Timeline 事件 RotateZhanShen 开始、StopRotateZhanShen 结束)</summary>
private bool _rotateFollowing;
private Coroutine _rotateRoutine;
/// <summary>累积的目标角度(原始值,可超过 360°,保证连续拖动不绕圈回跳)</summary>
private float _rotateTargetAngle;
/// <summary>平滑显示用的角度(原始值,与 _rotateTargetAngle 同坐标系)</summary>
private float _rotateShownAngle;
/// <summary>上一帧指针位置:按帧间位移量累加角度,所以按下时也要先把位置记准</summary>
private Vector2 _rotateLastPointerPos;
/// <summary>
/// ⭐ 旋转战神(Timeline 事件调用="开始点"):开始持续跟手旋转。
/// 调用后每帧按指针(鼠标点击拖动 / 屏幕滑动)的横向位移量累加到目标角度,
/// 节点再按 rotateLerpSpeed 平滑绕 rotateAxis 转到该角度;累加从节点当前角度起步,不会跳变。
/// 重复触发(Timeline 上多个事件)不会叠加协程。
/// </summary>
public void RotateZhanShen()
{
if (_rotateFollowing) return;
// 战神实例被隐藏时(特殊鱼炮台期间 SetActive(false))不能起协程,Unity 会直接报错
if (!isActiveAndEnabled) return;
var node = ResolveRotateTargetNode();
if (node == null) return;
_rotateFollowing = true;
_rotateTargetAngle = ReadAxisAngle(node.localEulerAngles); // 从当前角度开始累加
_rotateShownAngle = _rotateTargetAngle;
_rotateLastPointerPos = ReadPointerPos();
_rotateRoutine = StartCoroutine(FollowRotateRoutine());
}
/// <summary>停止跟手旋转(Timeline 结束事件调用;不调用则由 OnDisable 兜底停止)</summary>
public void StopRotateZhanShen()
{
_rotateFollowing = false;
if (_rotateRoutine != null)
{
StopCoroutine(_rotateRoutine);
_rotateRoutine = null;
}
}
private IEnumerator FollowRotateRoutine()
{
while (_rotateFollowing)
{
yield return null;
var node = ResolveRotateTargetNode();
if (node == null) break;
var pointer = Pointer.current;
if (pointer != null)
{
Vector2 cur = pointer.position.ReadValue();
// 按住(拖动中)才累加:松手保持当前角度
// ⚠ 这里用 -= 而不是 +=:Unity 绕 Y 轴的正角度在屏幕上看是"向左转"(相机朝 -Z 看时
// +θ 把模型的正面转向 -X),所以"向右划=向右转"必须把右移量反号。改回 += 方向就会反。
if (pointer.press.isPressed)
_rotateTargetAngle -= (cur.x - _rotateLastPointerPos.x) * rotateSensitivity;
// ⚠ 不管有没有按住都记录位置:否则按下那一帧会用"开始跟手时的旧位置"算出巨大跳变
_rotateLastPointerPos = cur;
}
_rotateShownAngle = rotateLerpSpeed > 0f
? Mathf.Lerp(_rotateShownAngle, _rotateTargetAngle, Mathf.Clamp01(rotateLerpSpeed * Time.deltaTime))
: _rotateTargetAngle;
// 只改 rotateAxis 那一个轴:其余两轴沿用节点当前值(模型只绕该轴转身)
Vector3 e = node.localEulerAngles;
switch (rotateAxis)
{
case ZhanShenRotateAxis.X: e.x = _rotateShownAngle; break;
case ZhanShenRotateAxis.Z: e.z = _rotateShownAngle; break;
default: e.y = _rotateShownAngle; break;
}
node.localEulerAngles = e;
}
_rotateRoutine = null;
}
/// <summary>取当前旋转轴上的角度(跟手累加的起点)</summary>
private float ReadAxisAngle(Vector3 euler)
{
switch (rotateAxis)
{
case ZhanShenRotateAxis.X: return euler.x;
case ZhanShenRotateAxis.Z: return euler.z;
default: return euler.y;
}
}
private Transform ResolveRotateTargetNode()
{
return rotateTargetNode != null ? rotateTargetNode : transform;
}
private static Vector2 ReadPointerPos()
{
var pointer = Pointer.current;
return pointer != null ? pointer.position.ReadValue() : Vector2.zero;
}
private void OnDisable()
{
// 战神实例被回收/隐藏时停止跟手,避免协程挂在已停用的对象上继续跑
StopRotateZhanShen();
}
/// <summary>
/// 战神出现/重新激活:不走 Timeline 的简单战神按面板开关直接开始跟手。
/// ⭐ 必须挂基类 OnEnable 的扩展点,不能自己写 OnEnable——Unity 只调最派生的那一个,
/// 自建会把基类的"状态复位 + 播 Idle + 绑定按钮"整段顶掉。
/// 走这里(而不是 Start)是因为战神实例会被反复 SetActive(false)/(true)(特殊鱼炮台期间),
/// Start 一生只跑一次,重新显示时不会再触发。
