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@@ -1,4 +1,4 @@
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using Assets.MyGame.Scripts.Net;
|
||||
using Assets.MyGame.Scripts.Net;
|
||||
using Assets.MyGame.Scripts.Net.API;
|
||||
using Assets.MyGame.Scripts.Net.APIResponses.Enum;
|
||||
using Assets.MyGame.Scripts.Net.WebResponses;
|
||||
@@ -15,18 +15,39 @@ using UnityEngine.UI;
|
||||
|
||||
public class GameMainPanel_Base : UIBase
|
||||
{
|
||||
|
||||
|
||||
[Header("子ui管理器")]
|
||||
public SubUIManager subUIManager;
|
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public UIPanelAddressConfig panelAddressConfig;
|
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public Transform subPanelParent;
|
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public TextMeshProUGUI textMeshProUGUI_RoomID;
|
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|
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public virtual void Awake()
|
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{
|
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subUIManager = new SubUIManager(subPanelParent, panelAddressConfig,this);
|
||||
|
||||
|
||||
}
|
||||
|
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/// <summary>
|
||||
/// ⭐ 面板销毁时释放其子面板的全部 Addressables 资源:
|
||||
/// SubUIManager 的 handleCache(VIP/背包/邮件等子面板 prefab)此前从不释放,
|
||||
/// 导致父面板关闭后对应 bundle(如 HomeUIRes)一直占着内存。
|
||||
/// 放基类上,大厅/各游戏面板销毁时统一生效。
|
||||
/// </summary>
|
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public virtual void OnDestroy()
|
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{
|
||||
try
|
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{
|
||||
subUIManager?.ReleaseAll();
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
// 退出 Play/场景卸载时 Addressables 可能已回收,忽略释放期异常
|
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Debug.LogWarning($"[GameMainPanel_Base] OnDestroy 释放子面板资源异常: {e.Message}");
|
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}
|
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subUIManager = null;
|
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}
|
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#if UNITY_EDITOR
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public void OnGUI()
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{
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@@ -305,7 +305,8 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
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[Tooltip("鱼创建时播放的入场视频控件,由 Boss 预制体的 createVideoClip 指定视频片段。Inspector 拖拽场景中的 VideoPlayer 控件")]
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public UnityEngine.Video.VideoPlayer createVideoPlayer;
|
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AudioClip bulletClip;
|
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/// <summary>开火音效(static:切房新面板实例直接复用,避免重复加载;离房时 UnLoadBulletClip 释放并置空)</summary>
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static AudioClip bulletClip;
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public List<int> paoBeiList = new List<int>();
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@@ -534,13 +535,23 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
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_idleExitArmed = false;
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HideIdleExitWarning();
|
