Files
bansonic_beta_main/Assets/_eqpmtSys/EquipmentSkillGroupLibrary.cs
2026-07-30 23:15:58 +08:00

207 lines
7.0 KiB
C#

using System.Collections.Generic;
using UnityEngine;
#if UNITY_EDITOR
using UnityEditor;
#endif
public static class EquipmentSkillGroupLibrary
{
private static readonly string[] SpecialResourcesPaths =
{
"so/skill_equipSkills/mmrEffectSkills",
"so/skill_equipSkills/\u8bb0\u5fc6\u7279\u6548\u6280\u80fd"
};
private static readonly string[] IllusionResourcesPaths =
{
"so/skill_equipSkills/illusionSkills",
"so/skill_equipSkills/\u5e7b\u5316\u6280\u80fd"
};
#if UNITY_EDITOR
private static readonly string[] SpecialAssetFolders =
{
"Assets/Resources/so/skill_equipSkills/mmrEffectSkills",
"Assets/Resources/so/skill_equipSkills/\u8bb0\u5fc6\u7279\u6548\u6280\u80fd"
};
private static readonly string[] IllusionAssetFolders =
{
"Assets/Resources/so/skill_equipSkills/illusionSkills",
"Assets/Resources/so/skill_equipSkills/\u5e7b\u5316\u6280\u80fd"
};
#endif
public static SkillGroup ResolveSpecialSkillGroup(int skillGroupId)
{
return ResolveSkillGroup(skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory.Special);
}
public static SkillGroup ResolveIllusionSkillGroup(int skillGroupId)
{
return ResolveSkillGroup(skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory.Illusion);
}
public static SkillGroup ResolveSkillGroup(int skillGroupId)
{
SkillGroup group = ResolveSpecialSkillGroup(skillGroupId);
if (group != null)
{
return group;
}
return ResolveIllusionSkillGroup(skillGroupId);
}
public static SkillGroup ResolveSkillGroup(int skillGroupId, EquipmentSkillGroupSO.EquipmentSkillCategory category)
{
if (skillGroupId <= 0)
{
return null;
}
EquipmentSkillGroupSO asset = FindAsset(skillGroupId, category);
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)
{
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];
if (asset == null || asset.skillGroup == null)
{
continue;
}
if (asset.skillGroup.skillGroupID == skillGroupId)
{
resolved = asset;
break;
}
}
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
if (!Application.isPlaying)
{
string[] folders = category == EquipmentSkillGroupSO.EquipmentSkillCategory.Special ? SpecialAssetFolders : IllusionAssetFolders;
var dedupe = new HashSet<string>();
for (int folderIndex = 0; folderIndex < folders.Length; folderIndex++)
{
if (!AssetDatabase.IsValidFolder(folders[folderIndex]))
{
continue;
}
string[] guids = AssetDatabase.FindAssets("t:EquipmentSkillGroupSO", new[] { folders[folderIndex] });
for (int i = 0; i < guids.Length; i++)
{
string path = AssetDatabase.GUIDToAssetPath(guids[i]);
if (!dedupe.Add(path))
{
continue;
}
EquipmentSkillGroupSO asset = AssetDatabase.LoadAssetAtPath<EquipmentSkillGroupSO>(path);
if (asset != null)
{
results.Add(asset);
}
}
}
return results;
}
#endif
string[] resourcePaths = category == EquipmentSkillGroupSO.EquipmentSkillCategory.Special ? SpecialResourcesPaths : IllusionResourcesPaths;
var seen = new HashSet<EquipmentSkillGroupSO>();
for (int i = 0; i < resourcePaths.Length; i++)
{
EquipmentSkillGroupSO[] loaded = Resources.LoadAll<EquipmentSkillGroupSO>(resourcePaths[i]);
if (loaded == null || loaded.Length == 0)
{
continue;
}
for (int j = 0; j < loaded.Length; j++)
{
if (loaded[j] != null && seen.Add(loaded[j]))
{
results.Add(loaded[j]);
}
}
}
if (Application.isPlaying)
{
s_assetsByCategory[category] = results;
}
return results;
}
}