/// </summary>
protected override void OnTurretEnable()
{
if (!rotateByTimeline) RotateZhanShen();
}
}
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@@ -420,12 +420,22 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
RoomJoinNotice roomJoinNotice = _pendingRoomJoinNotice;
if (roomJoinNotice == null) return;
// ⭐ 立即消费标记:本方法在 90% 确认点执行,100% 处的兜底调用不会再重复跑
// (重复执行会把所有座位 JoinGame 两遍:金币/装备/入场标记全部错乱)
_pendingFirstShowInit = false;
string roomId = GameManager.Instance.gameData.currRoomData.roomId;
// 诊断:100% 卡的耗时分解(每个玩家 JoinGame 各多少 ms、合计多少 ms)
var swAll = System.Diagnostics.Stopwatch.StartNew();
var players = GameManager.Instance.gameData.currRoomData.players;
Debug.Log($"[XJMH首屏] 开始初始化:玩家 {players?.Count ?? 0} 名");
foreach (var item in GameManager.Instance.gameData.currRoomData.players)
foreach (var item in players)
{
var swOne = System.Diagnostics.Stopwatch.StartNew();
JoinGame(item.position, item.gold, item.diamond, item.cannonMultiple, 0, item.userId, item.cannonId, item.wingsId, item.warGodId);
Debug.Log($"[XJMH首屏] JoinGame 座位={item.position} ({item.userName}) 耗时 {swOne.ElapsedMilliseconds}ms");
// ⭐ 优先用后端 isBot 字段,兼容 userId.StartsWith("bot_")
var sit = list_Sits.Find(s => s.posID == item.position);
if (sit != null)
@@ -474,6 +484,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
// ⭐ 进入游戏圆圈:6 秒后自动消失(点击屏幕立即消失的逻辑在 HandleInput)
StartCoroutine(HideMySitAnimAfter(6f));
}
// 诊断:100% 这一下的总耗时(配合每条 JoinGame 的 ms 看是哪一步重)
Debug.Log($"[XJMH首屏] ApplyFirstShowInit 总耗时 {swAll.ElapsedMilliseconds}ms");
}
/// <summary>
@@ -540,7 +553,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
// (这一帧只扛"座位整层 OnEnable",把炮台骨架首建推到下一帧)
sit.deferDefaultTurretLightUp = true;
LoadingStallWatchdog.Phase = "预热·座位外壳激活帧";
var swSeat = System.Diagnostics.Stopwatch.StartNew();
sit.gameObject.SetActive(true);
Debug.Log($"[XJMH预热] 座位外壳激活 {swSeat.ElapsedMilliseconds}ms");
}
yield return null; // 座位外壳首帧
@@ -550,7 +565,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
if (willActivate && !sit.HasActiveXJMHTurret())
{
LoadingStallWatchdog.Phase = "预热·炮台骨架激活帧";
var swTurret = System.Diagnostics.Stopwatch.StartNew();
sit.ActivateDefaultXJMHTurretForPrewarm();
Debug.Log($"[XJMH预热] 炮台骨架激活 {swTurret.ElapsedMilliseconds}ms");
}
yield return null; // 炮台骨架首帧网格
@@ -623,17 +640,25 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
private static IEnumerator ChunkEnableParticles(List<GameObject> nodes)
{
const double budgetMs = 8.0;
var sw = System.Diagnostics.Stopwatch.StartNew();
var frameSw = System.Diagnostics.Stopwatch.StartNew(); // 帧内预算
var oneSw = System.Diagnostics.Stopwatch.StartNew(); // 单个粒子点亮耗时(诊断)
double enabledMs = 0;
int frames = 1;
for (int i = 0; i < nodes.Count; i++)
{
if (nodes[i] != null) nodes[i].SetActive(true);
if (sw.Elapsed.TotalMilliseconds >= budgetMs)
if (nodes[i] == null) continue;
oneSw.Restart();
nodes[i].SetActive(true);
enabledMs += oneSw.Elapsed.TotalMilliseconds;
if (frameSw.Elapsed.TotalMilliseconds >= budgetMs)
{
sw.Restart();
frameSw.Restart();
frames++;
yield return null;
}
}
yield return null;
Debug.Log($"[XJMH预热] 粒子分帧点亮 {nodes.Count} 个 / {frames} 帧 / 净耗时 {enabledMs:F0}ms(平均 {(nodes.Count > 0 ? enabledMs / nodes.Count : 0):F1}ms/个)");
