This commit is contained in:
2026-10-10 14:47:01 +08:00
parent b5881a6cc4
commit c39586ad1e
19 changed files with 104 additions and 89 deletions
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m_IncludeGUIDInCatalog: 1
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- component: {fileID: 2075409203}
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m_Name: Manager
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@@ -4343,18 +4342,6 @@ MonoBehaviour:
m_Name:
m_EditorClassIdentifier:
audioMixer: {fileID: 24100000, guid: ca43f9a7549657a49a2978e97c7a621a, type: 2}
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m_PrefabAsset: {fileID: 0}
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m_Name:
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@@ -42,7 +42,7 @@ SpriteAtlasImporter:
forceMaximumCompressionQuality_BC6H_BC7: 0
packingSettings:
serializedVersion: 2
padding: 4
padding: 8
blockOffset: 1
allowAlphaSplitting: 0
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@@ -42,7 +42,7 @@ SpriteAtlasImporter:
forceMaximumCompressionQuality_BC6H_BC7: 0
packingSettings:
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padding: 4
padding: 8
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@@ -42,7 +42,7 @@ SpriteAtlasImporter:
forceMaximumCompressionQuality_BC6H_BC7: 0
packingSettings:
serializedVersion: 2
padding: 4
padding: 8
blockOffset: 1
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@@ -21,9 +21,18 @@ public class LoadingPanel : MonoBehaviour
StartCoroutine(PreloadHomeMainRoutine());
}
/// <summary>预载大厅主面板:等 UIManager 就绪后发起(视频这段时间足够 HomeUIRes 加载完)</summary>
/// <summary>先让视频起播,播放过程中再预载大厅主面板(避免大包解压和视频启动抢主线程)</summary>
private IEnumerator PreloadHomeMainRoutine()
{
// 1) 等视频真正开始播放(最多等 5 秒兜底,防止视频未播时死等)
float waited = 0f;
while (player != null && !player.isPlaying && waited < 5f)
{
waited += Time.deltaTime;
yield return null;
}
yield return new WaitForSeconds(0.5f); // 让视频先渲染几帧,起播更顺
// 2) 播放过程中加载:等 UIManager 就绪后发起预载
while (UIManager.Instance == null)
yield return null;
yield return null; // 等 UIManager 初始化完成(地址表装载)
@@ -1412,6 +1412,16 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
BulletPool.Instance.ClearAll();
EffectPool.Instance.ClearAll();
_resourcesUnloaded = true;
// ⭐ 真正回收内存:Addressables 释放包用的是 AssetBundle.Unload(false) 语义 ——
// 只是断开引用,已加载的贴图/材质/网格/音频要等 UnloadUnusedAssets 才真正销毁。
// iOS 上不调用就会出现"AA 包卸载了但占用内存不降",连续进第二个游戏内存叠加 → jetsam 闪退。
// 用 Task 等待(不依赖本面板协程,OnHide 隐藏后也能跑完)。
await Task.Delay(50); // 等两帧左右让 Destroy 的延迟销毁生效
var unloadOp = Resources.UnloadUnusedAssets();
while (!unloadOp.isDone) await Task.Yield();
System.GC.Collect();
Debug.Log($"[内存] 离房回收完成 | 已分配 {UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong() / 1048576}MB");
}
/// <summary>资源是否已卸载(避免 OnHide 重复卸载)</summary>
@@ -1548,6 +1558,15 @@ public class GameMainPanel_FishBase : GameMainPanel_Base
SetUnloadProgress(0.6f);
await MonsterMoveLine.UnLoadBezier();
// ⭐ 真正回收内存:AA 包卸载只是断开引用(Unload(false) 语义),贴图/材质/网格/音频
// 要等 UnloadUnusedAssets 才真正销毁 —— iOS 上不做这步 = 占用不降,
// 连进第二个游戏内存叠加超限 → jetsam 闪退
await Task.Delay(50);
var leaveUnloadOp = Resources.UnloadUnusedAssets();
while (!leaveUnloadOp.isDone) await Task.Yield();
System.GC.Collect();
Debug.Log($"[内存] 离房回收完成 | 已分配 {UnityEngine.Profiling.Profiler.GetTotalAllocatedMemoryLong() / 1048576}MB");
// ⭐ 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)
@@ -5830,7 +5830,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 10}
m_AnchoredPosition: {x: 0, y: 16.9}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
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@@ -6244,7 +6244,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -84.4, y: -14}
m_SizeDelta: {x: 33, y: 38}
m_Pivot: {x: 0.5, y: 0.5}
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@@ -7574,7 +7574,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: 0, y: 10}
m_AnchoredPosition: {x: 0, y: 16.7}
m_SizeDelta: {x: 100, y: 100}
m_Pivot: {x: 0.5, y: 0.5}
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@@ -8717,7 +8717,7 @@ RectTransform:
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m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5}
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m_AnchoredPosition: {x: -83.5, y: -14}
m_SizeDelta: {x: 33, y: 38}
m_Pivot: {x: 0.5, y: 0.5}
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