From 80aa4f043623fb894f0c3bfd46fce5049d813ab9 Mon Sep 17 00:00:00 2001 From: ShallowT1Dream <869575054@qq.com> Date: Thu, 10 Sep 2026 17:29:24 +0800 Subject: [PATCH] =?UTF-8?q?DC=E4=BC=98=E5=8C=96?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../01_UIEffect材质共享降DC/UIEffectBase.cs | 330 + .../UIEffectContext.cs | 976 + .../UIEffect降DC改动总结.md | 74 + .../uieffect_configId.patch | 156 + .../01_UIEffect材质共享降DC/移植与验证手册.md | 286 + .../02_全屏面板遮挡省DC/FullScreenCover.cs | 16 + .../FullScreenCoverTool.cs | 316 + .../FullScreenCover_使用方法与避坑.md | 398 + .../DC优化/02_全屏面板遮挡省DC/IPanelBase.cs | 65 + Unity/DC优化/02_全屏面板遮挡省DC/PanelBase.cs | 366 + .../fullscreen_cover_mechanism.patch | 567 + .../fullscreen_cover_mechanism_T5原始.patch | 567 + ...fullscreen_cover_t11_guard_mechanism.patch | Bin 0 -> 17652 bytes .../03_渲染设置与资源清理/urp_关闭SSAO.patch | 13 + .../04_性能与图片巡检工具/UIPrefabCheck.cs | 1433 + .../UIPrefabCheck_能力与优化清单.md | 240 + .../DC优化/05_排查方法论/DC与帧率排查经验.md | 175 + .../T5_c61b9012_UIEffect补丁提交.patch | 265 + .../T5_cdbbca4b_DC战役总提交.patch | 26194 ++++++++++++++++ Unity/DC优化/README.md | 181 + 20 files changed, 32618 insertions(+) create mode 100644 Unity/DC优化/01_UIEffect材质共享降DC/UIEffectBase.cs create mode 100644 Unity/DC优化/01_UIEffect材质共享降DC/UIEffectContext.cs create mode 100644 Unity/DC优化/01_UIEffect材质共享降DC/UIEffect降DC改动总结.md create mode 100644 Unity/DC优化/01_UIEffect材质共享降DC/uieffect_configId.patch create mode 100644 Unity/DC优化/01_UIEffect材质共享降DC/移植与验证手册.md create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover.cs create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCoverTool.cs create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover_使用方法与避坑.md create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/IPanelBase.cs create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/PanelBase.cs create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism.patch create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism_T5原始.patch create mode 100644 Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_t11_guard_mechanism.patch create mode 100644 Unity/DC优化/03_渲染设置与资源清理/urp_关闭SSAO.patch create mode 100644 Unity/DC优化/04_性能与图片巡检工具/UIPrefabCheck.cs create mode 100644 Unity/DC优化/04_性能与图片巡检工具/UIPrefabCheck_能力与优化清单.md create mode 100644 Unity/DC优化/05_排查方法论/DC与帧率排查经验.md create mode 100644 Unity/DC优化/99_原始提交备查/T5_c61b9012_UIEffect补丁提交.patch create mode 100644 Unity/DC优化/99_原始提交备查/T5_cdbbca4b_DC战役总提交.patch create mode 100644 Unity/DC优化/README.md diff --git a/Unity/DC优化/01_UIEffect材质共享降DC/UIEffectBase.cs b/Unity/DC优化/01_UIEffect材质共享降DC/UIEffectBase.cs new file mode 100644 index 0000000..210257d --- /dev/null +++ b/Unity/DC优化/01_UIEffect材质共享降DC/UIEffectBase.cs @@ -0,0 +1,330 @@ +using System; +using System.Runtime.CompilerServices; +using Coffee.UIEffectInternal; +using UnityEngine; +using UnityEngine.EventSystems; +using UnityEngine.Profiling; +using UnityEngine.UI; +using UnityEditor; +#if TIMELINE_ENABLE +using UnityEngine.Timeline; +#endif + +[assembly: InternalsVisibleTo("UIEffect")] +[assembly: InternalsVisibleTo("Coffee.UIEffect.Editor")] + +namespace Coffee.UIEffects +{ + [ExecuteAlways] + [DisallowMultipleComponent] + public abstract class UIEffectBase : UIBehaviour, IMeshModifier, IMaterialModifier, ICanvasRaycastFilter +#if TIMELINE_ENABLE + , ITimeControl +#endif + { + private static readonly InternalObjectPool s_ContextPool = + new InternalObjectPool(() => new UIEffectContext(), x => true, x => x.Reset()); + + private Graphic _graphic; + private Material _material; + private UIEffectContext _context; + private Action _onBeforeCanvasRebuild; + private Action _onAfterCanvasRebuild; + private bool _canModifyMesh; + private Matrix4x4 _prevTransformHash; + private Canvas _canvas; + private bool _canvasCached = false; + private bool _isContextDirty; + + public Material effectMaterial => _material; + public Graphic graphic => _graphic != null ? _graphic : _graphic = GetComponent(); + public virtual uint effectId => (uint)GetHashCode(); + public virtual float actualSamplingScale => 1; + public virtual bool canModifyShape => true; + + protected Canvas canvas + { + get + { + if (_canvasCached) return _canvas; + + _canvasCached = true; + _canvas = GetComponentInParent(); + if (_canvas == null || !_canvas.isActiveAndEnabled) + { + _canvas = null; + _canvasCached = false; + } + + return _canvas; + } + } + + public virtual UIEffectContext context + { + get + { + if (_context == null) + { + _context = s_ContextPool.Rent(); + UpdateContext(_context); + } + + return _context; + } + } + + protected Material GetCurrentMaterial() + { + if (!isActiveAndEnabled) return null; + + var g = graphic; + if (g == null) return null; + + var canvasRenderer = g.canvasRenderer; + if (canvasRenderer == null || canvasRenderer.materialCount == 0) return null; + + return canvasRenderer.GetMaterial(); + } + + public virtual RectTransform transitionRoot => transform as RectTransform; + + protected override void OnEnable() + { + _canModifyMesh = true; + _onBeforeCanvasRebuild ??= OnBeforeCanvasRebuild; + _onAfterCanvasRebuild ??= OnAfterCanvasRebuild; + UIExtraCallbacks.onBeforeCanvasRebuild += _onBeforeCanvasRebuild; + UIExtraCallbacks.onAfterCanvasRebuild += _onAfterCanvasRebuild; + UpdateContext(context); + SetMaterialDirty(); + SetVerticesDirty(); + } + + protected override void OnDisable() + { + if (_onBeforeCanvasRebuild != null) + { + UIExtraCallbacks.onBeforeCanvasRebuild -= _onBeforeCanvasRebuild; + } + + if (_onAfterCanvasRebuild != null) + { + UIExtraCallbacks.onAfterCanvasRebuild -= _onAfterCanvasRebuild; + } + + MaterialRepository.Release(ref _material); + SetMaterialDirty(); + SetVerticesDirty(); + } + + protected override void OnDestroy() + { + _onBeforeCanvasRebuild = null; + _graphic = null; + s_ContextPool.Return(ref _context); + } + + private void OnBeforeCanvasRebuild() + { + // If the mesh is not modified in the previous frame, try to modify it if possible. + if (!_canModifyMesh && CanModifyMesh()) + { + _canModifyMesh = true; + SetVerticesDirty(); + } + } + + private void OnAfterCanvasRebuild() + { + if (_material == null || graphic == null || canvas == null || context == null) return; + + if (_isContextDirty) + { + _isContextDirty = false; + ApplyContextToMaterial(GetCurrentMaterial()); + } + + if (!context.useViewMatrix) return; + + context.UpdateViewMatrix(GetCurrentMaterial(), transitionRoot, canvas.rootCanvas); + } + + protected override void OnCanvasHierarchyChanged() + { + _canvasCached = false; + _canvas = null; + } + + public void ModifyMesh(Mesh mesh) + { + } + + public virtual void ModifyMesh(VertexHelper vh) + { + if (!isActiveAndEnabled || context == null) return; + + _canModifyMesh = CanModifyMesh(); + if (_canModifyMesh) + { + context.ModifyMesh(graphic, canvas, transitionRoot, vh, canModifyShape); + } + } + + private bool CanModifyMesh() + { + if (graphic == null || !graphic.isActiveAndEnabled) return false; + if (!isActiveAndEnabled) return false; + + // The transitionRoot is same as the transform => true. + var root = transitionRoot; + if (transform == root) return true; + + // The transitionRoot is not visible => false. + var scale1 = root.lossyScale; + var scale2 = transform.lossyScale; + return !Mathf.Approximately(scale1.x * scale1.y * scale2.x * scale2.y, 0); + } + + public virtual Material GetModifiedMaterial(Material baseMaterial) + { + if (baseMaterial == null || !isActiveAndEnabled || context == null || !context.willModifyMaterial) + { + MaterialRepository.Release(ref _material); + return baseMaterial; + } + + Profiler.BeginSample("(UIE)[UIEffect] GetModifiedMaterial"); + var samplingScaleId = (uint)(Mathf.InverseLerp(0.01f, 100, actualSamplingScale) * uint.MaxValue); + // 使用特效配置哈希作为材质共享 key,相同配置的特效共享同一材质,从而可以合批。 + // root 仅在特效需要视图矩阵(transition/gradation/detail/shiny)时才影响材质。 + var configId = context.configId; + var rootId = context.useViewMatrix && transitionRoot ? (uint)transitionRoot.GetInstanceID() : 0u; + var hash = new Hash128((uint)baseMaterial.GetInstanceID(), configId, samplingScaleId, rootId); + if (!MaterialRepository.Valid(hash, _material)) + { + Profiler.BeginSample("(UIE)[UIEffect] GetModifiedMaterial > Get or create material"); + MaterialRepository.Get(hash, ref _material, x => new Material(x) + { + shader = UIEffectProjectSettings.shaderRegistry.FindOptionalShader(x.shader, + "(UIEffect)", + "Hidden/{0} (UIEffect)", + "Hidden/UI/Default (UIEffect)"), + hideFlags = HideFlags.HideAndDontSave + }, baseMaterial); + Profiler.EndSample(); + } + + _material.CopyPropertiesFromMaterial(baseMaterial); + ApplyContextToMaterial(_material); + Profiler.EndSample(); + return _material; + } + +#if UNITY_EDITOR + protected override void OnValidate() + { + UpdateContext(context); + SetVerticesDirty(); + SetMaterialDirty(); + } + + protected override void Reset() + { + OnValidate(); + } + + internal virtual void SetEnablePreviewIfSelected(GameObject[] selection) + { + } +#endif + + protected override void OnRectTransformDimensionsChange() + { + if (!isActiveAndEnabled) return; + SetVerticesDirty(); + } + + protected override void OnDidApplyAnimationProperties() + { + UpdateContext(context); + SetVerticesDirty(); + SetMaterialDirty(); + } + + public virtual void SetVerticesDirty() + { + if (graphic != null) + { + graphic.SetVerticesDirty(); + GraphicProxy.Find(graphic).SetVerticesDirty(graphic, enabled); + Misc.QueuePlayerLoopUpdate(); + } + } + + public virtual void SetMaterialDirty() + { + if (graphic != null) + { + graphic.SetMaterialDirty(); + SetMaterialContextDirty(); + Misc.QueuePlayerLoopUpdate(); + } + } + + public virtual void SetMaterialContextDirty() + { + _isContextDirty = true; + } + + internal void ReleaseMaterial() + { + MaterialRepository.Release(ref _material); + } + + internal abstract void UpdateContext(UIEffectContext c); + + public virtual void ApplyContextToMaterial(Material material) + { + if (!isActiveAndEnabled || context == null || material == null) return; + + _isContextDirty = false; + context.ApplyToMaterial(material, actualSamplingScale); + +#if UNITY_EDITOR + Profiler.BeginSample("(Editor/UIE)[UIEffect] ApplyContextToMaterial Post Process"); + if (!Application.isPlaying) + { + SetEnablePreviewIfSelected(Selection.gameObjects); + Misc.QueuePlayerLoopUpdate(); + } + + UIEffectProjectSettings.shaderRegistry.RegisterVariant(material, "UI > UIEffect"); + Profiler.EndSample(); +#endif + } + + public abstract void SetRate(float rate, UIEffectTweener.CullingMask cullingMask); + public abstract bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera); + + public void SetTime(double _) + { + } + + public void OnControlTimeStart() + { + if (this != null) + { + enabled = true; + } + } + + public void OnControlTimeStop() + { + if (this != null) + { + enabled = false; + } + } + } +} diff --git a/Unity/DC优化/01_UIEffect材质共享降DC/UIEffectContext.cs b/Unity/DC优化/01_UIEffect材质共享降DC/UIEffectContext.cs new file mode 100644 index 0000000..48b6ae4 --- /dev/null +++ b/Unity/DC优化/01_UIEffect材质共享降DC/UIEffectContext.cs @@ -0,0 +1,976 @@ +using System; +using System.Collections.Generic; +using System.Reflection; +using Coffee.UIEffectInternal; +using UnityEngine; +using UnityEngine.Profiling; +using UnityEngine.Rendering; +using UnityEngine.UI; + +namespace Coffee.UIEffects +{ + public sealed class UIEffectContext + { + private static readonly