阶段2/IUpdateable接口适配
This commit is contained in:
@@ -107,6 +107,15 @@ namespace Demo
|
||||
EnterGameLocalScaling = Vector3.one;
|
||||
[Content, SerializeField] private bool IsSetObjectDisable = false;
|
||||
[Content] public int UpdatePerFrame = 1;
|
||||
|
||||
[Content, SerializeField, Header("UpdateMode")]
|
||||
protected UpdateMode _updateMode = UpdateMode.Permanent;
|
||||
|
||||
[Content, SerializeField]
|
||||
protected float _activeStartTime = 0f;
|
||||
|
||||
[Content, SerializeField]
|
||||
protected float _activeEndTime = float.MaxValue;
|
||||
|
||||
/// <summary>
|
||||
/// 设置坐标
|
||||
@@ -162,6 +171,17 @@ namespace Demo
|
||||
{
|
||||
UpdatePerFrame = Mathf.Max(1, frame);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 子类可重写,定义自己的Update模式
|
||||
/// </summary>
|
||||
protected virtual UpdateMode GetUpdateMode() => UpdateMode.Permanent;
|
||||
|
||||
/// <summary>
|
||||
/// 子类可重写,定义自己的活跃时间范围
|
||||
/// </summary>
|
||||
protected virtual (float start, float end) GetActiveTimeRange()
|
||||
=> (0f, float.MaxValue);
|
||||
|
||||
private void ScriptableObjectDoReset()
|
||||
{
|
||||
@@ -579,7 +599,8 @@ namespace Demo
|
||||
#else
|
||||
MonoBehaviour,
|
||||
#endif
|
||||
IHierarchyItemClickEventListener
|
||||
IHierarchyItemClickEventListener,
|
||||
IUpdateable
|
||||
{
|
||||
protected virtual IEnumerator DoSomethingDuringApplyScript()
|
||||
{
|
||||
@@ -891,4 +912,47 @@ namespace Demo
|
||||
return new(color.x, color.y, color.z);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// IUpdateable接口实现
|
||||
/// </summary>
|
||||
public partial class ScriptableObject
|
||||
{
|
||||
/// <summary>
|
||||
/// IUpdateable.FlatOptimizationUpdate实现 - 扁平化优化Update入口,直接更新对象自身(无递归遍历子对象)
|
||||
/// </summary>
|
||||
public void FlatOptimizationUpdate(float currentTime, float deltaTime, TickType tickType)
|
||||
{
|
||||
if (IsScriptApply == false)
|
||||
return;
|
||||
if (gameObject.activeInHierarchy == false)
|
||||
return;
|
||||
|
||||
// 只更新自己,不递归子节点
|
||||
if (this.IsSelfEnableUpdate && UpdatePerFrame > 0)
|
||||
{
|
||||
if (ScriptUpdateCounter % UpdatePerFrame == 0)
|
||||
{
|
||||
using (Profiler.BeginZone($"{this.ScriptName}.UpdateTicks"))
|
||||
{
|
||||
UpdateTicks(currentTime, deltaTime, tickType);
|
||||
}
|
||||
}
|
||||
ScriptUpdateCounter += tickType == TickType.Update ? 1 : 0;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// IUpdateable.GetUpdateName实现
|
||||
/// </summary>
|
||||
public string GetUpdateName()
|
||||
{
|
||||
return $"{ScriptName}<{GetType().Name}>";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// IUpdateable.IsUpdateReady实现
|
||||
/// </summary>
|
||||
public bool IsUpdateReady => IsScriptApply;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -8,9 +8,9 @@ namespace Demo.Game
|
||||
public interface IUpdateable
|
||||
{
|
||||
/// <summary>
|
||||
/// 直接Update调用,无递归
|
||||
/// 扁平化优化Update调用,直接更新对象自身(无递归遍历子对象)
|
||||
/// </summary>
|
||||
void DoUpdate(float currentTime, float deltaTime, ScriptableObject.TickType tickType);
|
||||
void FlatOptimizationUpdate(float currentTime, float deltaTime, ScriptableObject.TickType tickType);
|
||||
|
||||
/// <summary>
|
||||
/// 对象名称,用于调试
|
||||
|
||||
@@ -113,7 +113,7 @@ namespace Demo.Game
|
||||
{
|
||||
if (permanentObjects[i]?.IsUpdateReady == true)
|
||||
{
|
||||
permanentObjects[i].DoUpdate(currentTime, deltaTime, tickType);
|
||||
permanentObjects[i].FlatOptimizationUpdate(currentTime, deltaTime, tickType);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -126,7 +126,7 @@ namespace Demo.Game
|
||||
continue;
|
||||
}
|
||||
|
||||
activeObjects[i].DoUpdate(currentTime, deltaTime, tickType);
|
||||
activeObjects[i].FlatOptimizationUpdate(currentTime, deltaTime, tickType);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user