1.进步优化UI系统 加载问题 性能问题 Canvas重绘问题 边界处理问题 2.优化对象池和游戏对象池的性能 游戏对象池根据窗口 策略定期清理 3.优化整个AppService 和ServiceWorld结构 固定三大类 具体参考代码
74 lines
1.9 KiB
C#
74 lines
1.9 KiB
C#
using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace AlicizaX
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{
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[DefaultExecutionOrder(-32000)]
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[DisallowMultipleComponent]
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public class AppServiceRoot : MonoBehaviour
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{
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private static AppServiceRoot s_activeRoot;
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[SerializeField] private bool _dontDestroyOnLoad = true;
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[SerializeField] private int _appScopeOrder = ServiceDomainOrder.App;
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private bool _ownsWorld;
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protected virtual void Awake()
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{
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if (s_activeRoot != null && s_activeRoot != this)
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{
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enabled = false;
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return;
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}
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s_activeRoot = this;
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if (_dontDestroyOnLoad)
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DontDestroyOnLoad(gameObject);
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var createdWorld = !AppServices.HasWorld;
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var world = AppServices.EnsureWorld(_appScopeOrder);
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_ownsWorld = createdWorld;
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if (createdWorld)
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RegisterAppServices(world.App);
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}
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protected virtual void Update()
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{
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if (AppServices.HasWorld) AppServices.World.Tick(Time.deltaTime);
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}
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protected virtual void LateUpdate()
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{
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if (AppServices.HasWorld) AppServices.World.LateTick(Time.deltaTime);
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}
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protected virtual void FixedUpdate()
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{
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if (AppServices.HasWorld) AppServices.World.FixedTick(Time.fixedDeltaTime);
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}
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protected virtual void OnDrawGizmos()
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{
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if (AppServices.HasWorld) AppServices.World.DrawGizmos();
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}
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protected virtual async void OnDestroy()
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{
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if (s_activeRoot == this)
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s_activeRoot = null;
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if (_ownsWorld && AppServices.HasWorld)
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{
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await UniTask.Yield();
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AppServices.Shutdown();
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}
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}
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protected virtual void RegisterAppServices(ServiceScope appScope) { }
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}
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}
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