UIEffectContext s_DefaultContext = new UIEffectContext(); + private static readonly List s_WorkingVertices = new List(1024 * 8); + private static readonly int s_SrcBlend = Shader.PropertyToID("_SrcBlend"); + private static readonly int s_DstBlend = Shader.PropertyToID("_DstBlend"); + private static readonly int s_ToneIntensity = Shader.PropertyToID("_ToneIntensity"); + private static readonly int s_ColorFilter = Shader.PropertyToID("_ColorFilter"); + private static readonly int s_ColorValue = Shader.PropertyToID("_ColorValue"); + private static readonly int s_ColorIntensity = Shader.PropertyToID("_ColorIntensity"); + private static readonly int s_ColorGlow = Shader.PropertyToID("_ColorGlow"); + private static readonly int s_SamplingIntensity = Shader.PropertyToID("_SamplingIntensity"); + private static readonly int s_SamplingWidth = Shader.PropertyToID("_SamplingWidth"); + private static readonly int s_SamplingScale = Shader.PropertyToID("_SamplingScale"); + private static readonly int s_TransitionRate = Shader.PropertyToID("_TransitionRate"); + private static readonly int s_TransitionReverse = Shader.PropertyToID("_TransitionReverse"); + private static readonly int s_TransitionTex = Shader.PropertyToID("_TransitionTex"); + private static readonly int s_TransitionTex_ST = Shader.PropertyToID("_TransitionTex_ST"); + private static readonly int s_TransitionTex_Speed = Shader.PropertyToID("_TransitionTex_Speed"); + private static readonly int s_TransitionWidth = Shader.PropertyToID("_TransitionWidth"); + private static readonly int s_TransitionSoftness = Shader.PropertyToID("_TransitionSoftness"); + private static readonly int s_TransitionRange = Shader.PropertyToID("_TransitionRange"); + private static readonly int s_TransitionColorFilter = Shader.PropertyToID("_TransitionColorFilter"); + private static readonly int s_TransitionColor = Shader.PropertyToID("_TransitionColor"); + private static readonly int s_TransitionColorGlow = Shader.PropertyToID("_TransitionColorGlow"); + private static readonly int s_TransitionPatternReverse = Shader.PropertyToID("_TransitionPatternReverse"); + private static readonly int s_TransitionAutoPlaySpeed = Shader.PropertyToID("_TransitionAutoPlaySpeed"); + private static readonly int s_TransitionGradientTex = Shader.PropertyToID("_TransitionGradientTex"); + private static readonly int s_TargetColor = Shader.PropertyToID("_TargetColor"); + private static readonly int s_TargetRange = Shader.PropertyToID("_TargetRange"); + private static readonly int s_TargetSoftness = Shader.PropertyToID("_TargetSoftness"); + private static readonly int s_ShadowColorFilter = Shader.PropertyToID("_ShadowColorFilter"); + private static readonly int s_ShadowColor = Shader.PropertyToID("_ShadowColor"); + private static readonly int s_ShadowBlurIntensity = Shader.PropertyToID("_ShadowBlurIntensity"); + private static readonly int s_ShadowColorGlow = Shader.PropertyToID("_ShadowColorGlow"); + private static readonly int s_EdgeWidth = Shader.PropertyToID("_EdgeWidth"); + private static readonly int s_EdgeColorFilter = Shader.PropertyToID("_EdgeColorFilter"); + private static readonly int s_EdgeColor = Shader.PropertyToID("_EdgeColor"); + private static readonly int s_EdgeColorGlow = Shader.PropertyToID("_EdgeColorGlow"); + private static readonly int s_EdgeShinyAutoPlaySpeed = Shader.PropertyToID("_EdgeShinyAutoPlaySpeed"); + private static readonly int s_EdgeShinyRate = Shader.PropertyToID("_EdgeShinyRate"); + private static readonly int s_EdgeShinyWidth = Shader.PropertyToID("_EdgeShinyWidth"); + private static readonly int s_PatternArea = Shader.PropertyToID("_PatternArea"); + private static readonly int s_DetailIntensity = Shader.PropertyToID("_DetailIntensity"); + private static readonly int s_DetailThreshold = Shader.PropertyToID("_DetailThreshold"); + private static readonly int s_DetailColor = Shader.PropertyToID("_DetailColor"); + private static readonly int s_DetailTex = Shader.PropertyToID("_DetailTex"); + private static readonly int s_DetailTex_ST = Shader.PropertyToID("_DetailTex_ST"); + private static readonly int s_DetailTex_Speed = Shader.PropertyToID("_DetailTex_Speed"); + private static readonly int s_GradationIntensity = Shader.PropertyToID("_GradationIntensity"); + private static readonly int s_GradationColorFilter = Shader.PropertyToID("_GradationColorFilter"); + private static readonly int s_GradationColor1 = Shader.PropertyToID("_GradationColor1"); + private static readonly int s_GradationColor2 = Shader.PropertyToID("_GradationColor2"); + private static readonly int s_GradationColor3 = Shader.PropertyToID("_GradationColor3"); + private static readonly int s_GradationColor4 = Shader.PropertyToID("_GradationColor4"); + private static readonly int s_GradationTex = Shader.PropertyToID("_GradationTex"); + private static readonly int s_GradationTex_ST = Shader.PropertyToID("_GradationTex_ST"); + private static readonly int s_GradationRadial = Shader.PropertyToID("_GradationRadial"); + private static readonly int s_RootViewMatrix = Shader.PropertyToID("_RootViewMatrix"); + private static readonly int s_GradViewMatrix = Shader.PropertyToID("_GradViewMatrix"); + private static readonly int s_MirrorRootViewMatrix = Shader.PropertyToID("_MirrorRootViewMatrix"); + private static readonly int s_MirrorGradViewMatrix = Shader.PropertyToID("_MirrorGradViewMatrix"); + private static readonly int s_CanvasToWorldMatrix = Shader.PropertyToID("_CanvasToWorldMatrix"); + + private static readonly string[] s_ToneKeywords = + { + "", + "TONE_GRAYSCALE", + "TONE_SEPIA", + "TONE_NEGATIVE", + "TONE_RETRO", + "TONE_POSTERIZE" + }; + + private static readonly string[] s_ColorKeywords = + { + "", + "COLOR_FILTER" + }; + + private static readonly string[] s_SamplingKeywords = + { + "", + "SAMPLING_BLUR_FAST", + "SAMPLING_BLUR_MEDIUM", + "SAMPLING_BLUR_DETAIL", + "SAMPLING_PIXELATION", + "SAMPLING_RGB_SHIFT", + "SAMPLING_EDGE_LUMINANCE", + "SAMPLING_EDGE_ALPHA" + }; + + private static readonly string[] s_TransitionKeywords = + { + "", + "TRANSITION_FADE", + "TRANSITION_CUTOFF", + "TRANSITION_DISSOLVE", + "TRANSITION_SHINY", + "TRANSITION_MASK", + "TRANSITION_MELT", + "TRANSITION_BURN", + "TRANSITION_PATTERN", + "TRANSITION_BLAZE" + }; + + private static readonly string[] s_TargetKeywords = + { + "", + "TARGET_HUE", + "TARGET_LUMINANCE" + }; + + private static readonly string[] s_EdgeKeywords = + { + "", + "EDGE_PLAIN", + "EDGE_SHINY" + }; + + private static readonly string[] s_DetailKeywords = + { + "", + "DETAIL_MASKING", + "DETAIL_MULTIPLY", + "DETAIL_ADDITIVE", + "DETAIL_REPLACE", + "DETAIL_MULTIPLY_ADDITIVE", + "DETAIL_SUBTRACTIVE" + }; + + private static readonly string[] s_GradationKeywords = + { + "", + "GRADATION_GRADIENT", + "GRADATION_COLOR2", + "GRADATION_COLOR4" + }; + + private static readonly Vector2[][] s_ShadowVectors = new[] + { + Array.Empty(), // None + new[] { Vector2.one }, // Shadow + new[] { Vector2.one, Vector2.right, Vector2.up }, // Shadow3 + new[] { Vector2.one, -Vector2.one, new Vector2(1, -1), new Vector2(-1, 1) }, // Outline + new[] + { + Vector2.one, -Vector2.one, new Vector2(1, -1), new Vector2(-1, 1), + Vector2.right, Vector2.up, Vector2.left, Vector2.down + } // Outline8 + }; + + public static Func onModifyVertex; + public ToneFilter m_ToneFilter; + public float m_ToneIntensity; + + public ColorFilter m_ColorFilter; + public float m_ColorIntensity; + public Color m_Color; + public bool m_ColorGlow; + + public SamplingFilter m_SamplingFilter; + public float m_SamplingIntensity; + public float m_SamplingWidth; + + public TransitionFilter m_TransitionFilter; + public float m_TransitionRate; + public bool m_TransitionReverse; + public Texture m_TransitionTex; + public Vector2 m_TransitionTexScale; + public Vector2 m_TransitionTexOffset; + public Vector2 m_TransitionTexSpeed; + public float m_TransitionRotation; + public bool m_TransitionKeepAspectRatio; + public float m_TransitionWidth; + public float m_TransitionSoftness; + public MinMax01 m_TransitionRange; + public ColorFilter m_TransitionColorFilter; + public Color m_TransitionColor; + public bool m_TransitionColorGlow; + public bool m_TransitionPatternReverse; + public float m_TransitionAutoPlaySpeed; + public Gradient m_TransitionGradient; + + public TargetMode m_TargetMode; + public Color m_TargetColor; + public float m_TargetRange; + public float m_TargetSoftness; + + public BlendMode m_SrcBlendMode; + public BlendMode m_DstBlendMode; + + public ShadowMode m_ShadowMode; + public Vector2 m_ShadowDistance; + public int m_ShadowIteration; + public float m_ShadowFade; + public float m_ShadowMirrorScale; + public float m_ShadowBlurIntensity; + public ColorFilter m_ShadowColorFilter; + public Color m_ShadowColor; + public bool m_ShadowColorGlow; + + public EdgeMode m_EdgeMode; + public float m_EdgeShinyRate; + public float m_EdgeWidth; + public ColorFilter m_EdgeColorFilter; + public Color m_EdgeColor; + public bool m_EdgeColorGlow; + public float m_EdgeShinyWidth; + public float m_EdgeShinyAutoPlaySpeed; + public PatternArea m_PatternArea; + + public GradationMode m_GradationMode; + public float m_GradationIntensity; + public GradationColorFilter m_GradationColorFilter; + public Color m_GradationColor1; + public Color m_GradationColor2; + public Color m_GradationColor3; + public Color m_GradationColor4; + public Gradient m_GradationGradient; + public float m_GradationOffset; + public float m_GradationScale; + public float m_GradationRotation; + public TextureWrapMode m_GradationWrapMode; + public bool m_GradationReverse; + + public DetailFilter m_DetailFilter; + public float m_DetailIntensity; + public MinMax01 m_DetailThreshold; + public Color m_DetailColor; + public Texture m_DetailTex; + public Vector2 m_DetailTexScale; + public Vector2 m_DetailTexOffset; + public Vector2 m_DetailTexSpeed; + + public Flip m_Flip; + + public bool willModifyMaterial => m_ToneFilter != ToneFilter.None + || m_ColorFilter != ColorFilter.None + || m_SamplingFilter != SamplingFilter.None + || m_TransitionFilter != TransitionFilter.None + || m_SrcBlendMode != BlendMode.One + || m_DstBlendMode != BlendMode.OneMinusSrcAlpha + || m_ShadowMode != ShadowMode.None + || m_EdgeMode != EdgeMode.None + || m_DetailFilter != DetailFilter.None + || m_GradationMode != GradationMode.None; + + public bool willModifyVertex => willModifyMaterial; + + public bool useViewMatrix => m_TransitionFilter != TransitionFilter.None + || m_GradationMode != GradationMode.None + || m_DetailFilter != DetailFilter.None + || m_EdgeMode == EdgeMode.Shiny; + + /// + /// 特效配置的稳定指纹。自动遍历所有序列化配置字段生成,因此插件新增属性时无需手动维护字段清单。 + /// 相同配置会得到相同指纹,从而可以共享同一个材质并参与合批。 + /// + public uint configId + { + get + { + unchecked + { + var h = (uint)2166136261; + var fields = s_ConfigFields; + for (var i = 0; i < fields.Length; i++) + { + var f = fields[i]; + h = Mix(h, (uint)f.Name.GetHashCode()); + h = Mix(h, HashValue(f.GetValue(this))); + } + + // Avalanche 混淆(MurmurHash3 终混),让相近配置散列到不同指纹。 + h ^= h >> 16; + h *= 0x85ebca6b; + h ^= h >> 13; + h *= 0xc2b2ae35; + h ^= h >> 16; + return h; + } + } + } + + private static uint Mix(uint h, uint v) + { + h ^= v; + h *= 16777619; + return h; + } + + /// + /// 对任意配置值做内容哈希。值类型会逐字段展开,嵌套结构体(Color、Vector2/3/4、MinMax01 等) + /// 无需单独写类型处理即可贡献全部数据。只有 UnityEngine.Object 和 Gradient 需要显式处理, + /// 因为它们的默认哈希基于引用而非内容。 + /// + private static uint HashValue(object value) + { + if (value == null) return 0u; + + if (value is UnityEngine.Object obj) + { + return obj ? (uint)obj.GetInstanceID() : 0u; + } + + if (value is Gradient gradient) + { + return GradientHash(gradient); + } + + var type = value.GetType(); + if (type.IsPrimitive || type.IsEnum) + { + return unchecked((uint)value.GetHashCode()); + } + + if (type.IsValueType) + { + return HashFields(value, type); + } + + return unchecked((uint)value.GetHashCode()); + } + + private static uint HashFields(object boxed, Type type) + { + unchecked + { + if (!s_FieldCache.TryGetValue(type, out var fields)) + { + fields = type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); + s_FieldCache[type] = fields; + } + + var h = (uint)2166136261; + for (var i = 0; i < fields.Length; i++) + { + h = Mix(h, HashValue(fields[i].GetValue(boxed))); + } + + return h; + } + } + + private static uint GradientHash(Gradient gradient) + { + unchecked + { + var h = (uint)2166136261; + + var colorKeys = gradient.colorKeys; + for (var i = 0; i < colorKeys.Length; i++) + { + h = Mix(h, HashValue(colorKeys[i].color)); + h = Mix(h, HashValue(colorKeys[i].time)); + } + + var alphaKeys = gradient.alphaKeys; + for (var i = 0; i < alphaKeys.Length; i++) + { + h = Mix(h, HashValue(alphaKeys[i].alpha)); + h = Mix(h, HashValue(alphaKeys[i].time)); + } + + return h; + } + } + + private static readonly FieldInfo[] s_ConfigFields = typeof(UIEffectContext) + .GetFields(BindingFlags.Public | BindingFlags.Instance); + + private static readonly Dictionary s_FieldCache = + new Dictionary(); + + private Texture2D _gradationRampTex; + private Texture2D _transitionRampTex; + private bool _isGradientDirty = true; + private bool _isTransitionGradientDirty = true; + private static readonly Color[] s_Colors = new Color[256]; + + private static readonly InternalObjectPool s_TexturePool = new InternalObjectPool( + () => + { + var texture = new Texture2D(s_Colors.Length, 1, TextureFormat.RGBAFloat, false, false) + { + name = "GradationRamp", + hideFlags = HideFlags.DontSave, + wrapMode = TextureWrapMode.Repeat, + anisoLevel = 0 + }; + + return texture; + }, + texture => texture, + _ => { }); + + private Texture2D gradationRampTex + { + get + { + if (m_GradationGradient == null) return null; + if (_gradationRampTex == null) _gradationRampTex = s_TexturePool.Rent(); + if (!_isGradientDirty) return _gradationRampTex; + _isGradientDirty = false; + + var w = s_Colors.Length; + for (var i = 0; i < w; i++) + { + var x = m_GradationReverse ? w - 1 - i : i; + var t = (float)i / (w - 1); + s_Colors[x] = ApplyColorSpace(m_GradationGradient.Evaluate(t)); + } + + _gradationRampTex.wrapMode = m_GradationWrapMode; + _gradationRampTex.filterMode = m_GradationGradient.mode == GradientMode.Blend + ? FilterMode.Bilinear + : FilterMode.Point; + _gradationRampTex.SetPixels(s_Colors); + _gradationRampTex.Apply(); + return _gradationRampTex; + } + } + + private Texture2D transitionRampTex + { + get + { + if (m_TransitionGradient == null) return null; + if (_transitionRampTex == null) _transitionRampTex = s_TexturePool.Rent(); + if (!_isTransitionGradientDirty) return _transitionRampTex; + _isTransitionGradientDirty = false; + + var w = s_Colors.Length; + for (var i = 0; i < w; i++) + { + var t = (float)i / (w - 1); + s_Colors[i] = ApplyColorSpace(m_TransitionGradient.Evaluate(t)); + } + + s_Colors[w - 1].a = 0; + + _transitionRampTex.wrapMode = TextureWrapMode.Clamp; + _transitionRampTex.filterMode = m_TransitionGradient.mode == GradientMode.Blend + ? FilterMode.Bilinear + : FilterMode.Point; + _transitionRampTex.SetPixels(s_Colors); + _transitionRampTex.Apply(); + return _transitionRampTex; + } + } + + public void Reset() + { + _isGradientDirty = true; + _isTransitionGradientDirty = true; + s_TexturePool.Return(ref _gradationRampTex); + s_TexturePool.Return(ref _transitionRampTex); + CopyFrom(s_DefaultContext); + } + + private void CopyFrom(UIEffectContext src) + { + var dst = this; + dst.m_ToneFilter = src.m_ToneFilter; + dst.m_ToneIntensity = src.m_ToneIntensity; + + dst.m_ColorFilter = src.m_ColorFilter; + dst.m_Color = src.m_Color; + dst.m_ColorIntensity = src.m_ColorIntensity; + dst.m_ColorGlow = src.m_ColorGlow; + + dst.m_SamplingFilter = src.m_SamplingFilter; + dst.m_SamplingIntensity = src.m_SamplingIntensity; + dst.m_SamplingWidth = src.m_SamplingWidth; + + dst.m_TransitionFilter = src.m_TransitionFilter; + dst.m_TransitionRate = src.m_TransitionRate; + dst.m_TransitionReverse = src.m_TransitionReverse; + dst.m_TransitionTex = src.m_TransitionTex; + dst.m_TransitionTexScale = src.m_TransitionTexScale; + dst.m_TransitionTexOffset = src.m_TransitionTexOffset; + dst.m_TransitionTexSpeed = src.m_TransitionTexSpeed; + dst.m_TransitionKeepAspectRatio = src.m_TransitionKeepAspectRatio; + dst.m_TransitionRotation = src.m_TransitionRotation; + dst.m_TransitionWidth = src.m_TransitionWidth; + dst.m_TransitionSoftness = src.m_TransitionSoftness; + dst.m_TransitionRange = src.m_TransitionRange; + dst.m_TransitionColor = src.m_TransitionColor; + dst.m_TransitionColorFilter = src.m_TransitionColorFilter; + dst.m_TransitionColorGlow = src.m_TransitionColorGlow; + dst.m_TransitionPatternReverse = src.m_TransitionPatternReverse; + dst.m_TransitionAutoPlaySpeed = src.m_TransitionAutoPlaySpeed; + dst.m_TransitionGradient = src.m_TransitionGradient; + + dst.m_TargetMode = src.m_TargetMode; + dst.m_TargetColor = src.m_TargetColor; + dst.m_TargetRange = src.m_TargetRange; + dst.m_TargetSoftness = src.m_TargetSoftness; + + dst.m_SrcBlendMode = src.m_SrcBlendMode; + dst.m_DstBlendMode = src.m_DstBlendMode; + + dst.m_ShadowMode = src.m_ShadowMode; + dst.m_ShadowDistance = src.m_ShadowDistance; + dst.m_ShadowIteration = src.m_ShadowIteration; + dst.m_ShadowFade = src.m_ShadowFade; + dst.m_ShadowMirrorScale = src.m_ShadowMirrorScale; + dst.m_ShadowBlurIntensity = src.m_ShadowBlurIntensity; + dst.m_ShadowColorFilter = src.m_ShadowColorFilter; + dst.m_ShadowColor = src.m_ShadowColor; + dst.m_ShadowColorGlow = src.m_ShadowColorGlow; + + dst.m_EdgeMode = src.m_EdgeMode; + dst.m_EdgeShinyRate = src.m_EdgeShinyRate; + dst.m_EdgeWidth = src.m_EdgeWidth; + dst.m_EdgeColorFilter = src.m_EdgeColorFilter; + dst.m_EdgeColor = src.m_EdgeColor; + dst.m_EdgeColorGlow = src.m_EdgeColorGlow; + dst.m_EdgeShinyAutoPlaySpeed = src.m_EdgeShinyAutoPlaySpeed; + dst.m_EdgeShinyWidth = src.m_EdgeShinyWidth; + dst.m_PatternArea = src.m_PatternArea; + + dst.m_GradationMode = src.m_GradationMode; + dst.m_GradationIntensity = src.m_GradationIntensity; + dst.m_GradationColorFilter = src.m_GradationColorFilter; + dst.m_GradationColor1 = src.m_GradationColor1; + dst.m_GradationColor2 = src.m_GradationColor2; + dst.m_GradationColor3 = src.m_GradationColor3; + dst.m_GradationColor4 = src.m_GradationColor4; + dst.m_GradationGradient = src.m_GradationGradient; + dst.m_GradationScale = src.m_GradationScale; + dst.m_GradationOffset = src.m_GradationOffset; + dst.m_GradationRotation = src.m_GradationRotation; + dst.m_GradationWrapMode = src.m_GradationWrapMode; + dst.m_GradationReverse = src.m_GradationReverse; + + dst.m_DetailFilter = src.m_DetailFilter; + dst.m_DetailIntensity = src.m_DetailIntensity; + dst.m_DetailColor = src.m_DetailColor; + dst.m_DetailThreshold = src.m_DetailThreshold; + dst.m_DetailTex = src.m_DetailTex; + dst.m_DetailTexScale = src.m_DetailTexScale; + dst.m_DetailTexOffset = src.m_DetailTexOffset; + dst.m_DetailTexSpeed = src.m_DetailTexSpeed; + + dst.m_Flip = src.m_Flip; + } + + public void SetGradationDirty() + { + _isGradientDirty = true; + } + + public void SetTransitionGradationDirty() + { + _isTransitionGradientDirty = true; + } + + public void ApplyToMaterial(Material material, float actualSamplingScale = 1f) + { + if (material == null) return; + + Profiler.BeginSample("(UIE)[UIEffect] ApplyToMaterial"); + + material.SetInt(s_SrcBlend, (int)m_SrcBlendMode); + material.SetInt(s_DstBlend, (int)m_DstBlendMode); + + material.SetFloat(s_ToneIntensity, Mathf.Clamp01(m_ToneIntensity)); + + material.SetInt(s_ColorFilter, (int)m_ColorFilter); + material.SetColor(s_ColorValue, ApplyColorSpace(m_Color)); + material.SetFloat(s_ColorIntensity, Mathf.Clamp01(m_ColorIntensity)); + material.SetInt(s_ColorGlow, m_ColorGlow ? 1 : 0); + + material.SetFloat(s_SamplingIntensity, Mathf.Clamp01(m_SamplingIntensity)); + material.SetFloat(s_SamplingWidth, m_SamplingWidth); + material.SetFloat(s_SamplingScale, actualSamplingScale); + + material.SetFloat(s_TransitionRate, Mathf.Clamp01(m_TransitionRate)); + material.SetInt(s_TransitionReverse, m_TransitionReverse ? 1 : 0); + material.SetTexture(s_TransitionTex, m_TransitionFilter != 0 ? m_TransitionTex : null); + material.SetVector(s_TransitionTex_ST, + new Vector4(m_TransitionTexScale.x, m_TransitionTexScale.y, + m_TransitionTexOffset.x, m_TransitionTexOffset.y)); + material.SetVector(s_TransitionTex_Speed, m_TransitionTexSpeed); + material.SetFloat(s_TransitionWidth, Mathf.Clamp01(m_TransitionWidth)); + material.SetFloat(s_TransitionSoftness, Mathf.Clamp01(m_TransitionSoftness)); + material.SetVector(s_TransitionRange, new Vector2(m_TransitionRange.min, m_TransitionRange.max)); + material.SetInt(s_TransitionColorFilter, (int)m_TransitionColorFilter); + material.SetColor(s_TransitionColor, ApplyColorSpace(m_TransitionColor)); + material.SetInt(s_TransitionColorGlow, m_TransitionColorGlow ? 1 : 0); + material.SetInt(s_TransitionPatternReverse, m_TransitionPatternReverse ? 1 : 0); + material.SetFloat(s_TransitionAutoPlaySpeed, m_TransitionAutoPlaySpeed); + material.SetTexture(s_TransitionGradientTex, + m_TransitionFilter == TransitionFilter.Blaze ? transitionRampTex : null); + + material.SetColor(s_TargetColor, ApplyColorSpace(m_TargetColor)); + material.SetFloat(s_TargetRange, Mathf.Clamp01(m_TargetRange)); + material.SetFloat(s_TargetSoftness, Mathf.Clamp01(m_TargetSoftness)); + + switch (m_SamplingFilter) + { + case SamplingFilter.BlurFast: + case SamplingFilter.BlurMedium: + case SamplingFilter.BlurDetail: + material.SetFloat(s_ShadowBlurIntensity, Mathf.Clamp01(m_ShadowBlurIntensity)); + break; + default: + material.SetFloat(s_ShadowBlurIntensity, Mathf.Clamp01(m_SamplingIntensity)); + break; + } + + material.SetInt(s_ShadowColorFilter, (int)m_ShadowColorFilter); + material.SetColor(s_ShadowColor, ApplyColorSpace(m_ShadowColor)); + material.SetInt(s_ShadowColorGlow, m_ShadowColorGlow ? 1 : 0); + + material.SetFloat(s_EdgeWidth, Mathf.Clamp01(m_EdgeWidth)); + material.SetInt(s_EdgeColorFilter, (int)m_EdgeColorFilter); + material.SetColor(s_EdgeColor, ApplyColorSpace(m_EdgeColor)); + material.SetInt(s_EdgeColorGlow, m_EdgeColorGlow ? 1 : 0); + material.SetFloat(s_EdgeShinyRate, Mathf.Clamp01(m_EdgeShinyRate)); + material.SetFloat(s_EdgeShinyWidth, Mathf.Clamp01(m_EdgeShinyWidth)); + material.SetFloat(s_EdgeShinyAutoPlaySpeed, m_EdgeShinyAutoPlaySpeed); + material.SetInt(s_PatternArea, m_EdgeMode != EdgeMode.None ? (int)m_PatternArea : 0); + + material.SetTexture(s_GradationTex, m_GradationMode != 0 ? gradationRampTex : null); + material.SetVector(s_GradationTex_ST, GetGradationScaleAndOffset()); + + material.SetFloat(s_GradationIntensity, m_GradationIntensity); + material.SetInt(s_GradationColorFilter, (int)m_GradationColorFilter); + material.SetColor(s_GradationColor1, ApplyColorSpace(m_GradationColor1)); + material.SetColor(s_GradationColor2, ApplyColorSpace(m_GradationColor2)); + material.SetColor(s_GradationColor3, ApplyColorSpace(m_GradationColor3)); + material.SetColor(s_GradationColor4, ApplyColorSpace(m_GradationColor4)); + material.SetInt(s_GradationRadial, m_GradationMode == GradationMode.Radial +#pragma warning disable CS0612 // Type or member is obsolete + || m_GradationMode == GradationMode.RadialDetail +#pragma warning restore CS0612 + || m_GradationMode == GradationMode.RadialGradient + ? 