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UnLoadResources();
|
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// 场景可能未加载或已卸载,做保护避免重复卸载报错
|
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var scene = SceneManager.GetSceneByName(sceneName);
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if (scene.IsValid() && scene.isLoaded)
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SceneManager.UnloadSceneAsync(sceneName);
|
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// 清除场景加载标记,下次进入可重新加载
|
||||
Assets.MyGame.Scripts.Net.WebSocketReponseList.ClearLoadedGameScene(sceneName);
|
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// ⭐ 切换房间(同玩法):资源/场景/路线全部复用,不卸载不重载 ——
|
||||
// 卸载再加载同一个 LZMA 鱼包(219MB 级)要白解压两次,是切房慢的主因。
|
||||
// 新面板 LoadResources 走切房分支直接 EnterRoom,socket/座位镜像照常重置。
|
||||
if (_changeRoomBar == null)
|
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{
|
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UnLoadResources();
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// 场景可能未加载或已卸载,做保护避免重复卸载报错
|
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var scene = SceneManager.GetSceneByName(sceneName);
|
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if (scene.IsValid() && scene.isLoaded)
|
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SceneManager.UnloadSceneAsync(sceneName);
|
||||
// 清除场景加载标记,下次进入可重新加载
|
||||
Assets.MyGame.Scripts.Net.WebSocketReponseList.ClearLoadedGameScene(sceneName);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log("[ChangeRoom] 同玩法切房:复用已加载的场景/鱼/音频/路线,跳过卸载");
|
||||
}
|
||||
WebSocketManager.Instance.Close(SocketType.game);
|
||||
// ⭐ 座位镜像状态清空,下次进房重新按新房间座位 Setup
|
||||
SeatMirror.Clear();
|
||||
@@ -974,8 +985,11 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
|
||||
#endregion
|
||||
|
||||
public virtual void OnDestroy()
|
||||
public override void OnDestroy()
|
||||
{
|
||||
// ⭐ 基类释放子面板(图鉴/锁定等 SubUIManager 句柄)的 Addressables 资源
|
||||
base.OnDestroy();
|
||||
|
||||
EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_Rotate, SyncGameData_Rotate);
|
||||
EventCenter.Instance.RemoveEventListener<FireCannonSendData>(ConstEventString.SyncGameData_FireBullet, SyncGameData_FireBullit);
|
||||
EventCenter.Instance.RemoveEventListener<SyncGameData>(ConstEventString.SyncGameData_ChangeTargetMonster, SyncGameData_ChangeTargetMonster);
|
||||
@@ -1253,47 +1267,77 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
// ⭐ 重置卸载标记,下次进入可重新加载
|
||||
_resourcesUnloaded = false;
|
||||
|
||||
// ⭐ 加载顺序(配套 AA 分包规划:路线最轻先进 → 鱼 → 音频最重殿后):
|
||||
// ① 路线(几十KB,进房首屏关键,进度条 0→30%)
|
||||
// ② 鱼预制体(30→70%)
|
||||
// ③ 音频(70→80%,Union 全库音频是最重的一步,放最后不再拖住前段进度)
|
||||
// EnterRoom 位置不动(出鱼系统就绪时序与原逻辑一致,仅资源加载顺序调整)
|
||||
await MonsterMoveLine.LoadBezier();
|
||||
if (flow != _resourceFlowToken) return; // ⭐ 期间已退出/切换,本轮作废
|
||||
// ⭐ 切换房间(同玩法):鱼/音频/路线/场景全部复用,跳过全部资源加载直接 EnterRoom ——
|
||||
// 切房耗时从"卸载+重新解压鱼包(数秒)"缩短到"网络往返+出鱼"。
|
||||
// bulletClip 为 static,新面板实例直接复用。
|
||||
bool isChangeRoom = _changeRoomBar != null;
|
||||
|
||||
SetLoadProgress(0.3f);
|
||||
await FishResourcesData.LoadFishAssetsData();
|
||||
if (flow != _resourceFlowToken) return;
|
||||
|
||||
SetLoadProgress(0.7f);
|
||||
await AudioResourcesData.LoadAudioGame();
|
||||
if (flow != _resourceFlowToken) return;
|
||||
|
||||
// ⭐ 开火音效 PW_Shoot 在 Default Local Group(Audio+PTCBZS 双标签交集检索):
|
||||