}
/// <summary>
@@ -662,6 +687,49 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
}
}
/// <summary>
/// ⭐ 提前解析 XJMH 炮台/入场飞机的"骨架数据"(在鱼包加载段调用,与鱼包加载并行)。
/// 背景:SkeletonGraphic 首次激活时(Spine 源码 SkeletonGraphic.Initialize → GetSkeletonData)
/// 要解析 .skel/.json + 建图集对象 + 应用融合材质——这是首激活里最重的一块(几十~几百 ms),
/// 而且 GetSkeletonData 的结果按 SkeletonDataAsset 缓存。
/// 这里提前在主线程调用一次把它缓存掉:60% 处的"炮台骨架帧/飞机骨架帧"就只剩建网格/渲染器
/// 这类轻活(源码里 Initialize 其余部分只有 AnimationState/Skeleton 构造 + 网格缓冲分配)。
/// 放在鱼包段执行:本段主线程本来就在解包/反序列化(有加载卡顿),解析耗时混在这里最不显眼。
/// 解析用的是同一份缓存,同一把炮台预制体的所有实例(其它玩家座位)也一并受益。
/// </summary>
private void WarmUpXJMHSkeletonData()
{
if (!_pendingFirstShowInit || _pendingRoomJoinNotice == null) return;
if (list_Sits == null || list_Sits.Count == 0) return;
var sit = list_Sits.Find(s => s != null && s.posID == SeatMirror.ToDisplay(_pendingRoomJoinNotice.Position));
if (sit == null || sit.turretControlMode != TurretControlMode.XJMH) return;
var defaultTurret = GetDefaultXJMHTurret(sit);
if (defaultTurret == null) return;
var sw = System.Diagnostics.Stopwatch.StartNew();
int warmed = 0;
// 默认炮台子树(含挂在它下面的入场飞机实例)里的所有 SkeletonGraphic:逐个把骨架数据解析缓存掉
var graphs = defaultTurret.transform.GetComponentsInChildren<SkeletonGraphic>(true);
for (int i = 0; i < graphs.Length; i++)
{
var sg = graphs[i];
if (sg == null || sg.skeletonDataAsset == null) continue;
try
{
if (sg.skeletonDataAsset.GetSkeletonData(true) != null) warmed++;
}
catch (Exception e)
{
// 解析失败不影响流程:60% 激活时 SkeletonGraphic 会按正常路径自己再解析
Debug.LogWarning($"[XJMH预热] 骨架数据预解析失败(不影响流程): {e.Message}");
}
}
Debug.Log($"[XJMH预热] 骨架数据预解析:{warmed} 个 / 共 {sw.ElapsedMilliseconds}ms");
LoadingStallWatchdog.Phase = "30~60 鱼包"; // 恢复阶段名(诊断用)
}
private void RefreshGGKCount()
{
var user = GameManager.Instance.user;
@@ -1539,22 +1607,25 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
// 鱼包:30~60,内部子进度实时上报(预估进度兜底 LZMA 解压阻塞段,不再卡在 30)
LoadingStallWatchdog.Phase = "30~60 鱼包";
StartCreepProgress(0.30f, 0.60f);
await FishResourcesData.LoadFishAssetsData(p =>
var fishLoadTask = FishResourcesData.LoadFishAssetsData(p =>
{
if (flow == _resourceFlowToken) SetLoadProgress(Mathf.Max(_loadProgress, Mathf.Lerp(0.30f, 0.60f, p)));
});
// ⭐ 借鱼包加载这段(主线程本来就在解包/反序列化、有加载卡顿),先把 XJMH 炮台/飞机的
// "骨架数据解析"提前做掉并缓存(SkeletonGraphic 首激活里最重的一块,见方法注释):
// 60% 的炮台/飞机激活帧就只剩建网格/渲染器这类轻活,不再扛解析耗时
WarmUpXJMHSkeletonData();
await fishLoadTask;
if (flow != _resourceFlowToken) return;
// 玩法音频:60~78
LoadingStallWatchdog.Phase = "60~78 音频";
StartCreepProgress(0.60f, 0.78f);
// ⭐ XJMH 座位/飞机预热:把"首次实例化"的活提前到加载期做(这些活反正躲不掉,不做就会
// 堆到 100% 入座/入场动画那一帧卡——已确认注释掉它 100% 会卡一下)。
// 放在音频段起点:本段是真实加载耗时段(大量小包 IO,本来就有加载卡顿),混在里面的小帧不显眼。
// 重活已全部按帧拆开:座位外壳 1 帧 / 炮台骨架 1 帧 / 座位·炮台·飞机粒子逐帧点亮(每帧 8ms 预算)。
// 如果你更愿意"加载顺滑、接受 100% 卡一下",把下面这行注释回去即可。
PrewarmXJMHForLocalSeat();
// ⭐ XJMH 预热:方案已定——不在 60% 分帧做(每次 SetActive = 一次全 Canvas Rebuild,
// 分帧摊开总时长暴涨,实测 61% 卡好久好久)。改为 90% 确认点一次性完成
// (见下方"90 首屏初始化"),本处不再调用。骨架数据预解析仍在 30% 段(WarmUpXJMHSkeletonData)。
//PrewarmXJMHForLocalSeat();
await AudioResourcesData.LoadAudioGame(p =>
{
@@ -1617,9 +1688,20 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
