备份,准备做双端

This commit is contained in:
2026-07-30 23:15:58 +08:00
parent add675e45d
commit ec4ec53545
88 changed files with 4050 additions and 872 deletions
+57 -2
View File
@@ -65,6 +65,31 @@ public static class EquipmentSkillGroupLibrary
return asset != null ? asset.skillGroup : null;
}
// --- Runtime cache -------------------------------------------------------
// Equipment skill-group assets are static config loaded from Resources and never
// mutated at runtime, so both the per-category asset list and the id->asset resolution
// are memoized during play mode. This turns a per-note/per-trigger Resources.LoadAll +
// collection-allocation storm into O(1) dictionary lookups. The editor (!isPlaying)
// path stays uncached so asset edits are always reflected; the cache is cleared on
// play-mode start via RuntimeInitializeOnLoadMethod so a fresh session never sees stale
// entries from a prior play session (domain-reload-disabled projects).
private static readonly Dictionary<EquipmentSkillGroupSO.EquipmentSkillCategory, List<EquipmentSkillGroupSO>> s_assetsByCategory =
new Dictionary<EquipmentSkillGroupSO.EquipmentSkillCategory, List<EquipmentSkillGroupSO>>();
// Keyed by (category, skillGroupId); caches both hits and misses (null value = confirmed miss).
private static readonly Dictionary<long, EquipmentSkillGroupSO> s_findAssetCache = new Dictionary<long, EquipmentSkillGroupSO>();
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void ResetRuntimeCache()
{
s_assetsByCategory.Clear();
s_findAssetCache.Clear();
}
private static long MakeFindKey(int skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory category)
{
return ((long)category << 32) | (uint)skillGroupId;
}
public static EquipmentSkillGroupSO FindAsset(int skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory category)
{
if (skillGroupId <= 0)
@@ -72,7 +97,19 @@ public static class EquipmentSkillGroupLibrary
return null;
}
bool useCache = Application.isPlaying;
long findKey = 0;
if (useCache)
{
findKey = MakeFindKey(skillGroupId, category);
if (s_findAssetCache.TryGetValue(findKey, out EquipmentSkillGroupSO cached))
{
return cached;
}
}
var assets = LoadAssets(category);
EquipmentSkillGroupSO resolved = null;
for (int i = 0; i < assets.Count; i++)
{
EquipmentSkillGroupSO asset = assets[i];
@@ -83,15 +120,28 @@ public static class EquipmentSkillGroupLibrary
if (asset.skillGroup.skillGroupID == skillGroupId)
{
return asset;
resolved = asset;
break;
}
}
return null;
if (useCache)
{
// Cache hits AND misses (null) so repeated unmatched ids don't re-scan.
s_findAssetCache[findKey] = resolved;
}
return resolved;
}
public static List<EquipmentSkillGroupSO> LoadAssets(EquipmentSkillGroupSO.EquipmentSkillCategory category)
{
// Play mode: build the per-category list once (from Resources) and reuse it.
if (Application.isPlaying && s_assetsByCategory.TryGetValue(category, out var cachedList))
{
return cachedList;
}
var results = new List<EquipmentSkillGroupSO>();
#if UNITY_EDITOR
@@ -146,6 +196,11 @@ public static class EquipmentSkillGroupLibrary
}
}
if (Application.isPlaying)
{
s_assetsByCategory[category] = results;
}
return results;
}
}