// 只命中 Default 小包,不把其它玩法的巨型音频包拉进内存;句柄由 LoadBulletClip 静态保存,离房释放
|
||||
await LoadBulletClip();
|
||||
if (flow != _resourceFlowToken) return;
|
||||
if (_bulletClipHandle.IsValid() && _bulletClipHandle.Result != null)
|
||||
if (isChangeRoom)
|
||||
{
|
||||
foreach (var clip in _bulletClipHandle.Result)
|
||||
Debug.Log("[ChangeRoom] 同玩法切房:复用已加载资源,直接进入房间");
|
||||
SetLoadProgress(0.8f);
|
||||
}
|
||||
else
|
||||
{
|
||||
// ⭐ 进度分配(单一大包自适应:大包的解压耗时反映在最先碰到它的步骤上):
|
||||
// 0~2 卸载大厅 UI 资源
|
||||
// 2~30 路线文本(若路线和鱼资源同在一个大包,包的解压耗时体现在这段,有实时回调)
|
||||
// 30~60 鱼包(prefab/spine/sprite 内部细分;若包已被路线段拉起则本段快速通过)
|
||||
// 60~78 玩法音频(同包则快速通过,否则按 PercentComplete 推进)
|
||||
// 78~84 开火音效
|
||||
// 84~90 EnterRoom + 初始鱼同步
|
||||
// 90 ⭐确认点:走到这里时所有资源 await 都已完成
|
||||
// 90~100 平滑推进收尾(替代原来的 2 秒死等,条一直在动)
|
||||
SetLoadProgress(0.01f);
|
||||
|
||||
// ⭐ 卸载大厅 UI 资源(进游戏释放 HomeUIRes 内存,回大厅时由离房流程重新预载):
|
||||
// 大厅主面板此时已被关闭(实例销毁时 SubUIManager.ReleaseAll 已释放子面板句柄),
|
||||
// 这里清掉 UIManager 侧大厅面板的 prefab 句柄缓存 → HomeUIRes bundle 引用归零真正卸载
|
||||
UIManager.Instance.ReleaseHomeUI();
|
||||
SetLoadProgress(0.02f);
|
||||
|
||||
// 路线:2~30(路线文本可能和鱼资源同一个大包,解压耗时由回调实时反映)
|
||||
await MonsterMoveLine.LoadBezier(p =>
|
||||
{
|
||||
if (clip.name == "PW_Shoot")
|
||||
if (flow == _resourceFlowToken) SetLoadProgress(Mathf.Lerp(0.02f, 0.30f, p));
|
||||
});
|
||||
if (flow != _resourceFlowToken) return; // ⭐ 期间已退出/切换,本轮作废
|
||||
|
||||
// 鱼包:30~60,内部子进度实时上报(残留流程不再写面板)
|
||||
await FishResourcesData.LoadFishAssetsData(p =>
|
||||
{
|
||||
if (flow == _resourceFlowToken) SetLoadProgress(Mathf.Lerp(0.30f, 0.60f, p));
|
||||
});
|
||||
if (flow != _resourceFlowToken) return;
|
||||
|
||||
// 玩法音频:60~78
|
||||
await AudioResourcesData.LoadAudioGame(p =>
|
||||
{
|
||||
if (flow == _resourceFlowToken) SetLoadProgress(Mathf.Lerp(0.60f, 0.78f, p));
|
||||
});
|
||||
if (flow != _resourceFlowToken) return;
|
||||
|
||||
// ⭐ 开火音效 PW_Shoot 在 Default Local Group(Audio+PTCBZS 双标签交集检索):
|
||||
// 只命中 Default 小包,不把其它玩法的巨型音频包拉进内存;句柄由 LoadBulletClip 静态保存,离房释放
|
||||
await LoadBulletClip();
|
||||
if (flow != _resourceFlowToken) return;
|
||||
SetLoadProgress(0.84f);
|
||||
if (_bulletClipHandle.IsValid() && _bulletClipHandle.Result != null)
|
||||
{
|
||||
foreach (var clip in _bulletClipHandle.Result)
|
||||
{
|
||||
bulletClip = clip;
|
||||
break;
|
||||
if (clip.name == "PW_Shoot")
|
||||
{
|
||||
bulletClip = clip;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
SetLoadProgress(0.8f);
|
||||
await Task.Delay(100);
|
||||
if (flow != _resourceFlowToken) return;
|
||||
|
||||
|
||||
CreateFishManager.Instance.EnterRoom(gameType);
|
||||
CreateFishManager.Instance.isResources = true;
|
||||
SetLoadProgress(0.9f);
|
||||
|
||||
SetLoadProgress(0.87f);
|
||||
|
||||
// ⭐ 鱼创建由服务端 OnFishSpawn 事件统一下发,客户端无需房主出鱼/请求同步。
|
||||
// 玩家进入房间后服务端会主动推送 OnFishSpawn(type="init") 初始鱼,
|
||||
@@ -1315,12 +1359,18 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
// 处理完清空,避免重复处理(如场景重载)
|
||||
GameManager.Instance.gameData.currRoomData.activeFishes = null;
|
||||
}
|
||||
await Task.Delay(2000);
|
||||
if (flow != _resourceFlowToken) return; // ⭐ 2秒等待期间退出的情况最多,必须拦
|
||||
|
||||
SetLoadProgress(1);
|
||||
await Task.Delay(300);
|
||||
if (flow != _resourceFlowToken) return;
|
||||
// ⭐ 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)
|
||||
SetLoadProgress(0.9f);
|
||||
|
||||
// ⭐ 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+)
|