AudioManager.Instance.ChangeBG(GameBgmAudioId);
// ⭐ 90% 确认点:走到这里所有资源加载都已完成(上面全是 await 顺序执行)
// (XJMH 座位/飞机预热已挪到 60% 音频段起点——这里是纯净的平滑收尾,不再有重活)
LoadingStallWatchdog.Phase = "90~100 收尾";
// ⭐ 首屏初始化(座位/炮台/入场飞机的全部"首次激活")在 90% 一次性完成:
// 进度条还开着 → 单帧大尖峰被加载页遮住 → 90~100 只剩平滑推进 →
// 100% 收掉进度条的瞬间画面完整出现、入场动画立即开播,不再"进游戏卡一下"。
// ⚠️ 不能分帧摊开:每次 SetActive 都会把整个大 Canvas 标脏 → 每帧一次全量
// Rebuild(Unity 官方:重建成本 ∝ Canvas 元素数)→ 总时长暴涨(61% 卡顿教训)
LoadingStallWatchdog.Phase = "90 首屏初始化(座位/炮台一次性)";
SetLoadProgress(0.9f);
if (_pendingFirstShowInit)
{
ApplyFirstShowInit();
// 入场飞机预热:刚激活的座位上 currentTurret 已就绪 → 一次性激活(缩0隐藏)→初始化→还原;
// 100% 入场动画再激活它 = 重启用,零成本。非 XJMH 的炮台不是 FlyTurretData,自动跳过
(currSitData?.currentTurret as FlyTurretData)?.PrewarmEnterPlane();
}
// ⭐ 90→100 平滑收尾:约 1 秒走完,进度条持续在动(替代原 2 秒死等;
// 保留这段缓冲是等出鱼首帧/场景渲染稳定,比原来快 1 秒+)
@@ -1636,9 +1718,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
else if (JinDuTiao != null)
JinDuTiao.Hide();
// ⭐ 加载到 100%(进度条已隐藏):标记完成 + 执行挂起的进房初始化(座位/房间信息)。
// 入场动画等表现由初始化链路在此之后触发——玩家可见、位置已就绪
LoadingStallWatchdog.Phase = "100 首屏初始化";
// ⭐ 加载到 100%(进度条已隐藏):标记完成。首屏初始化已在 90% 完成(见上);
// 这里只做兜底(正常流程标记已消费,不会重复执行)
LoadingStallWatchdog.Phase = "100 入场动画启动";
IsGameLoadCompleted = true;
if (_pendingFirstShowInit)
{
@@ -17606,7 +17606,7 @@ PrefabInstance:
- target: {fileID: 224349892793438657, guid: 6f077aa14d1a8e34687a3af5f0f1eae5,
type: 3}
propertyPath: m_SizeDelta.x
value: 6
value: 0
objectReference: {fileID: 0}
- target: {fileID: 224349892793438657, guid: 6f077aa14d1a8e34687a3af5f0f1eae5,
type: 3}
@@ -17636,7 +17636,7 @@ PrefabInstance:
- target: {fileID: 224448299783411175, guid: 6f077aa14d1a8e34687a3af5f0f1eae5,
type: 3}
propertyPath: m_SizeDelta.x
value: 6
value: 0
objectReference: {fileID: 0}
- target: {fileID: 224448299783411175, guid: 6f077aa14d1a8e34687a3af5f0f1eae5,
type: 3}
+33 -3
View File
@@ -193,11 +193,21 @@ PrefabInstance:
propertyPath: m_SortingLayer
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1417506109326689604, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 1417506109326689604, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_SortingLayer
value: 0
objectReference: {fileID: 0}
- target: {fileID: 1485328347163940881, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 1485328347163940881, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_SortingLayer
@@ -248,6 +258,11 @@ PrefabInstance:
propertyPath: m_TargetTexture
value:
objectReference: {fileID: 8400000, guid: 1216f2131e32c3b4a90a456cad8b5833, type: 2}
- target: {fileID: 2011635074377795611, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 2011635074377795611, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_SortingLayer
@@ -421,17 +436,17 @@ PrefabInstance:
- target: {fileID: 3745304765716925570, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_LocalScale.x
value: 0
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3745304765716925570, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_LocalScale.y
value: 0
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3745304765716925570, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_LocalScale.z
value: 0
value: 1
