ui基本完毕,修了一大把的bug

This commit is contained in:
FloatGaming
2026-07-13 02:28:39 +08:00
parent 1e20d73e90
commit fd22501f71
958 changed files with 378289 additions and 41038 deletions
+9 -8
View File
@@ -115,7 +115,7 @@ public class NotePool : MonoBehaviour
var anim = AnimationController.Global ?? SceneObjectLookupCache.FindAny<AnimationController>();
if (anim != null)
{
anim.PrewarmParticles(2);
anim.PrewarmParticles(6);
if (verboseLogging) Debug.Log("NotePool: requested AnimationController prewarm");
}
}
@@ -192,6 +192,7 @@ public class NotePool : MonoBehaviour
if (pool.Count > 0)
{
GameObject obj = pool.Pop();
GamePlay.PoolItem pi = null;
if (obj == null)
{
// Documentation text normalized.
@@ -199,26 +200,26 @@ public class NotePool : MonoBehaviour
else
{
// Documentation text normalized.
GamePlay.PoolItem pi = obj.GetComponent<GamePlay.PoolItem>();
pi = obj.GetComponent<GamePlay.PoolItem>();
if (pi == null || prefab == null || pi.prefabName != prefab.name)
{
// Documentation text normalized.
if (pi == null && verboseLogging) Debug.LogWarning("PoolItem missing on pooled object, replacing.");
Destroy(obj);
obj = InstantiateAndPrepare(prefab);
pi = obj != null ? obj.GetComponent<GamePlay.PoolItem>() : null;
}
}
obj.transform.SetParent(null);
obj.SetActive(true);
// mark as taken from pool
GamePlay.PoolItem takenPi = obj.GetComponent<GamePlay.PoolItem>();
if (takenPi != null)
// mark as taken from pool (reuse the PoolItem already resolved above)
if (pi != null)
{
takenPi.inPool = false;
if (takenPi.initialLocalScaleCaptured)
pi.inPool = false;
if (pi.initialLocalScaleCaptured)
{
obj.transform.localScale = takenPi.initialLocalScale;
obj.transform.localScale = pi.initialLocalScale;
}
}