||||
for (int i = 1; i <= 20; i++)
|
||||
{
|
||||
await Task.Delay(50);
|
||||
if (flow != _resourceFlowToken) return; // ⭐ 收尾期间退出的情况,必须拦
|
||||
SetLoadProgress(0.9f + 0.1f * (i / 20f));
|
||||
}
|
||||
|
||||
// ⭐ 切换房间:合并进度条走完 → 隐藏并销毁;平时隐藏面板自己的进度条
|
||||
if (_changeRoomBar != null)
|
||||
@@ -1376,11 +1426,32 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
await _bulletClipHandle.Task;
|
||||
}
|
||||
|
||||
/// <summary>释放开火音效句柄(离房卸载流程调用)</summary>
|
||||
/// <summary>释放开火音效句柄(离房卸载流程调用;static 引用一并置空防悬空)</summary>
|
||||
private static void UnLoadBulletClip()
|
||||
{
|
||||
if (_bulletClipHandle.IsValid())
|
||||
Addressables.Release(_bulletClipHandle);
|
||||
bulletClip = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 后台补卸载游戏资源(切房失败回大厅时调用):
|
||||
/// 切房流程跳过了卸载(准备复用),失败后资源不再需要,静默补卸防止鱼包常驻内存。
|
||||
/// </summary>
|
||||
private static async void UnloadGameResourcesBackground()
|
||||
{
|
||||
try
|
||||
{
|
||||
await FishResourcesData.UnLoadFishAssetsData();
|
||||
await AudioResourcesData.UnLoadAudioGame();
|
||||
UnLoadBulletClip();
|
||||
await MonsterMoveLine.UnLoadBezier();
|
||||
Debug.Log("[ChangeRoom] 切房失败,游戏资源已补卸载");
|
||||
}
|
||||
catch (Exception e)
|
||||
{
|
||||
Debug.LogWarning($"[ChangeRoom] 切房失败补卸载异常(不影响回大厅): {e.Message}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>离房 socket 响应等待信号</summary>
|
||||
@@ -1442,18 +1513,35 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
BulletPool.Instance.ClearAll();
|
||||
EffectPool.Instance.ClearAll();
|
||||
|
||||
SetUnloadProgress(0.2f);
|
||||
await FishResourcesData.UnLoadFishAssetsData();
|
||||
if (_isChangeRoom)
|
||||
{
|
||||
// ⭐ 同玩法切房:鱼/音频/路线/场景全部复用,跳过卸载 ——
|
||||
// 卸载再加载同一个 LZMA 鱼包要白解压两次(几秒),是切房慢的主因。
|
||||
// OnHide(旧面板销毁)同样跳过卸载;新面板 LoadResources 走切房分支直接 EnterRoom。
|
||||
// 卸载段进度直接置满,合并进度条快进到网络段。
|
||||
Debug.Log("[ChangeRoom] 同玩法切房:跳过资源卸载,新房间复用已加载资源");
|
||||
SetUnloadProgress(1f);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetUnloadProgress(0.2f);
|
||||
await FishResourcesData.UnLoadFishAssetsData();
|
||||
|
||||
SetUnloadProgress(0.4f);
|
||||
await AudioResourcesData.UnLoadAudioGame();
|
||||
UnLoadBulletClip(); // ⭐ 释放开火音效句柄(引用计数归零)
|
||||
SetUnloadProgress(0.4f);
|
||||
await AudioResourcesData.UnLoadAudioGame();
|
||||
UnLoadBulletClip(); // ⭐ 释放开火音效句柄(引用计数归零)
|
||||
|
||||
SetUnloadProgress(0.6f);
|
||||
await MonsterMoveLine.UnLoadBezier();
|
||||
SetUnloadProgress(0.6f);
|
||||
await MonsterMoveLine.UnLoadBezier();
|
||||
|
||||
SetUnloadProgress(0.8f);
|
||||
await Task.Delay(100);
|
||||
// ⭐ 预载回大厅的主面板 prefab:鱼包已卸载腾出内存,加载大厅包不会叠峰值;
|
||||
// 后面等待 socket 的时间足够它加载完,finally 里 ShowAsync(HomeMainPanel) 命中缓存秒开。
|
||||
// (进房时 ReleaseHomeUI 已释放大厅资源,散包后回大厅各子面板首次打开按需单独加载)
|
||||
UIManager.Instance.PreloadPanel(UIPanel.HomeMainPanel);
|
||||
|
||||
SetUnloadProgress(0.8f);
|
||||
await Task.Delay(100);
|
||||
}
|
||||
|
||||
SetUnloadProgress(0.9f);
|
||||
|
||||
@@ -1510,7 +1598,7 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
{
|
||||
if (JinDuTiao != null) JinDuTiao.SetProgress(1);
|
||||
await Task.Delay(300);
|
||||
if (JinDuTiao != null) JinDuTiao.Hide();
|
||||
// ⭐ 不在这里 Hide:进度条保持盖着,等 finally 里大厅 onShown 后才收(原子切换防闪烁)
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
@@ -1546,44 +1634,57 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
}
|
||||
else
|
||||
{
|
||||
// ⭐ 原子切换回大厅:进度条保持盖在最上层不先收 ——
|
||||