objectReference: {fileID: 0}
- target: {fileID: 3828036928016589604, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
@@ -558,6 +573,11 @@ PrefabInstance:
propertyPath: m_AnchoredPosition.y
value: 68.3
objectReference: {fileID: 0}
- target: {fileID: 4441870259444223699, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4441870259444223699, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_SortingLayer
@@ -613,6 +633,11 @@ PrefabInstance:
propertyPath: m_SortingLayer
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4631305018637868312, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_Enabled
value: 1
objectReference: {fileID: 0}
- target: {fileID: 4631305018637868312, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_SortingLayer
@@ -643,6 +668,11 @@ PrefabInstance:
propertyPath: m_SortingLayer
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4891912095876186530, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_IsActive
value: 0
objectReference: {fileID: 0}
- target: {fileID: 4911258892021538539, guid: 509192cd5f627cf409a54e9be694a24d,
type: 3}
propertyPath: m_LocalScale.y
File diff suppressed because it is too large Load Diff
@@ -208,17 +208,38 @@ public class UIHome_BY_EmailPanel : SubUIBase
foreach (var prop in email.rewardItems)
{
if (prop == null) continue;
string url = ResolveItemImageUrl(prop);
list.Add(new BackPackPropItemData
{
giftType = 3,
url = APIManager.baseURL + prop.imageUrl,
url = string.IsNullOrEmpty(url) ? "" : APIManager.baseURL + url,
count = prop.count,
propEnum = (PropEnum)ResolveItemPropType(prop),
});
}
}
return list;
}
/// <summary>
/// 解析邮件道具图片相对地址:优先用后端下发的 imageUrl,
/// 未下发时按约定格式补全 /uploads/{编号}.png。
/// </summary>
private static string ResolveItemImageUrl(RewardItem prop)
{
if (prop == null) return "";
if (!string.IsNullOrEmpty(prop.imageUrl)) return prop.imageUrl;
return string.IsNullOrEmpty(prop.number) ? "" : $"/uploads/{prop.number}.png";
}
/// <summary>通过 number 在 propConfig 中查找道具类型(用于背景框)</summary>
private static int ResolveItemPropType(RewardItem prop)
{
if (prop == null || string.IsNullOrEmpty(prop.number)) return prop?.type ?? 0;
var match = GameManager.Instance?.gameConfig?.propConfig?.Find(p => p.number == prop.number);
return match?.type ?? prop.type;
}
protected override void OnShow(object args = null)
{
base.OnShow(args);
@@ -354,10 +375,15 @@ public class UIHome_BY_EmailPanel : SubUIBase
foreach (var prop in item.rewardItems)
{
GameObject obj = Instantiate(propPrefab, propPrefabParent);
WebTool.DownImage(APIManager.baseURL+ prop.imageUrl, (texture) =>
string itemUrl = ResolveItemImageUrl(prop);
if (!string.IsNullOrEmpty(itemUrl))
{
obj.transform.GetChild(0).GetComponent<Image>().sprite = Sprite.Create(texture,new Rect(0f,0f,texture.width,texture.height),Vector2.one*0.5f);
});
WebTool.DownImage(APIManager.baseURL + itemUrl, (texture) =>
{
if (obj == null) return;
obj.transform.GetChild(0).GetComponent<Image>().sprite = Sprite.Create(texture,new Rect(0f,0f,texture.width,texture.height),Vector2.one*0.5f);
});
}
obj.transform.GetChild(0).GetChild(0).GetComponent<TextMeshProUGUI>().text = prop.count.ToString();
if (item.isReward)
{