// 旧逻辑 finally 一进来就 Hide 进度条,之后"关游戏面板/卸载场景 → 大厅出现"
|
||||
// 的过程全部可见,出现大厅与游戏画面交替的闪烁。
|
||||
// 现在:进度条挪到 uiRoot(避免随游戏面板销毁)→ 关游戏面板(进度条盖着,
|
||||
// 同时触发 OnHide 卸载场景/资源)→ 大厅 onShown 显示出来后才收掉进度条。
|
||||
if (JinDuTiao != null)
|
||||
{
|
||||
try { JinDuTiao.Hide(); } catch { }
|
||||
try
|
||||
{
|
||||
JinDuTiao.transform.SetParent(UIManager.Instance.uiRoot, false);
|
||||
JinDuTiao.transform.SetAsLastSibling();
|
||||
}
|
||||
catch (Exception barEx)
|
||||
{
|
||||
Debug.LogError($"[LeaveRoom] 进度条转移异常: {barEx}");
|
||||
}
|
||||
}
|
||||
// 进入 home 界面(关闭当前游戏面板)
|
||||
switch (GameManager.Instance.gameData.currGameType)
|
||||
UIManager.Instance.Close(PanelType);
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, null, (panel) =>
|
||||
{
|
||||
case GameType.JQQD:
|
||||
break;
|
||||
case GameType.defaultPanel:
|
||||
|
||||
break;
|
||||
case GameType.FLZY:
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelFLZY);
|
||||
break;
|
||||
case GameType.YYSC:
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelYYSC);
|
||||
break;
|
||||
case GameType.ZGXQ:
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelZGXQ);
|
||||
|
||||
break;
|
||||
case GameType.XJMH:
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelXJMH);
|
||||
|
||||
break;
|
||||
case GameType.HHWK:
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, UIPanel.MainGamePanelHHWK);
|
||||
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
|
||||
try
|
||||
{
|
||||
if (JinDuTiao != null)
|
||||
{
|
||||
JinDuTiao.Hide();
|
||||
Destroy(JinDuTiao.gameObject);
|
||||
}
|
||||
}
|
||||
catch { }
|
||||
});
|
||||
// 兜底:3 秒后强制收进度条(防 ShowAsync 加载失败 onShown 不回调导致进度条卡住)
|
||||
_ = HideBarDelayed(JinDuTiao, 3f);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>延迟收掉进度条(Hide+Destroy;静态 Task 不依赖即将销毁的面板协程宿主,可重复调用)</summary>
|
||||
private static async System.Threading.Tasks.Task HideBarDelayed(ProgressBar bar, float delaySeconds)
|
||||
{
|
||||
await System.Threading.Tasks.Task.Delay((int)(delaySeconds * 1000));
|
||||
try
|
||||
{
|
||||
if (bar != null)
|
||||
{
|
||||
bar.Hide();
|
||||
if (bar != null) UnityEngine.Object.Destroy(bar.gameObject);
|
||||
}
|
||||
}
|
||||
catch { }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// socket 收到 LeaveRoomResult 后调用,解除 0.9 的等待。
|
||||
/// </summary>
|
||||
@@ -1676,6 +1777,9 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
|
||||
// ⭐ 快速加入失败 → 清理合并进度条并回大厅,避免卡在无界面状态
|
||||
UIManager.Instance.ShowBoardError("切换房间失败,请稍后重试");
|
||||
ClearChangeRoomBar();
|
||||
// ⭐ 切房流程跳过了资源卸载(准备复用),失败回大厅后资源不再需要 → 补一次卸载
|
||||
// 防止鱼包/音频常驻内存直到下次进房
|
||||
UnloadGameResourcesBackground();
|
||||
UIManager.Instance.ShowAsync(UIPanel.HomeMainPanel, GameManager.Instance.gameData.currGameType);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -69,7 +69,7 @@ TextureImporter:
|
||||
platformSettings:
|
||||
- serializedVersion: 3
|
||||
buildTarget: DefaultTexturePlatform
|
||||
maxTextureSize: 2048
|
||||
maxTextureSize: 512
|
||||
resizeAlgorithm: 0
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@@ -69,7 +69,7 @@ TextureImporter:
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ignorePlatformSupport: 0
|
||||
androidETC2FallbackOverride: 0
|
||||
forceMaximumCompressionQuality_BC6H_BC7: 0
|
||||
spriteSheet:
|
||||
serializedVersion: 2
|
||||
sprites: []
|
||||
|
||||
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Reference in New Issue
Block a user