1 + : 0); + + material.SetFloat(s_DetailIntensity, Mathf.Clamp01(m_DetailIntensity)); + material.SetColor(s_DetailColor, ApplyColorSpace(m_DetailColor)); + material.SetVector(s_DetailThreshold, new Vector2(m_DetailThreshold.min, m_DetailThreshold.max)); + material.SetTexture(s_DetailTex, m_DetailFilter != 0 ? m_DetailTex : null); + material.SetVector(s_DetailTex_ST, + new Vector4(m_DetailTexScale.x, m_DetailTexScale.y, + m_DetailTexOffset.x, m_DetailTexOffset.y)); + material.SetVector(s_DetailTex_Speed, m_DetailTexSpeed); + + SetKeyword(material, s_ToneKeywords, (int)m_ToneFilter); + SetKeyword(material, s_ColorKeywords, m_ColorFilter != 0 || m_ShadowMode != 0 ? 1 : 0); + SetKeyword(material, s_SamplingKeywords, (int)m_SamplingFilter); + SetKeyword(material, s_TransitionKeywords, (int)m_TransitionFilter); + SetKeyword(material, s_EdgeKeywords, (int)m_EdgeMode); + SetKeyword(material, s_DetailKeywords, (int)m_DetailFilter); + SetKeyword(material, s_TargetKeywords, (int)m_TargetMode); + + switch (m_GradationMode) + { + case GradationMode.None: + SetKeyword(material, s_GradationKeywords, 0); + break; + case GradationMode.HorizontalGradient: + case GradationMode.VerticalGradient: + case GradationMode.AngleGradient: + case GradationMode.RadialGradient: + SetKeyword(material, s_GradationKeywords, 1); + break; + case GradationMode.Horizontal: + case GradationMode.Vertical: + case GradationMode.DiagonalToRightBottom: + case GradationMode.DiagonalToLeftBottom: + case GradationMode.Angle: + case GradationMode.Radial: +#pragma warning disable CS0612 // Type or member is obsolete + case GradationMode.RadialDetail: +#pragma warning restore CS0612 + SetKeyword(material, s_GradationKeywords, 2); + break; + case GradationMode.Diagonal: + SetKeyword(material, s_GradationKeywords, 3); + break; + } + + Profiler.EndSample(); + } + + public void SetEnablePreview(bool enable, Material material) + { + if (material == null) return; + material.SetVector(s_TransitionTex_Speed, enable ? (Vector4)m_TransitionTexSpeed : Vector4.zero); + material.SetVector(s_DetailTex_Speed, enable ? (Vector4)m_DetailTexSpeed : Vector4.zero); + material.SetFloat(s_TransitionAutoPlaySpeed, enable ? m_TransitionAutoPlaySpeed : 0); + material.SetFloat(s_EdgeShinyAutoPlaySpeed, enable ? m_EdgeShinyAutoPlaySpeed : 0); + } + + public void UpdateViewMatrix(Material material, RectTransform transitionRoot, Canvas canvas) + { + if (material == null) return; + + var size = transitionRoot.rect.size; + var scale = new Vector3(1f / size.x, 1f / size.y, 1f); + if (m_TransitionKeepAspectRatio && !Mathf.Approximately(scale.x, scale.y)) + { + scale.x = scale.y = Mathf.Min(scale.x, scale.y); + } + + if (0 != (m_Flip & Flip.Effect)) + { + scale.x = 0 != (m_Flip & Flip.Horizontal) ? -scale.x : scale.x; + scale.y = 0 != (m_Flip & Flip.Vertical) ? -scale.y : scale.y; + } + + var pivot = new Vector3(0.5f, 0.5f); + var offset = (transitionRoot.pivot - (Vector2)pivot) * size; + var w2LMat = Matrix4x4.Translate(offset) * transitionRoot.worldToLocalMatrix; + + var rootRotation = Quaternion.Euler(0, 0, m_TransitionRotation); + var rootScale = 1f / GetMultiplier(m_TransitionRotation); + material.SetMatrix(s_RootViewMatrix, Matrix4x4.TRS(pivot, rootRotation, scale * rootScale) * w2LMat); + + var rotation = GetGradationRotation(); + var gradRotation = Quaternion.Euler(0, 0, rotation); + var gradScale = 1f / GetMultiplier(rotation); + material.SetMatrix(s_GradViewMatrix, Matrix4x4.TRS(pivot, gradRotation, scale * gradScale) * w2LMat); + + if (m_ShadowMode == ShadowMode.Mirror) + { + var mirrorInv = 1f / m_ShadowMirrorScale; + var mirrorOffset = new Vector3(0, size.y / 2 * (mirrorInv + 1) - m_ShadowDistance.y * mirrorInv, 0); + var mirrorScale = new Vector3(1, mirrorInv, 1); + var udScale = new Vector3(scale.x, -scale.y, scale.z); + var mirrorTranslation = Matrix4x4.TRS(mirrorOffset, Quaternion.identity, mirrorScale) * w2LMat; + material.SetMatrix( + s_MirrorRootViewMatrix, + Matrix4x4.TRS(pivot, rootRotation, udScale * rootScale) * mirrorTranslation + ); + material.SetMatrix( + s_MirrorGradViewMatrix, + Matrix4x4.TRS(pivot, gradRotation, udScale * gradScale) * mirrorTranslation + ); + } + + var useIdentity = + canvas.renderMode == RenderMode.WorldSpace || + (canvas.renderMode != RenderMode.ScreenSpaceOverlay && canvas.worldCamera); + + material.SetMatrix( + s_CanvasToWorldMatrix, + useIdentity ? Matrix4x4.identity : canvas.transform.localToWorldMatrix + ); + } + + private Vector4 GetGradationScaleAndOffset() + { + var gScale = 1 / m_GradationScale; + switch (m_GradationMode) + { + case GradationMode.HorizontalGradient: + case GradationMode.VerticalGradient: + case GradationMode.AngleGradient: + return new Vector4(gScale, 1, -0.5f * (gScale + 1) - m_GradationOffset, 0); + case GradationMode.Radial: +#pragma warning disable CS0612 // Type or member is obsolete + case GradationMode.RadialDetail: +#pragma warning restore CS0612 + { + return new Vector4(gScale, 1, m_GradationOffset, 0); + } + default: + return new Vector4(gScale, 1, m_GradationOffset * (gScale + 1) / 2 - gScale * 0.5f + 0.5f, 0); + } + } + + private float GetGradationRotation() + { + switch (m_GradationMode) + { + case GradationMode.DiagonalToLeftBottom: + return 135; + case GradationMode.DiagonalToRightBottom: + return 45; + case GradationMode.Vertical: + return 90; + case GradationMode.VerticalGradient: + return -90; + case GradationMode.Angle: + case GradationMode.AngleGradient: + return m_GradationRotation; + default: + return 0; + } + } + + private static float GetMultiplier(float deg) + { + var rad = Mathf.Deg2Rad * deg; + var sin = Mathf.Sin(rad); + var cos = Mathf.Cos(rad); + return Mathf.Max(Mathf.Abs(cos - sin), Mathf.Abs(cos + sin)); + } + +#if UNITY_2021_2_OR_NEWER + private static void SetKeyword(Material material, Span keywords, int index) +#else + private static void SetKeyword(Material material, string[] keywords, int index) +#endif + { + var length = keywords.Length; + if (index < length && !string.IsNullOrEmpty(keywords[index])) + { + material.EnableKeyword(keywords[index]); + } + + for (var i = 0; i < length; i++) + { + if (i == index) continue; + material.DisableKeyword(keywords[i]); + } + } + + public void ModifyMesh(Graphic graphic, Canvas canvas, RectTransform transitionRoot, VertexHelper vh, + bool canModifyShape) + { + // Apply flip (without effect). + ApplyFlipWithoutEffect(vh, m_Flip); + + var count = vh.currentIndexCount; + if (!willModifyVertex || count == 0) return; + + var effectProxy = GraphicProxy.Find(graphic); + var isText = effectProxy.IsText(graphic); + effectProxy.OnPreModifyMesh(graphic, canvas); + + var verts = s_WorkingVertices; + var expandSize = effectProxy.ModifyExpandSize(graphic, GetExpandSize(canModifyShape)); + + // Get the rectangle to calculate the normalized position. + vh.GetUIVertexStream(verts); + var bundleSize = isText ? 6 : count; + + // Modify vertices for each bundled-quad. + for (var i = 0; i < count; i += bundleSize) + { + // min/max for bundled-quad + UIVertexUtil.GetBounds(verts, i, bundleSize, out var bounds, out var uvMask); + UIVertexUtil.Expand(verts, i, bundleSize, expandSize, bounds); + for (var j = 0; j < bundleSize; j++) + { + var vt = verts[i + j]; + if (onModifyVertex != null) + { + vt = onModifyVertex(vt, uvMask); + } + else + { + vt.uv1 = new Vector4(uvMask.xMin, uvMask.yMin, uvMask.xMax, uvMask.yMax); + } + + verts[i + j] = vt; + } + } + + // Apply flip (with effect). + ApplyFlipWithEffect(verts, m_Flip); + + // Apply shadow. + ApplyShadow(verts, transitionRoot, m_Flip); + + vh.Clear(); + vh.AddUIVertexTriangleStream(verts); + } + + private void ApplyShadow(List verts, RectTransform transitionRoot, Flip flip) + { + var distance = m_ShadowDistance; + if (distance == Vector2.zero) return; + + if ((flip & Flip.Shadow) != 0) + { + distance.x = (flip & Flip.Horizontal) != 0 ? -distance.x : distance.x; + distance.y = (flip & Flip.Vertical) != 0 ? -distance.y : distance.y; + } + + switch (m_ShadowMode) + { + case ShadowMode.Shadow: + case ShadowMode.Shadow3: + case ShadowMode.Outline: + case ShadowMode.Outline8: + ShadowUtil.DoShadow(verts, s_ShadowVectors[(int)m_ShadowMode], distance, m_ShadowIteration, + m_ShadowFade); + break; + case ShadowMode.Mirror: + ShadowUtil.DoMirror(verts, distance, m_ShadowMirrorScale, m_ShadowFade, transitionRoot); + break; + } + } + + private static void ApplyFlipWithoutEffect(VertexHelper vh, Flip flip) + { + if ((flip & Flip.Effect) != 0) return; + + var flipHorizontal = 0 != (flip & Flip.Horizontal); + var flipVertical = 0 != (flip & Flip.Vertical); + if (!flipHorizontal && !flipVertical) return; + + UIVertexUtil.Flip(vh, flipHorizontal, flipVertical); + } + + private static void ApplyFlipWithEffect(List verts, Flip flip) + { + if ((flip & Flip.Effect) == 0) return; + + var flipHorizontal = 0 != (flip & Flip.Horizontal); + var flipVertical = 0 != (flip & Flip.Vertical); + if (!flipHorizontal && !flipVertical) return; + + UIVertexUtil.Flip(verts, flipHorizontal, flipVertical); + } + + private Vector4 GetExpandSize(bool canModifyShape) + { + if (!canModifyShape) return Vector4.zero; + + var expandSize = Vector4.zero; + switch (m_SamplingFilter) + { + case SamplingFilter.BlurFast: + expandSize += Vector4.one * 10; + break; + case SamplingFilter.BlurMedium: + expandSize += Vector4.one * 15; + break; + case SamplingFilter.BlurDetail: + expandSize += Vector4.one * 20; + break; + case SamplingFilter.RgbShift: + expandSize.x += 40; + expandSize.z += 40; + break; + } + + switch (m_TransitionFilter) + { + case TransitionFilter.Melt: + expandSize.y += 40; + break; + case TransitionFilter.Burn: + expandSize.w += 40; + break; + } + + return expandSize; + } + + private static Color ApplyColorSpace(Color color) + { + return QualitySettings.activeColorSpace == ColorSpace.Linear ? color.linear : color; + } + } +} diff --git a/Unity/DC优化/01_UIEffect材质共享降DC/UIEffect降DC改动总结.md b/Unity/DC优化/01_UIEffect材质共享降DC/UIEffect降DC改动总结.md new file mode 100644 index 0000000..926d5a8 --- /dev/null +++ b/Unity/DC优化/01_UIEffect材质共享降DC/UIEffect降DC改动总结.md @@ -0,0 +1,74 @@ +# UIEffect 降 DC 改动总结 + +> 提交:`fa5f0cdb 降低DC的操作`(2026-08-26) +> 涉及目录:`unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/` + +## 一、背景与目标 + +UI_Effect 插件原本每个 `UIEffect` 组件都会生成**独立的材质实例**(缓存 key 使用 `effectId`,即组件的 `GetInstanceID()`,每个实例唯一),导致: + +- 相同配置的特效无法共享材质 → 无法参与动态合批 → **Draw Call 偏高**; +- 批量刷 UI 时材质创建开销大,伴随帧率波动。 + +目标:让**相同配置的 UIEffect 共享同一材质**,从而参与合批,降低 DC。 + +## 二、方案选型 + +| 方案 | 说明 | 结论 | +| --- | --- | --- | +| UIEffectReplica + Preset | 业务代码逐个改为副本组件,指向共享 preset | 需要改动大量业务文件、创建 preset 资产,侵入性大 | +| **configId 配置指纹(最终采用)** | 在插件内部按"配置内容哈希"共享材质 | **业务代码零改动**,同配置自动共享合批 | + +## 三、具体改动 + +### 1. `UIEffectContext.cs`(新增约 121 行) + +核心:新增 `configId` 属性——特效配置的"稳定指纹"。 + +- **反射字段缓存**:`s_ConfigFields` 为 `static readonly FieldInfo[]`,`GetFields` 只在类型加载时执行一次,运行时无反射类型发现开销,避免批量刷新时的 GC 尖峰(这是此前"帧率不稳"问题的根因与修复点)。 +- **内容哈希 `HashValue`**: + - `null` → 0; + - `UnityEngine.Object` → `GetInstanceID()`(引用同一资产即同哈希); + - `Gradient` → `GradientHash` 按 colorKeys / alphaKeys 逐 key 做内容哈希(不同实例但内容相同的渐变得到相同指纹); + - 基元/枚举 → `GetHashCode()`;嵌套值类型(Color、Vector、MinMax01 等)→ `HashFields` 逐字段展开(`s_FieldCache` 按类型缓存)。 +- **雪崩混淆**:FNV-1a 混合后追加 MurmurHash3 终混,让相近配置散列开,降低哈希碰撞概率。 + +### 2. `UIEffectBase.cs`(`GetModifiedMaterial`) + +材质缓存 key 由 `effectId` 改为配置指纹: + +```csharp +var configId = context.configId; +var rootId = context.useViewMatrix && transitionRoot ? (uint)transitionRoot.GetInstanceID() : 0u; +var hash = new Hash128((uint)baseMaterial.GetInstanceID(), configId, samplingScaleId, rootId); +``` + +要点: + +- `rootId` **仅在特效需要视图矩阵时**(transition / gradation / detail / shiny)才参与哈希,普通灰度(ToneFilter)等不受 root 影响,可共享范围更大; +- `Hash128(baseMaterial, configId, samplingScaleId, rootId)` 相同 → 命中 `MaterialRepository` 中同一材质实例 → 参与动态合批。 + +### 3. `ShaderVariantRegistry.cs`(Profiler 采样修复) + +`RegisterVariant` / `GetVariant` 的**所有提前 return 分支**均补上 `Profiler.EndSample()`,保证 `BeginSample`/`EndSample` 严格配对,修复控制台的: + +``` +Non-matching Profiler.EndSample (Every EndSample call must have a preceding BeginSample call...) +``` + +## 四、业务侧影响 + +- **业务文件零改动**:`EquipBuffItem`、`MapBlockItem`、`PetItem`、`V_RechargeItem`、`FightLinkHeroItem`、`AvatarItem` 等继续正常使用 `UIEffect` 控制灰度,无需迁移到 `UIEffectReplica`。 +- 同屏所有**同配置**灰度特效(如大量 `ToneFilter.Grayscale` 的图标)自动共享一个材质并合批。 + +## 五、效果 + +- N 个相同配置的 UIEffect:N 个材质实例 → **1 个共享材质**,可被 UGUI 动态合批; +- DC 显著下降(受益程度取决于面板内同配置特效数量)。 + +## 六、注意事项与局限 + +1. **配置不同的特效无法互相合批**——每种不同配置组合仍各占一个材质/DC,属预期行为; +2. `configId` 在画布重建时计算,字段遍历存在少量装箱开销,已通过静态缓存降到最低(普通 UI 不会每帧触发); +3. 新增 `UIEffectContext` 公共字段会自动纳入指纹(遍历 public instance 字段),**无需手动维护字段清单**; +4. 验证方式:打开 Frame Debugger / Profiler,确认同配置 UI 元素合并为同一批次;确认控制台不再出现 `Non-matching Profiler.EndSample`。 diff --git a/Unity/DC优化/01_UIEffect材质共享降DC/uieffect_configId.patch b/Unity/DC优化/01_UIEffect材质共享降DC/uieffect_configId.patch new file mode 100644 index 0000000..4fb3983 --- /dev/null +++ b/Unity/DC优化/01_UIEffect材质共享降DC/uieffect_configId.patch @@ -0,0 +1,156 @@ +diff --git a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs +index c3ceb2fd..210257d0 100644 +--- a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs ++++ b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs +@@ -196,8 +196,11 @@ namespace Coffee.UIEffects + + Profiler.BeginSample("(UIE)[UIEffect] GetModifiedMaterial"); + var samplingScaleId = (uint)(Mathf.InverseLerp(0.01f, 100, actualSamplingScale) * uint.MaxValue); +- var rootId = (uint)(transitionRoot != null ? transitionRoot.GetHashCode() : 0); +- var hash = new Hash128((uint)baseMaterial.GetHashCode(), effectId, samplingScaleId, rootId); ++ // 使用特效配置哈希作为材质共享 key,相同配置的特效共享同一材质,从而可以合批。 ++ // root 仅在特效需要视图矩阵(transition/gradation/detail/shiny)时才影响材质。 ++ var configId = context.configId; ++ var rootId = context.useViewMatrix && transitionRoot ? (uint)transitionRoot.GetInstanceID() : 0u; ++ var hash = new Hash128((uint)baseMaterial.GetInstanceID(), configId, samplingScaleId, rootId); + if (!MaterialRepository.Valid(hash, _material)) + { + Profiler.BeginSample("(UIE)[UIEffect] GetModifiedMaterial > Get or create material"); +diff --git a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs +index c315f4cb..48b6ae4b 100644 +--- a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs ++++ b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs +@@ -1,5 +1,6 @@ + using System; + using System.Collections.Generic; ++using System.Reflection; + using Coffee.UIEffectInternal; + using UnityEngine; + using UnityEngine.Profiling; +@@ -263,6 +264,126 @@ namespace Coffee.UIEffects + || m_DetailFilter != DetailFilter.None + || m_EdgeMode == EdgeMode.Shiny; + ++ /// ++ /// 特效配置的稳定指纹。自动遍历所有序列化配置字段生成,因此插件新增属性时无需手动维护字段清单。 ++ /// 相同配置会得到相同指纹,从而可以共享同一个材质并参与合批。 ++ /// ++ public uint configId ++ { ++ get ++ { ++ unchecked ++ { ++ var h = (uint)2166136261; ++ var fields = s_ConfigFields; ++ for (var i = 0; i < fields.Length; i++) ++ { ++ var f = fields[i]; ++ h = Mix(h, (uint)f.Name.GetHashCode()); ++ h = Mix(h, HashValue(f.GetValue(this))); ++ } ++ ++ // Avalanche 混淆(MurmurHash3 终混),让相近配置散列到不同指纹。 ++ h ^= h >> 16; ++ h *= 0x85ebca6b; ++ h ^= h >> 13; ++ h *= 0xc2b2ae35; ++ h ^= h >> 16; ++ return h; ++ } ++ } ++ } ++ ++ private static uint Mix(uint h, uint v) ++ { ++ h ^= v; ++ h *= 16777619; ++ return h; ++ } ++ ++ /// ++ /// 对任意配置值做内容哈希。值类型会逐字段展开,嵌套结构体(Color、Vector2/3/4、MinMax01 等) ++ /// 无需单独写类型处理即可贡献全部数据。只有 UnityEngine.Object 和 Gradient 需要显式处理, ++ /// 因为它们的默认哈希基于引用而非内容。 ++ /// ++ private static uint HashValue(object value) ++ { ++ if (value == null) return 0u; ++ ++ if (value is UnityEngine.Object obj) ++ { ++ return obj ? (uint)obj.GetInstanceID() : 0u; ++ } ++ ++ if (value is Gradient gradient) ++ { ++ return GradientHash(gradient); ++ } ++ ++ var type = value.GetType(); ++ if (type.IsPrimitive || type.IsEnum) ++ { ++ return unchecked((uint)value.GetHashCode()); ++ } ++ ++ if (type.IsValueType) ++ { ++ return HashFields(value, type); ++ } ++ ++ return unchecked((uint)value.GetHashCode()); ++ } ++ ++ private static uint HashFields(object boxed, Type type) ++ { ++ unchecked ++ { ++ if (!s_FieldCache.TryGetValue(type, out var fields)) ++ { ++ fields = type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); ++ s_FieldCache[type] = fields; ++ } ++ ++ var h = (uint)2166136261; ++ for (var i = 0; i < fields.Length; i++) ++ { ++ h = Mix(h, HashValue(fields[i].GetValue(boxed))); ++ } ++ ++ return h; ++ } ++ } ++ ++ private static uint GradientHash(Gradient gradient) ++ { ++ unchecked ++ { ++ var h = (uint)2166136261; ++ ++ var colorKeys = gradient.colorKeys; ++ for (var i = 0; i < colorKeys.Length; i++) ++ { ++ h = Mix(h, HashValue(colorKeys[i].color)); ++ h = Mix(h, HashValue(colorKeys[i].time)); ++ } ++ ++ var alphaKeys = gradient.alphaKeys; ++ for (var i = 0; i < alphaKeys.Length; i++) ++ { ++ h = Mix(h, HashValue(alphaKeys[i].alpha)); ++ h = Mix(h, HashValue(alphaKeys[i].time)); ++ } ++ ++ return h; ++ } ++ } ++ ++ private static readonly FieldInfo[] s_ConfigFields = typeof(UIEffectContext) ++ .GetFields(BindingFlags.Public | BindingFlags.Instance); ++ ++ private static readonly Dictionary s_FieldCache = ++ new Dictionary(); ++ + private Texture2D _gradationRampTex; + private Texture2D _transitionRampTex; + private bool _isGradientDirty = true; diff --git a/Unity/DC优化/01_UIEffect材质共享降DC/移植与验证手册.md b/Unity/DC优化/01_UIEffect材质共享降DC/移植与验证手册.md new file mode 100644 index 0000000..ee0f679 --- /dev/null +++ b/Unity/DC优化/01_UIEffect材质共享降DC/移植与验证手册.md @@ -0,0 +1,286 @@ +# 移植与验证手册 + +> 配套包:`DC优化归档/` | 验证过的环境:Unity 团结引擎(Tuanjie)+ UI Effect **5.11.3** + URP +> 改动量:2 个文件、126 行新增、2 行删除。业务代码 **0 改动**。 + +--- + +## 第一章 动手前的前提核对(3 项,缺一不可) + +### 1.1 UIEffect 必须是"本地源码包",不能是 PackageCache 只读包 + +打开目标工程的 `Packages/manifest.json`,找 `com.coffee.ui-effect`: + +```jsonc +// ✅ 可以改:file: 指向工程内源码目录 +"com.coffee.ui-effect": "file:../my_libs/unityLib/UIEffect-main/Packages/src", + +// ❌ 改了白改:版本号形式会被拉进 Library/PackageCache/(只读,Unity 重新解包会覆盖) +"com.coffee.ui-effect": "5.11.3" +``` + +如果是 ❌ 形式,先转成本地包: +1. 从 [github.com/mob-sakai/ParticleEffectForUGUI 同作者的 UIEffect 仓库](https://github.com/mob-sakai/UIEffect) 下载对应版本源码; +2. 放到工程内目录(如 `<项目>/unity/my_libs/unityLib/UIEffect-main/Packages/src`); +3. `manifest.json` 改成 `file:` 相对路径; +4. Unity 重新编译,确认 `Library/PackageCache/` 下的 `com.coffee.ui-effect@*` 不再被引用。 + +> T5 的实际路径:`d:\Project\T5\T5_game\unity\my_libs\unityLib\UIEffect-main\Packages\src` +> 需要改的两个文件都在它的 `Runtime/` 下。 + +### 1.2 版本核对:确认锚点代码存在 + +补丁靠"上下文行"定位,版本差异大就会 apply 失败。打开目标工程的两个文件,确认下面两段存在: + +**`Runtime/UIEffectContext.cs`** —— 找到 `useViewMatrix` 属性(补丁插在它后面): +```csharp +public bool useViewMatrix => m_TransitionFilter != TransitionFilter.None + || m_GradationMode != GradationMode.None + || m_DetailFilter != DetailFilter.None + || m_EdgeMode == EdgeMode.Shiny; +``` + +**`Runtime/UIEffectBase.cs`** —— 找到 `GetModifiedMaterial()` 里的这两行(补丁要替换它们): +```csharp +var rootId = (uint)(transitionRoot != null ? transitionRoot.GetHashCode() : 0); +var hash = new Hash128((uint)baseMaterial.GetHashCode(), effectId, samplingScaleId, rootId); +``` + +两段都在 → 走**方式 A**(git apply)。 +`useViewMatrix` 不存在(更老的版本)→ 走**方式 C**(手工贴),并按 §3.3 的降级写法处理 `rootId`。 + +### 1.3 记录基线 DC 数字 + +改之前先量一次,否则改完无法证明有效: +- 打开目标面板(选 UIEffect 用得最多的那个,T5 用的是 `UI_LevelGiftPanel`); +- `Window → Analysis → Frame Debugger`,Enable; +- 记下左侧事件树里 `Canvas.BuildBatch` 下的 `Draw Mesh` 数量(或右下角 Batches 数字); +- 截图存档。 + +--- + +## 第二章 三种移植方式 + +### 方式 A:git apply(推荐,最快最安全) + +补丁里的路径是 `a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/...`, +即**相对目标工程 git 根目录**。T5 的 git 根是 `<项目>/T5_game`(不是 `<项目>`),别站错目录。 + +```powershell +# 站到目标工程的 git 根目录 +cd <目标工程 git 根目录> + +# 先干跑,看能不能对上(不写文件) +git apply --check --3way "d:\Project\T5\DC优化归档\01_UIEffect材质共享降DC\uieffect_configId.patch" + +# 没问题再真打 +git apply --3way "d:\Project\T5\DC优化归档\01_UIEffect材质共享降DC\uieffect_configId.patch" + +# 确认只动了这 2 个文件 +git status --porcelain +``` + +**目标工程 UIEffect 放在别的路径**(比如 `Assets/Plugins/UIEffect/`)时,用 `--directory` 或 `-p` 调整剥层级,例如: + +```powershell +# 补丁里 a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/X.cs +# 目标工程实际是 Assets/Plugins/UIEffect/Runtime/X.cs → 剥掉前 5 层再拼目标前缀 +git apply -p5 --directory="Assets/Plugins/UIEffect" --3way "<补丁路径>" +``` + +`--check` 报错 `does not match index` → 目标文件已被改过或版本不同 → 转方式 B/C。 + +### 方式 B:直接覆盖两个 .cs(兜底,要求版本一致) + +```powershell +$dst = "<目标工程>\unity\my_libs\unityLib\UIEffect-main\Packages\src\Runtime" +Copy-Item "d:\Project\T5\DC优化归档\01_UIEffect材质共享降DC\UIEffectContext.cs" $dst -Force +Copy-Item "d:\Project\T5\DC优化归档\01_UIEffect材质共享降DC\UIEffectBase.cs" $dst -Force +``` + +覆盖前**务必先备份原文件**(或确认在 git 里可回退):这两个文件是完整成品,覆盖会连带丢掉目标工程对它们的任何其它本地修改。 + +> `.meta` 文件不用管:这是"修改已存在的文件",不是"新增资源",guid 不变,prefab/场景引用不受影响。 + +### 方式 C:手工贴代码块(版本不同时的唯一选择) + +三处改动,照着贴: + +**C-1 `UIEffectContext.cs` 文件头加 using** +```csharp +using System; +using System.Collections.Generic; +using System.Reflection; // ← 新增这一行 +using Coffee.UIEffectInternal; +using UnityEngine; +``` + +**C-2 `UIEffectContext.cs` 在 `useViewMatrix` 属性之后插入 121 行** +完整代码见本包 `01_UIEffect材质共享降DC/UIEffectContext.cs` 的 **267~385 行**(`configId` 属性 + `Mix` / `HashValue` / `HashFields` / `GradientHash` + `s_ConfigFields` / `s_FieldCache` 两个静态缓存)。 +整块是纯新增,不改任何原有代码,粘到 `useViewMatrix` 与 `private Texture2D _gradationRampTex;` 之间即可。 + +**C-3 `UIEffectBase.cs` 的 `GetModifiedMaterial()` 换 key**(T5 里约 196~203 行) +```csharp +Profiler.BeginSample("(UIE)[UIEffect] GetModifiedMaterial"); +var samplingScaleId = (uint)(Mathf.InverseLerp(0.01f, 100, actualSamplingScale) * uint.MaxValue); +// 使用特效配置哈希作为材质共享 key,相同配置的特效共享同一材质,从而可以合批。 +// root 仅在特效需要视图矩阵(transition/gradation/detail/shiny)时才影响材质。 +var configId = context.configId; +var rootId = context.useViewMatrix && transitionRoot ? (uint)transitionRoot.GetInstanceID() : 0u; +var hash = new Hash128((uint)baseMaterial.GetInstanceID(), configId, samplingScaleId, rootId); +if (!MaterialRepository.Valid(hash, _material)) +``` + +注意三个容易漏的细节: +- `baseMaterial.GetHashCode()` 也要一起改成 `baseMaterial.GetInstanceID()`(`GetHashCode` 对 Object 不是稳定 ID); +- 只改 `hash` 那一行、不改 `rootId`,会让 transition 类特效在不同 root 下错误共享材质(视觉错位); +- `effectId` 属性**保留不删**,它是 public API,`UIEffectReplica` 还在 override 它。 + +--- + +## 第三章 移植后必做的 5 项检查 + +### 3.1 编译通过 + 无警告 +Unity Console 干净。报 `UIEffectContext does not contain a definition for 'useViewMatrix'` → 见 §3.3。 + +### 3.2 业务代码有没有绕过 context 直接改材质(**最重要**) + +材质从"每实例独有"变成"同配置共享"后,**任何直接改 `effectMaterial` 的代码都会污染所有共享者**。 + +```powershell +# 在目标工程业务脚本目录执行,命中即需逐个确认 +cd <目标工程>\unity\Assets +Select-String -Path (Get-ChildItem -Recurse -Filter *.cs).FullName ` + -Pattern "effectMaterial|GetComponent|UIEffect\[\]" | Select-Object Path, LineNumber, Line +``` + +判定规则: +- 只读(`var m = e.effectMaterial; if (m == null)`)→ 安全; +- 写入(`e.effectMaterial.SetColor/SetFloat/SetTexture/...`)→ **危险**,必须改成"改 UIEffect 组件的序列化字段(走 context)"或"给该实例单独指定不同配置"; +- T5 实测:业务代码 0 命中,无需处理。 + +### 3.3 `useViewMatrix` 不存在的降级写法(老版本插件) + +```csharp +var configId = context.configId; +// 老版本没有 useViewMatrix:保守起见让 root 始终参与,共享范围变小但结果一定正确 +var rootId = transitionRoot != null ? (uint)transitionRoot.GetInstanceID() : 0u; +var hash = new Hash128((uint)baseMaterial.GetInstanceID(), configId, samplingScaleId, rootId); +``` +或者自己在 `UIEffectContext` 里补一个等价属性(判断条件见 §1.2 的代码块)。 + +### 3.4 UIEffectReplica / UIEffectPreset 兼容性 + +已核对源码(`UIEffectReplica.cs` 的 `context` override),补丁后两条路径行为不变: + +| Replica 工作模式 | context 来源 | 补丁前共享依据 | 补丁后共享依据 | 结论 | +| --- | --- | --- | --- | --- | +| 跟随场景内的 target | `target.context`(同一对象) | `effectId = target.effectId` | 同一个 context → configId 必然相同 | 仍共享 | +| 跟随 preset(或 target 不在场景) | 自己的 `base.context` | `effectId = preset.GetHashCode()` | preset 配置相同 → configId 相同 | 仍共享 | + +如果目标工程用了 Replica,改完抽查一处 Replica 的显示是否正常即可(T5 只有 1 个 prefab 涉及)。 + +### 3.5 IL2CPP / 高 stripping 下的一致性(出真机包前做) + +`configId` 依赖反射遍历字段。字段本身被 Unity 序列化系统引用,正常不会被裁剪,但**换平台后建议验一次**: + +```csharp +// 临时加在 UIEffectBase.GetModifiedMaterial 里,真机跑一次看日志 +Debug.Log($"[UIE] configId={configId} hash={hash} name={name}"); +``` +同一配置的元素在真机上应打出**相同的 configId**,且与编辑器一致。验完删掉这行日志。 + +--- + +## 第四章 控制台报错处理 + +### 4.1 `Non-matching Profiler.EndSample` + +``` +Non-matching Profiler.EndSample (Every EndSample call must have a preceding BeginSample call...) +``` + +成因:`ShaderVariantRegistry.cs` 的 `RegisterVariant` / `GetVariant` 里有**提前 return 分支没配对 EndSample**。 + +处理:文件在 `Runtime/Internal/Utilities/ShaderVariantRegistry.cs`。检查每个 `Profiler.BeginSample(...)` 之后的**所有** `return` 路径,return 前补 `Profiler.EndSample();`。 + +> T5 的 5.11.3 版本该文件配对本身已正确(`RegisterVariant` 在 301 行 Begin,307/327/333 三处 End 覆盖全部分支;`GetVariant` 在 338 行 Begin,358/370 两处 End),**无需修改**,所以本包没有归档这个补丁。 +> T11 当时是旧版本才需要补。 + +### 4.2 `NullReferenceException` 出现在 UIEffect 相关调用栈 + +九成是**删了 UIEffect 组件但业务代码还在 `GetComponent()` 后用**。 +血泪教训(T5 实测踩过):**删任何 UI 组件前,先 grep 业务代码有没有引用它**,确认无引用再删。 +本补丁不删组件,正常不会触发;若你在做 DC 优化时顺手清理了"看起来没用的" UIEffect,请务必回查。 + +--- + +## 第五章 验证方法(怎么证明 DC 真的降了) + +### 5.1 Frame Debugger 对比(最直接) + +1. 打开同一个面板(跟 §1.3 基线同一个); +2. `Window → Analysis → Frame Debugger` → Enable; +3. 看 `Canvas.BuildBatch` 下的 `Draw Mesh` 数量,与基线对比; +4. **关键验证点**:在事件树里点几个原本各自独占一批的灰度图标,看右下角 **Material / Texture** 是否变成同一个(材质名相同即共享成功)。 + +预期:同配置特效密集的面板,批次数量级下降(T5 等级礼包面板 ~101 → 30~40)。 +如果只降了一两个批次,说明该面板里 UIEffect 配置本来就各不相同(属正常,见 §7 原因 1)。 + +### 5.2 材质实例数对比(更硬的证据) + +Play 模式下执行(临时挂个测试按钮或用 Console 执行): +```csharp +var all = Resources.FindObjectsOfTypeAll(); +Debug.Log($"UIEffect 材质数: {all.Count(m => m.shader != null && m.shader.name.Contains("UIEffect"))}"); +``` +补丁前:数量 ≈ 场景内 UIEffect 组件数;补丁后:数量 ≈ **不同配置的种类数**。 + +### 5.3 视觉回归(必做) + +逐个检查这几类特效显示是否正常——它们走的是 `rootId` 参与哈希的分支,是本次改动唯一有行为差异的地方: +- Transition(过渡/溶解) +- Gradation(渐变) +- Detail Filter(细节滤镜) +- Edge Mode = Shiny(发光边缘) + +普通灰度(ToneFilter.Grayscale)不涉及 root,风险最低。 + +--- + +## 第六章 回滚 + +```powershell +cd <目标工程 git 根目录> + +# 方式 A/B 打的补丁:一条命令还原这两个文件 +git checkout -- "unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs" ` + "unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs" +``` +路径不同的按实际改。回滚后回 Unity 编译即可,不涉及资源/序列化数据,**无副作用**(材质缓存 key 是运行时的,不落盘)。 + +--- + +## 第七章 "改完了 DC 还是没降"的 7 个原因 + +按命中概率排序,逐条排: + +1. **配置本来就各不相同**:一个面板里 10 个 UIEffect 用了 10 种参数组合 → 10 个材质,属预期。想再降只能统一美术配置(比如灰度就用同一套参数)。 +2. **中间夹了不能合批的元素**:合批要求"同一 Canvas + 同材质 + 同纹理 + 层级相邻"。UIEffect 元素之间插了别的图(不同图集)→ 批次被打断,即使材质相同也合不了。 +3. **Mask / RectMask2D 切割**:每个 Mask 内部独立成批,跨 Mask 永不合批。 +4. **不同图集(SpriteAtlas)**:材质相同但纹理不同 → 不合批。Frame Debugger 里看纹理名 `sactx-...-atlas-`,hash 不同就是不同图集。 +5. **Canvas 被拆成多个**(子物体挂了 `Canvas` 组件 / `SubCanvas`)→ 各自建批。 +6. **TextMeshPro 与 Image 混排**:TMP 用字体图集,跟普通 Image 不同纹理,天然分批。 +7. **补丁没生效**:改的是 `Library/PackageCache/` 下的副本(§1.1 没做对),或 Unity 没重新编译(改完必须等编译完成、必要时 `Assets → Reimport All`)。 + +排查工具与看图技巧见 `05_排查方法论/DC与帧率排查经验.md`。 + +--- + +## 第八章 升级插件时的注意事项 + +UIEffect 版本升级会**覆盖这两个文件**,补丁丢失。所以: + +1. 补丁改动务必**提交进 git**,commit message 写明"UIEffect configId 降 DC 补丁"(T5 是 `c61b9012`,T11 是 `fa5f0cdb`); +2. 升级插件后重跑本手册第一章的锚点核对,再按方式 A/C 重新打; +3. 本包 `01_UIEffect材质共享降DC/` 里的两个成品 `.cs` 是 5.11.3 版本,**不要**用它覆盖更高版本的插件文件。 diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover.cs b/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover.cs new file mode 100644 index 0000000..48f6aaf --- /dev/null +++ b/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover.cs @@ -0,0 +1,16 @@ +using UnityEngine; + +namespace MFrame +{ + /// + /// 全屏遮挡组件:挂到面板预制体根节点(与 UI_PanelBase 同节点)即生效,移除组件即关闭。 + /// 打开本面板时自动隐藏下方层级中正在显示的面板(省去被遮住的 DrawCall), + /// 关闭/销毁时自动恢复。由策划在编辑器中添加/移除本组件即可配置,无需改代码。 + /// 注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。 + /// + public class FullScreenCover : MonoBehaviour + { + [Tooltip("勾选后:本面板被上层全屏面板遮挡时仍保持显示(仅用于必须常驻可见的特殊面板)。")] + public bool isKeepShowWhenCovered = false; + } +} diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCoverTool.cs b/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCoverTool.cs new file mode 100644 index 0000000..ca2a1e5 --- /dev/null +++ b/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCoverTool.cs @@ -0,0 +1,316 @@ +using System.Collections.Generic; +using System.IO; +using UnityEditor; +using UnityEngine; +using MFrame; +using Object = UnityEngine.Object; + +/// +/// 全屏面板遮挡工具:查找/添加/移除面板预制体上的 FullScreenCover 组件。 +/// 挂有该组件的面板 = 全屏面板(打开时自动隐藏下层 UI 省去 DrawCall,关闭/销毁自动恢复)。 +/// 策划可在此窗口自助管理,无需改代码。 +/// 说明:Project 窗口的 t: 搜索只能按资源类型过滤,搜不到“预制体里挂了某组件”,故提供本工具。 +/// +public class FullScreenCoverTool : EditorWindow +{ + private sealed class CoverInfo + { + public Object prefab; // 预制体资产引用(用于 Ping/打开) + public string prefabPath; // 资源路径 + public string nodeName; // 组件所在节点名 + public bool enabled; // 组件是否启用 + public bool keepShow; // 被遮挡时保持显示 + } + + private readonly List results = new List(); + private Vector2 scroll; + private GameObject addTarget; + private bool scanned; + private string statusText = "尚未扫描,点击“扫描全工程”查找挂载 FullScreenCover 组件的面板预制体"; + + [MenuItem("Tools/UI/全屏面板遮挡工具")] + private static void ShowWindow() + { + var win = GetWindow("全屏面板遮挡"); + win.minSize = new Vector2(540f, 320f); + } + + private void OnEnable() + { + // 打开窗口时自动扫描一次 + EditorApplication.delayCall += ScanAll; + } + + private void OnGUI() + { + EditorGUILayout.HelpBox( + "挂有 FullScreenCover 组件的面板 = 全屏面板:打开时自动隐藏下层 UI(省去被遮住的 DrawCall),关闭/销毁自动恢复。\n" + + "注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。", MessageType.Info); + + // —— 添加区 —— + EditorGUILayout.LabelField("添加组件(拖入面板预制体)", EditorStyles.boldLabel); + using (new EditorGUILayout.HorizontalScope()) + { + addTarget = (GameObject)EditorGUILayout.ObjectField(addTarget, typeof(GameObject), false); + using (new EditorGUI.DisabledScope(addTarget == null)) + { + if (GUILayout.Button("添加组件", GUILayout.Width(80f))) + { + AddComponentToPrefab(AssetDatabase.GetAssetPath(addTarget)); + addTarget = null; + } + } + } + + EditorGUILayout.Space(4f); + + // —— 扫描区 —— + using (new EditorGUILayout.HorizontalScope()) + { + if (GUILayout.Button("扫描全工程", GUILayout.Height(24f))) + { + ScanAll(); + } + GUILayout.Label(statusText, EditorStyles.miniLabel); + } + + EditorGUILayout.Space(4f); + + // —— 结果列表 —— + if (!scanned) + { + return; + } + if (results.Count == 0) + { + EditorGUILayout.HelpBox("没有找到任何挂载 FullScreenCover 的面板。可用上方“添加组件”为全屏面板配置。", MessageType.Warning); + return; + } + + scroll = EditorGUILayout.BeginScrollView(scroll); + for (int i = 0; i < results.Count; i++) + { + DrawResultItem(results[i]); + } + EditorGUILayout.EndScrollView(); + } + + private void DrawResultItem(CoverInfo info) + { + using (new EditorGUILayout.VerticalScope("box")) + { + using (new EditorGUILayout.HorizontalScope()) + { + // 点击名称定位资源 + string title = info.prefab != null ? info.prefab.name : Path.GetFileName(info.prefabPath); + if (GUILayout.Button(title, EditorStyles.boldLabel, GUILayout.Width(170f))) + { + EditorGUIUtility.PingObject(info.prefab); + } + + GUILayout.Label(info.enabled ? "已启用" : "已禁用", + info.enabled ? EditorStyles.miniLabel : EditorStyles.whiteMiniLabel, GUILayout.Width(46f)); + + GUILayout.FlexibleSpace(); + + // 被遮挡时保持显示(勾选即写回预制体) + bool newKeep = GUILayout.Toggle(info.keepShow, "被遮挡时保持显示", GUILayout.Width(132f)); + if (newKeep != info.keepShow) + { + info.keepShow = newKeep; + SetKeepShow(info.prefabPath, newKeep); + } + + if (GUILayout.Button("打开", GUILayout.Width(46f))) + { + AssetDatabase.OpenAsset(info.prefab); + } + if (GUILayout.Button("移除组件", GUILayout.Width(68f))) + { + if (EditorUtility.DisplayDialog("移除 FullScreenCover", + $"确定从 {Path.GetFileName(info.prefabPath)} 移除 FullScreenCover 组件?\n该面板将不再自动隐藏下层。", + "移除", "取消")) + { + RemoveComponent(info.prefabPath); + ScanAll(); + } + } + } + EditorGUILayout.LabelField(info.prefabPath, EditorStyles.miniLabel); + if (!info.enabled) + { + EditorGUILayout.LabelField("⚠ 组件处于禁用状态,不会生效(在预制体根节点 Inspector 勾选启用)。", EditorStyles.miniLabel); + } + } + } + + // —— 扫描 —— + + private void ScanAll() + { + string scriptGuid = GetScriptGuid(); + if (string.IsNullOrEmpty(scriptGuid)) + { + EditorUtility.DisplayDialog("错误", "无法获取 FullScreenCover 脚本 GUID,请确认脚本已编译无报错。", "确定"); + return; + } + + string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" }); + results.Clear(); + try + { + for (int i = 0; i < prefabGuids.Length; i++) + { + if (EditorUtility.DisplayCancelableProgressBar("全屏面板遮挡工具", + $"扫描预制体中... ({i + 1}/{prefabGuids.Length})", (float)i / prefabGuids.Length)) + { + break; // 用户取消 + } + + string path = AssetDatabase.GUIDToAssetPath(prefabGuids[i]); + if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) + { + continue; + } + + // 文本快筛:只有包含组件脚本 guid 的预制体才真正加载,避免逐个解析 + if (!ContainsGuidFast(path, scriptGuid)) + { + continue; + } + + GameObject prefab = AssetDatabase.LoadAssetAtPath(path); + if (prefab == null) + { + continue; + } + FullScreenCover[] comps = prefab.GetComponentsInChildren(true); + foreach (FullScreenCover comp in comps) + { + results.Add(new CoverInfo + { + prefab = prefab, + prefabPath = path, + nodeName = comp.gameObject.name, + enabled = comp.enabled, + keepShow = comp.isKeepShowWhenCovered + }); + } + } + } + finally + { + EditorUtility.ClearProgressBar(); + } + + scanned = true; + statusText = $"扫描完成:{results.Count} 个面板预制体挂载 FullScreenCover"; + Repaint(); + } + + /// 动态获取 FullScreenCover 脚本资产的 guid,避免硬编码。 + private static string GetScriptGuid() + { + GameObject probe = new GameObject("FullScreenCoverGuidProbe"); + try + { + MonoScript ms = MonoScript.FromMonoBehaviour(probe.AddComponent()); + if (ms == null) + { + return null; + } + return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(ms)); + } + finally + { + Object.DestroyImmediate(probe); + } + } + + /// 逐行读取文件快速判断是否包含 guid(找到即中断),比加载预制体快一个量级。 + private static bool ContainsGuidFast(string path, string guid) + { + try + { + foreach (string line in File.ReadLines(path)) + { + if (line.Contains(guid)) + { + return true; + } + } + } + catch (IOException) + { + // 文件被占用等情况按未命中处理 + } + return false; + } + + // —— 修改预制体 —— + + /// 以“加载内容-修改-保存-卸载”的标准流程安全修改预制体资产。 + private static void EditPrefab(string path, System.Action edit) + { + GameObject root = PrefabUtility.LoadPrefabContents(path); + try + { + edit(root); + PrefabUtility.SaveAsPrefabAsset(root, path); + } + finally + { + PrefabUtility.UnloadPrefabContents(root); + } + AssetDatabase.SaveAssets(); + } + + private void AddComponentToPrefab(string path) + { + if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) + { + EditorUtility.DisplayDialog("无法添加", "请拖入一个预制体资产(.prefab),而不是场景对象或模型。", "确定"); + return; + } + + bool already = false; + EditPrefab(path, root => + { + if (root.GetComponent() != null) + { + already = true; + } + else + { + root.AddComponent(); + } + }); + + ShowNotification(new GUIContent(already ? "该预制体已挂载组件" : "已添加 FullScreenCover")); + ScanAll(); + } + + private void RemoveComponent(string path) + { + EditPrefab(path, root => + { + FullScreenCover[] comps = root.GetComponentsInChildren(true); + foreach (FullScreenCover comp in comps) + { + Object.DestroyImmediate(comp, true); + } + }); + } + + private void SetKeepShow(string path, bool value) + { + EditPrefab(path, root => + { + FullScreenCover[] comps = root.GetComponentsInChildren(true); + foreach (FullScreenCover comp in comps) + { + comp.isKeepShowWhenCovered = value; + } + }); + } +} diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover_使用方法与避坑.md b/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover_使用方法与避坑.md new file mode 100644 index 0000000..ac2d74f --- /dev/null +++ b/Unity/DC优化/02_全屏面板遮挡省DC/FullScreenCover_使用方法与避坑.md @@ -0,0 +1,398 @@ +# FullScreenCover 全屏遮挡省 DC — 使用方法与避坑 + +> 源文件:`my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs`(组件,17 行) +> 配套工具:`Assets/Editor/FullScreenCoverTool.cs`(菜单 `Tools/UI/全屏面板遮挡工具`) +> 验证环境:Unity 团结引擎(Tuanjie)+ MFrame 框架 + URP +> **一句话:全屏面板打开时,把它下面那些"反正被盖住看不见"的界面 `SetActive(false)`,这些界面就不再提交 DrawCall;全屏面板关闭时自动恢复。业务代码零改动,策划在编辑器里挂个组件就能配。** + +--- + +## 第一章 它到底省了多少(T5 实测数据) + +| 项目 | 优化前 | 优化后 | +| --- | --- | --- | +| 大厅整帧批次数 | 约 100 | **35** | +| 其中 SSAO 占用 | 4 个 DC | 0(见 `03_渲染设置与资源清理/`) | +| LevelGiftPanel 打开时 | 自身 101 批 | 见 `01_UIEffect材质共享降DC/` | + +遮挡机制本身的收益验证方式很直观:**打开全屏面板时,去 Hierarchy 里看 MainPanel / HomePanel 是不是变灰了**(变灰 = `SetActive(false)` = 不再产生 DC)。这是用户在 T5 上亲手确认过的。 + +--- + +## 第二章 5 分钟配置(策划操作,不用碰代码) + +### 方式 A:用编辑器工具(推荐) + +菜单:`Tools/UI/全屏面板遮挡工具` + +窗口打开时会**自动扫描全工程**,列出所有已挂组件的面板。三个功能区: + +| 操作 | 怎么做 | +| --- | --- | +| **给新面板加遮挡** | 把面板预制体拖进上方"添加组件"槽 → 点【添加组件】 | +| **改"被遮挡时保持显示"** | 在结果列表里直接勾/取消那个复选框,**勾完立刻写回预制体**,不用再点保存 | +| **取消某个面板的遮挡** | 点该行【移除组件】→ 二次确认弹窗 → 移除 | +| **定位预制体** | 点面板名字 = Ping 到 Project 窗口;点【打开】= 进预制体编辑模式 | + +列表还会告诉你每个面板的**组件启用状态**。如果显示"已禁用",说明组件被人在 Inspector 里取消勾选了,这时**不会生效**,窗口会用黄字提醒你。 + +### 方式 B:手动挂(工具不在手边时) + +1. 打开面板预制体,选中**根节点**(必须和 `UI_PanelBase` 在同一个节点上); +2. Inspector → Add Component → 搜 `FullScreenCover`; +3. 完事。不需要写任何代码,也不需要注册。 + +> ⚠️ **必须挂在根节点**。框架是在 `_TryInitGameObject` 里用 `transform.GetComponent()` 找的(非递归),挂在子节点上**完全无效**且不会报错——这是最容易踩的空坑。 + +### `isKeepShowWhenCovered` 这个勾到底啥意思 + +它是**"我不要被隐藏"的豁免权**,配在**被遮挡的那个面板**身上,不是配在全屏面板身上。 + +``` +通行证(全屏,挂了 FullScreenCover)打开 + ↓ 会去隐藏所有比它层级低的面板 +主界面 MainPanel → 没勾豁免 → 被隐藏(省 DC)✅ +某个常驻活动图标面板 → 勾了豁免 → 保持显示(仍然出 DC) +``` + +**什么时候才该勾**:这个面板必须一直可见,哪怕被全屏页盖住。比如某些常驻的悬浮入口、全局提示条。 + +**绝大多数面板都不要勾**。勾了就等于放弃这个面板的省 DC 收益。T5 现在的 7 个面板**全部没勾**(keepShow=0),这是正确状态。 + +> 历史备注:T5 早期有 6 个面板被误勾成 keepShow=1,后来在提交 `c61b9012` 里统一改回 0。当时的判断是"商店和通行证业务互斥,不会同时出现",但勾了这个之后**未来任何更高层的全屏页叠加都会失效**,所以还是改回来了。 + +--- + +## 第三章 哪些面板能挂 / 绝对不能挂 + +### ✅ 可以挂 + +**完全铺满屏幕、打开后下层一点都看不见**的面板: + +- 通行证、商店、抽卡、宠物、技能、神话英雄、等级礼包(T5 现有 7 个) +- 活动大页、图鉴、邮件全屏页、设置大页 + +### ❌ 绝对不能挂 + +| 类型 | 为什么不能挂 | +| --- | --- | +| **半屏弹窗**(确认框、奖励弹窗、底部抽屉) | 它盖不住下层,但会把下层隐藏 → **玩家看到下半截界面凭空消失** | +| **带半透明背景的面板** | 同理,透出来的部分会是黑的/空的 | +| **顶部飘字、Toast、加载条** | 这些在高层级,本身不会去隐藏别人;挂了也没意义 | +| **战斗中需要看到主界面的面板** | 比如伤害飘字叠加在大厅上的情况 | + +**判断口诀**:把这个面板打开,**肉眼能不能看到它下面的任何界面**?能看到 → 不能挂。 + +--- + +## 第四章 原理(通俗版) + +Unity 的 UI 只要 GameObject 是**激活状态**,哪怕被别的界面完全盖住、一个像素都看不见,它**照样提交 DrawCall**——GPU 老老实实画一遍然后被上面的盖掉。这是纯浪费。 + +`FullScreenCover` 做的事就是:**打开全屏面板的瞬间,把下面那些白画一遍的界面关掉(`SetActive(false)`);关闭全屏面板时再打开回来。** + +关键点: + +1. **不是销毁,是隐藏**。对象还在内存里,还在面板管理器的注册表里,重新激活是瞬间的,不需要重新加载资源。 +2. **只隐藏"比自己层级低"的面板**。判定条件是 `panel.panelLayerIdx < _layerIdx`(严格小于),所以同层和更高层的面板不受影响。 +3. **业务语义不变**。被隐藏的面板调 `isShowing()` 仍然返回 `true`(框架特意这么写的),业务逻辑感知不到自己被藏了。 + +层级从低到高(`UILayerIdx` 枚举): + +``` +layer_0 背景层 → layer_1 游戏层 → layer_2 UI基础层 → layer_3 功能层 +→ layer_4 弹窗层 → layer_5 提示层 → layer_6 特效层 → layer_7 通知层 → layer_8 加载层 +``` + +所以挂在 `layer_4`(弹窗层)的通行证,打开时会隐藏 `layer_0~layer_3` 里正在显示的面板(大厅 MainPanel、HomePanel 等)。 + +--- + +## 第五章 原理(程序版:改了哪 4 个文件) + +补丁:`fullscreen_cover_mechanism.patch`(4 文件,+474 行) + +| 文件 | 改动 | +| --- | --- | +| `FullScreenCover.cs` | **新建**。17 行纯配置组件,只有一个 `isKeepShowWhenCovered` 字段 | +| `iface/IPanelBase.cs` | **新增 5 个成员**:`panelLayerIdx`、`isKeepShowWhenCovered`、`isHiddenByCover`(只读)+ `SetCoverHidden()`、`RestoreFromCover()`(方法) | +| `PanelBase.cs` | **核心逻辑**,见下表 | +| `FullScreenCoverTool.cs` | **新建**编辑器工具(Assets/Editor 下,不进包) | + +`PanelBase.cs` 的 6 个改动点: + +| 位置 | 代码 | 作用 | +| --- | --- | --- | +| 字段 | `_fullScreenCover` / `_hiddenByCover` / `_panelsHiddenByMe` | 组件缓存 / 我被藏了吗 / 我藏了谁 | +| `_TryInitGameObject` | `_fullScreenCover = transform.GetComponent();` | 加载完预制体后取组件(**只取根节点**) | +| `Show()` | `if (_fullScreenCover != null && _fullScreenCover.enabled) HidePanelsUnderThis();` | 打开时隐藏下层 | +| `Show()` | `if (_hiddenByCover) RestoreFromCover();` | 被藏着的面板主动 Show 时先恢复自己 | +| `___CloseForPanelMgr()` | 关闭动画回调里 `RestorePanelsHiddenByMe();` | 关闭时恢复下层 | +| `_Destroy()` | 开头 `RestorePanelsHiddenByMe();` | 兜底:没走 Close 直接销毁也要恢复 | +| `isShowing()` | `return _view.gameObject.activeSelf \|\| _hiddenByCover;` | 被藏着也算"正在显示" | + +两个恢复函数都做了**幂等**处理:`RestorePanelsHiddenByMe()` 遍历时检查 `panel.isHiddenByCover`,`RestoreFromCover()` 开头检查 `if (!_hiddenByCover) return;`。重复调用不会出错。 + +`HidePanelsUnderThis()` 的筛选条件(4 个全满足才隐藏): + +```csharp +if (panel.panelLayerIdx < _layerIdx // 1. 层级比我低 + && !panel.isKeepShowWhenCovered // 2. 没勾豁免 + && !panel.isHiddenByCover // 3. 还没被别人藏着(避免重复记录) + && panel.isShowing()) // 4. 当前正在显示 +``` + +--- + +## 第六章 移植到新项目 + +### 6.1 前提核对(3 项,缺一不可) + +| 前提 | 怎么查 | 不满足怎么办 | +| --- | --- | --- | +| 用的是 MFrame 的 `PanelBase` + `PanelMgr` 面板体系 | 搜 `class PanelBase : UIBase, IPanelBase` | 不是的话本机制**不能直接搬**,得按 6.3 的思路重写 | +| 有 `UILayerIdx` 层级枚举,且每个面板知道自己层级 | 搜 `enum UILayerIdx` 和 `_layerIdx` | 需要自己补一个层级来源 | +| 面板预制体根节点上有 `UI_PanelBase` | 打开任一面板预制体看根节点 | 组件要挂在同一节点 | + +### 6.2 移植步骤 + +1. **应用补丁**(推荐,能看清每行改了什么): + ```powershell + cd <新项目的 T5_game 对应目录> + git apply --stat <归档路径>/02_全屏面板遮挡省DC/fullscreen_cover_mechanism.patch + git apply --check <归档路径>/02_全屏面板遮挡省DC/fullscreen_cover_mechanism.patch + git apply <归档路径>/02_全屏面板遮挡省DC/fullscreen_cover_mechanism.patch + ``` + `--check` 不报错才继续。报错通常是目标工程的 `PanelBase.cs` 版本与 T5 有差异 → 改用第 2 步。 + +2. **兜底:直接覆盖 4 个成品文件**(本目录里的 `FullScreenCover.cs`、`IPanelBase.cs`、`PanelBase.cs`、`FullScreenCoverTool.cs`)。 + ⚠️ 覆盖 `PanelBase.cs` 前**必须先 diff**,确认新项目的 PanelBase 没有 T5 之外的自定义改动,否则会覆盖掉别人的代码。 + +3. **改命名空间**:如果新项目不叫 `MFrame`,全局替换。 + +4. **编译通过后配置面板**:用 `Tools/UI/全屏面板遮挡工具` 逐个给全屏面板挂组件。**一次只挂一个,挂完立刻进游戏验证**(打开→看 Hierarchy 变灰→关闭→看下层恢复)。 + +5. **验证收益**:`Window → Analysis → Frame Debugger`,对比挂载前后同一画面的批次数。 + +### 6.3 如果新项目不是 MFrame 体系 + +机制本身不依赖 MFrame,只需要三个能力: + +1. 面板管理器能**枚举所有正在显示的面板**及其**层级**; +2. 每个面板能**被隐藏 / 被恢复**(`SetActive(false/true)`); +3. 面板**打开时**和**关闭完成时**各有一个可插入的时机点。 + +把 `HidePanelsUnderThis()` / `RestorePanelsHiddenByMe()` 两个方法照搬过去,接到这三个点上即可。**第七章的两个陷阱同样适用,务必一起看。** + +--- + +## 第七章 ★两个已知陷阱(T5 真实事故复盘) + +这两个都是**机制本身的设计边界**,不是 bug。移植到新项目时**必须一并注意**。 + +### 陷阱一:已经 Close 掉的面板被"复活"(T5 副本异常,真实发生) + +**现象**:副本界面挂了 `FullScreenCover`,点"开始挑战"后出现异常,看起来像"主界面找不到了"。 + +**根因**(提交 `cdbbca4b` → `d9fc47e0` 处置): + +| 时刻 | 发生了什么 | 状态 | +| --- | --- | --- | +| T0 | 打开 RaidSelectPanel(挂了 FullScreenCover + Scale 关闭动画 0.15s) | MainPanel/HomePanel 被 `SetActive(false)`,记进 RaidSelect 的 `_panelsHiddenByMe` | +| T1 | 点"开始挑战" → 战斗加载完成回调里业务主动执行 `PanelMgr.Close(MainPanel)` + `Close(RaidSelectPanel)` | MainPanel **业务语义已关闭**,但物理对象还在(`autoDestroy=false`,Close 只是 inactive) | +| T2 | 0.15 秒后 RaidSelectPanel 关闭动画播完 → `RestorePanelsHiddenByMe()` | 遍历列表,看到 MainPanel 的 `isHiddenByCover == true` → **`SetActive(true)` 把它复活了** | +| T3 | 后续所有检查逻辑 | MainPanel 处于"**业务说它关了、物理对象却活着**"的矛盾状态,检查分支全乱 | + +问题出在 `RestorePanelsHiddenByMe()` 的守卫**只看"是否被遮挡隐藏",不看"是否已被业务关闭"**: + +```csharp +if (panel != null && panel.isHiddenByCover) // ← 少了 isClosed 判断 +{ + panel.RestoreFromCover(); +} +``` + +**T5 的处置**:提交 `d9fc47e0 debug` 里直接把 RaidSelectPanel 的 `FullScreenCover` 组件**摘掉了**(保守做法,不动框架)。所以现在的 7 个挂载面板里没有 RaidSelectPanel。 + +**⚠️ 框架层隐患至今未修**:`PanelBase.cs` 里**没有任何 `_closed` 守卫**(已确认,全文搜 `_closed`/`isClosed` 零命中)。只要再出现"某面板在被遮挡状态下被业务 Close,且它 `autoDestroy=false`",同样的复活就会重演。 + +**推荐的框架层修复(约 4 行,不破坏遮挡机制)**: + +```csharp +// ① IPanelBase.cs 新增只读成员 +/// 业务是否已关闭(区别于"被遮挡隐藏") +bool isClosed { get; } + +// ② PanelBase.cs 新增字段与实现 +private bool _closed; +bool IPanelBase.isClosed => _closed; + +// ③ PanelBase.Show() 里,_data = data; 之后加一行 +_closed = false; + +// ④ PanelBase.___CloseForPanelMgr(Action complete) 方法体第一行加 +_closed = true; + +// ⑤ isShowing() 改为 +return !_closed && (_view.gameObject.activeSelf || _hiddenByCover); + +// ⑥ RestorePanelsHiddenByMe() 的守卫改为 +if (panel != null && panel.isHiddenByCover && !panel.isClosed) +``` + +**为什么 `_closed = true` 要放在 `___CloseForPanelMgr` 而不是 `Close()`**: +`PanelBase.Close()` 只是转发给 `PanelMgr.Instance.Close(_registerModule)`,而业务代码里很多地方**直接调 `PanelMgr.Close(...)`**(比如 `EntrancePanel._CloseAllPanel`),根本不经过 `PanelBase.Close()`。`___CloseForPanelMgr` 是 PanelMgr 回调面板的**唯一内部关闭入口**,所有关闭路径都必经此处,守卫放这里才没有漏网。 + +**这个修复的安全性**:只增加一个"已关闭就别复活"的判断,不改隐藏逻辑、不改层级判定、不删任何资源。已关闭的面板本来就不该被显示出来。 + +### 陷阱二:被遮挡(inactive)的面板如果挂动画 tween,Close 会卡死 + +Unity 的硬规则:**`MonoBehaviour.Update()` 在 `SetActive(false)` 的对象上完全不运行。** + +MFrame 的 `PanelTween_Scale` 这类动画 tween 是由 `AbsCom.Update()` 驱动的,关闭回调挂在 tween 播完之后。所以: + +``` +面板被遮挡 → inactive → 此时业务 Close 它 + → tween 的 Update 不跑 → 动画永远停在第一帧 + → 关闭回调永不触发 → RestorePanelsHiddenByMe() 永不执行 + → 这个面板永远关不掉,它藏着的下层面板也永远出不来 +``` + +**T5 当前安全的原因**:MainPanel 挂的是 `PanelTween_None`(同步回调,不依赖 Update),所以走的是"立即完成"路径,不会卡。 + +**规避方法(三选一)**: +1. **给可能被遮挡的面板(尤其是主界面)用 `PanelTween_None`**,别用动画版 —— T5 现在就是这个状态; +2. 业务在 Close 一个可能被遮挡的面板前,先确认它 `isHiddenByCover`,是的话先让它恢复; +3. 框架层在 `___CloseForPanelMgr` 开头补一句:若 `_hiddenByCover` 则先 `RestoreFromCover()` 再播关闭动画。 + +**排查这个陷阱的特征**:面板"关不掉"、下层界面"再也不出现"、没有任何报错、Hierarchy 里那个面板一直是灰的。看到这三个特征同时出现,直接查这条。 + +--- + +## 第八章 排查技巧 + +### 8.1 ⚠️ 团结引擎的 guid 坑(文本反查会落空) + +T5 用的是团结引擎(Tuanjie),`.cs.meta` 里的 guid 是**加密长串**(56 字符,含 `/` `+` `=`): + +``` +guid: Dysd4X//V3yyisRZkbBdkO/Yqfm+oXtw45Vx0v70tF8fEn5k7g7wkdI= +``` + +而 **prefab 里写入的不是这个字符串**,是转换后的 32 位 hex: + +``` +FullScreenCover 在 prefab 中的 hex = 0a2deb478a85eef4883e8465d48c426f +``` + +所以「拿 `.meta` 的 guid 去 grep prefab」**永远搜不到**(我亲自踩过,两种写法都失败)。 + +**正确做法(两条,任选)**: + +```powershell +# 做法一:搜组件的序列化字段名(最简单,不依赖 guid) +Get-ChildItem "Assets\Resources" -Recurse -Include *.prefab | + Where-Object { Select-String -Path $_.FullName -Pattern 'isKeepShowWhenCovered' -Quiet } | + ForEach-Object { $_.Name } + +# 做法二:用转换后的 hex(能顺便确认组件引用完整) +Get-ChildItem "Assets\Resources" -Recurse -Include *.prefab | + Where-Object { Select-String -Path $_.FullName -Pattern '0a2deb478a85eef4883e8465d48c426f' -Quiet } +``` + +两种做法在 T5 上都返回**同样的 7 个面板**,可以互相验证。 + +> 移植到别的项目后 hex 会不同(跟 guid 绑定),用做法一最稳。 + +### 8.2 验证机制是否生效(3 步) + +1. **Hierarchy 变灰法**(最快):Play → 打开全屏面板 → 看 Hierarchy 里 MainPanel/HomePanel 是否变灰 → 关闭 → 是否恢复。变灰即生效。 +2. **Frame Debugger 对照法**(量化):打开全屏面板,数批次数;然后临时把组件取消勾选(Inspector 里去掉 `FullScreenCover` 的启用勾)再数一次。差值就是省下的 DC。 +3. **组件状态自查**:`Tools/UI/全屏面板遮挡工具` 扫一遍,看有没有"已禁用"的黄字警告。 + +### 8.3 临时禁用做对照实验(不改预制体) + +不需要移除组件,两种无损办法: + +- **编辑器里**:选中预制体根节点 → Inspector 里把 `FullScreenCover` 组件**左上角的勾去掉** → Apply。框架判断的是 `_fullScreenCover.enabled`,取消勾选即完全失效。实验完再勾回来。 +- **运行时代码**(临时调试用): + ```csharp + var cover = panel.view.GetComponent(); + if (cover != null) cover.enabled = false; // 之后 Show 就不会隐藏下层 + ``` + +### 8.4 出问题时看哪里 + +| 症状 | 优先查 | +| --- | --- | +| 打开全屏面板后下层界面消失且不恢复 | 陷阱二(tween 卡死)+ 该面板 `autoDestroy` 配置 | +| 已关闭的界面自己冒出来了 | 陷阱一(复活),查是谁在 Close 之后又 SetActive | +| 挂了组件但完全没效果 | ①组件是否挂在**根节点** ②组件是否被禁用 ③面板层级是否真的比目标高 | +| 半屏弹窗导致下层消失 | 挂错了,该面板不该挂(第三章) | + +--- + +## 第九章 T5 当前挂载现状(截至归档时) + +7 个面板,全部 `keepShow=0`(正确配置)、组件全部启用: + +| 面板预制体 | 业务 | keepShow | +| --- | --- | --- | +| `UI_DrawCardPanel` | 抽卡 | 0 | +| `UI_LevelGiftPanel` | 等级礼包 | 0 | +| `UI_MythHeroPanel` | 神话英雄 | 0 | +| `UI_PassPanel` | 通行证 | 0 | +| `UI_PetPanel` | 宠物 | 0 | +| `UI_ShopPanel` | 商店 | 0 | +| `UI_SkillPanel` | 技能 | 0 | + +**`UI_RaidSelectPanel`(副本选择)不在列表里** —— 它曾经挂过(`cdbbca4b` 加上,keepShow=1 → `c61b9012` 改 0 → `d9fc47e0` 整个组件摘掉),原因就是第七章陷阱一的事故。 + +**如果第七章的框架层守卫修好了,RaidSelectPanel 可以重新挂回去**(它是全屏面板,本身符合挂载条件),能再省一批 DC。在守卫没修之前**不要挂**。 + +--- + +## 本目录文件清单 + +| 文件 | 说明 | +| --- | --- | +| `FullScreenCover.cs` | 组件本体(17 行,挂预制体根节点) | +| `IPanelBase.cs` | 接口(新增 5 个成员) | +| `PanelBase.cs` | 核心实现(遮挡/恢复全部逻辑在这) | +| `FullScreenCoverTool.cs` | 编辑器工具(放 `Assets/Editor/`,不进包) | +| `fullscreen_cover_mechanism.patch` | 上述 4 文件的 git 标准补丁(+474 行) | +| `FullScreenCover_使用方法与避坑.md` | 本文 | + + +--- + +## 第十章 T11 移植增强记录(2026-09-10) + +> 本目录的 4 个 `.cs` 成品文件已同步为 **T11_game 验证过的增强版**(含第七章两个陷阱的框架层防护)。 +> 原始 T5 版本保留在 `fullscreen_cover_mechanism_T5原始.patch`,仅供历史对照,移植时不要用它。 + +### 相比 T5 原版的 2 处增强(均落在 PanelBase.cs / IPanelBase.cs) + +**增强 1:`_closed` 复活守卫**(= 第七章陷阱一的框架层修复,按原文档推荐方案落地) + +- `IPanelBase` 新增 `bool isClosed { get; }`; +- `PanelBase` 新增 `_closed` 字段:`Show()` 时置 false,`___CloseForPanelMgr()` 开头置 true; +- `isShowing()` 改为 `return !_closed && (_view.gameObject.activeSelf || _hiddenByCover);`; +- `RestorePanelsHiddenByMe()` 恢复守卫加 `!panel.isClosed`——**已关闭的面板永不会被"复活"**。 + +**增强 2:被遮挡面板关闭前先恢复**(= 第七章陷阱二的规避方法 3) + +- `___CloseForPanelMgr()` 开头:若 `_hiddenByCover` 则先 `RestoreFromCover()` 再播关闭动画。 +- 防止面板在 inactive 状态下关闭时 tween 的 `Update` 不跑、关闭回调永不触发、下层面板永远出不来。 + +### 移植到新项目时的文件对应关系 + +| 本目录文件 | 目标位置 | +| --- | --- | +| `FullScreenCover.cs` | `my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/` | +| `IPanelBase.cs` / `PanelBase.cs` | 同上(`iface/` 子目录)——**建议只看 `fullscreen_cover_t11_guard_mechanism.patch` 手工合入**,别整文件覆盖 | +| `FullScreenCoverTool.cs` | `Assets/Editor/`(不进包) | + +### T11 实际改动验证 + +`fullscreen_cover_t11_guard_mechanism.patch` 由 T11_game 仓库 `git diff` 直接导出,覆盖 `PanelBase.cs`(+135/-3)与 `IPanelBase.cs`(+28)两文件;`FullScreenCover.cs`、`FullScreenCoverTool.cs` 为全新文件,直接复制即可。 diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/IPanelBase.cs b/Unity/DC优化/02_全屏面板遮挡省DC/IPanelBase.cs new file mode 100644 index 0000000..c984c6e --- /dev/null +++ b/Unity/DC优化/02_全屏面板遮挡省DC/IPanelBase.cs @@ -0,0 +1,65 @@ +using System; + +namespace MFrame +{ + /// + /// UI面板基础接口 + /// + /// 面板数据类型参数 + public interface IPanelBase : IDestroy + { + /// + /// 显示面板 + /// + /// 面板所需数据 + void Show(PanelBaseData data, System.Action completeHandler); + + void ___CloseForPanelMgr(Action complete); + + + bool IsAutoDestroy(); + + /// + /// 是否正在显示中 + /// + /// + bool isShowing(); + + /// + /// 是否正在加载中 + /// + /// + bool isLoading(); + + /// + /// 面板所在 UI 层级(全屏遮挡判定用:仅隐藏低于本层面板层级的面板) + /// + UILayerIdx panelLayerIdx { get; } + + /// + /// 被上层全屏面板遮挡时是否仍保持显示(常驻特殊面板为 true) + /// + bool isKeepShowWhenCovered { get; } + + /// + /// 是否正被上层全屏面板隐藏 + /// + bool isHiddenByCover { get; } + + /// + /// 业务是否已关闭(区别于“被遮挡隐藏”) + /// + bool isClosed { get; } + + /// + /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板,省去被盖住的 DrawCall + /// + void SetCoverHidden(); + + /// + /// 全屏遮挡优化:由隐藏者关闭/销毁时调用,恢复本面板显示(幂等) + /// + void RestoreFromCover(); + + } +} diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/PanelBase.cs b/Unity/DC优化/02_全屏面板遮挡省DC/PanelBase.cs new file mode 100644 index 0000000..de3e3ba --- /dev/null +++ b/Unity/DC优化/02_全屏面板遮挡省DC/PanelBase.cs @@ -0,0 +1,366 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace MFrame +{ + /// + /// 面板创建委托,用于动态创建UI面板实例 + /// + /// 返回创建的面板实例 + public delegate IPanelBase PanelCreate(PanelBaseData data, System.Action completeHandler); + + /// + /// UI面板基类,提供基础UI功能和资源加载管理 + /// 继承自UIBase,用于实现具体的UI面板 + /// + public class PanelBase : UIBase, IPanelBase where V : UI_PanelBase + { + + + /// + /// UI层级索引,控制面板在UI层级中的显示顺序 + /// + protected UILayerIdx _layerIdx; + + /// + /// 面板数据,用于存储和传递面板所需的数据 + /// + protected PanelBaseData _data; + + /// + /// 面板视图组件,负责处理UI的具体显示和交互逻辑 + /// + protected V _view; + + /// + /// 预制体资源路径 + /// + protected string _url; + + protected string _registerModule; + + // 全屏遮挡以组件形式配置:在面板预制体根节点挂 FullScreenCover 组件即生效(策划可自助添加/移除) + /// + /// 面板预制体根节点上的 FullScreenCover 组件(未挂则为 null,即非全屏面板) + /// + private FullScreenCover _fullScreenCover; + + /// + /// 是否正被上层全屏面板隐藏 + /// + private bool _hiddenByCover; + + /// + /// 被本面板(全屏遮挡)隐藏的下层面板列表 + /// + private readonly List _panelsHiddenByMe = new List(); + + /// + /// 业务是否已关闭(防止被遮挡隐藏的已关闭面板被“复活”) + /// + private bool _closed; + + /// + /// 构造函数,初始化面板基本属性 + /// + /// 是否在关闭时自动销毁 + public PanelBase(bool autoDestroy) : base(null) + { + _autoDestroy = autoDestroy; + } + + /// + /// 在关闭界面的时候是否进行销毁 + /// + /// + public bool IsAutoDestroy() + { + return _autoDestroy; + } + + // —— 全屏遮挡:IPanelBase 接口实现 —— + UILayerIdx IPanelBase.panelLayerIdx => _layerIdx; + bool IPanelBase.isKeepShowWhenCovered => _fullScreenCover != null && _fullScreenCover.enabled && _fullScreenCover.isKeepShowWhenCovered; + bool IPanelBase.isHiddenByCover => _hiddenByCover; + bool IPanelBase.isClosed => _closed; + + /// + /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板(省去被盖住的 DrawCall) + /// + public void SetCoverHidden() + { + _hiddenByCover = true; + if (_view != null) + { + _view.gameObject.SetActive(false); + } + } + + /// + /// 全屏遮挡优化:恢复本面板显示(幂等;面板视图已销毁时自动跳过) + /// + public void RestoreFromCover() + { + if (!_hiddenByCover) + { + return; + } + _hiddenByCover = false; + if (_view != null) + { + _view.gameObject.SetActive(true); + } + } + + + /// + /// 尝试异步加载UI预制体 + /// + /// 预制体资源路径 + /// 目标UI层级 + /// 面板初始化数据 + protected virtual void _TryInit(string registerModule, string url, UILayerIdx layerIdx, PanelBaseData data, System.Action completeHandler = null) + { + _registerModule = registerModule; + _url = url; + // 初始化并启用资源加载器 + _layerIdx = layerIdx; + ResLoaderMgr.Instance.TryLoadAsync(_registerModule, _url, (float progress) => + { + _OnProgress(progress); + }, (Object prefab) => + { + if (prefab != null) + { + // 加载成功后实例化预制体并设置到指定层级 + _TryInitGameObject(prefab as GameObject, layerIdx, data, completeHandler); + } + else + { + // 处理加载失败的情况 + _OnLoadFail(); + } + }); + + + } + + /// + /// 初始化 UI预制体 + /// + /// 目标UI层级 + /// 面板初始化数据 + protected virtual void _TryInitGameObject(GameObject prefab, UILayerIdx layerIdx, PanelBaseData data, System.Action completeHandler = null) + { + LayerItem litem = GameGlobalData.GetLayerItem(_layerIdx); + GameObject go = UnityUtils.InstantiatePrefab(prefab, litem.transform); + transform = go.transform; + // 获取视图组件并完成初始化 + _view = transform.GetComponent(); + // 缓存全屏遮挡组件(策划在预制体根节点上挂载,未挂则为 null) + _fullScreenCover = transform.GetComponent(); + _view.AddUpdateHandler(this.Update); + _OnLoadComplete(); + Show(data, completeHandler); + + } + + + + public V view + { + get + { + return _view; + } + } + + protected virtual void _OnProgress(float progress) + { + + } + + /// + /// 资源加载完成回调,子类可重写此方法实现自定义加载完成逻辑 + /// + protected virtual void _OnLoadComplete() + { + foreach (var btn in this._view.btnsClose) + { + if (btn != null) + this.AddBtnOnClick(btn, this.Close); + } + } + + /// + /// 资源加载失败回调,子类可重写此方法实现自定义失败处理逻辑 + /// + protected virtual void _OnLoadFail() + { + + } + + /// + /// 打开面板,可传入自定义数据 + /// + /// 面板初始化数据 + public void Show(PanelBaseData data, System.Action completeHandler) + { + _data = data; + _closed = false; + if (this._view != null) + { + // 若此前被上层全屏面板隐藏,主动 Show 视为恢复显示 + //(隐藏者列表中的遗留记录由 RestorePanelsHiddenByMe 的 isHiddenByCover 守卫失效,无需清理) + if (_hiddenByCover) + { + RestoreFromCover(); + } + this._view.gameObject.SetActive(true); + } + _OnShow(); + // 全屏遮挡面板(预制体根节点挂 FullScreenCover 组件且处于启用状态): + // 打开时隐藏下层正在显示的面板,省去被盖住的 DrawCall + if (_fullScreenCover != null && _fullScreenCover.enabled) + { + HidePanelsUnderThis(); + } + _view.Show(() => + { + completeHandler?.Invoke(this); + }); + } + + /// + /// 判断面板是否正在显示 + /// + /// + public bool isShowing() + { + if (_view == null) + { + return false; + } + // 被上层全屏面板隐藏时仍视为“打开中”,保持业务语义不变;已关闭的面板不算 + return !_closed && (_view.gameObject.activeSelf || _hiddenByCover); + } + public bool isLoading() + { + return _view == null; + } + protected virtual void _OnShow() + { + + } + + /// + /// 关闭面板 + /// + public void Close() + { + PanelMgr.Instance.Close(_registerModule); + } + /// + /// 关闭面板(内部使用) + /// + public void ___CloseForPanelMgr(System.Action complete) + { + // 标记业务已关闭,防止关闭过程中被遮挡机制“复活” + _closed = true; + // 若正被上层全屏面板隐藏(inactive 会导致关闭动画不更新而卡死),先恢复再播关闭动画 + if (_hiddenByCover) + { + RestoreFromCover(); + } + _view.Close(() => + { + // 关闭完成后恢复被本面板隐藏的下层面板 + RestorePanelsHiddenByMe(); + _OnClose(); + complete?.Invoke(); + }); + + } + + protected virtual void _OnClose() + { + + } + + + + /// + /// 全屏遮挡优化:隐藏本面板下方所有层级中正在显示的面板, + /// 被完全遮住的 UI 不再提交 DrawCall(关闭/销毁时由 RestorePanelsHiddenByMe 恢复)。 + /// + private void HidePanelsUnderThis() + { + Dictionary items = PanelMgr.Instance.items; + if (items == null) + { + return; + } + foreach (KeyValuePair kvp in items) + { + PanelMsgItem item = kvp.Value; + if (item.panel == null || ReferenceEquals(item.panel, this)) + { + continue; + } + IPanelBase panel = item.panel; + if (panel.panelLayerIdx < _layerIdx + && !panel.isKeepShowWhenCovered + && !panel.isHiddenByCover + && panel.isShowing()) + { + _panelsHiddenByMe.Add(panel); + panel.SetCoverHidden(); + } + } + } + + /// + /// 恢复被本面板隐藏的下层面板(幂等,可重复调用) + /// + private void RestorePanelsHiddenByMe() + { + int len = _panelsHiddenByMe.Count; + for (int i = 0; i < len; i++) + { + IPanelBase panel = _panelsHiddenByMe[i]; + // 已关闭的面板不恢复,防止“复活”已关闭的界面 + if (panel != null && panel.isHiddenByCover && !panel.isClosed) + { + panel.RestoreFromCover(); + } + } + _panelsHiddenByMe.Clear(); + } + + /// + /// 销毁面板实例,清理资源防止内存泄漏 + /// + protected override void _Destroy() + { + // 兼容未走 Close 直接销毁的路径,确保下层面板一定被恢复 + RestorePanelsHiddenByMe(); + + base._Destroy(); + + // 清理资源加载器 + ResLoaderMgr.Instance.TryRemoveLoads(_registerModule); + + // 清除面板数据 + _data = null; + _fullScreenCover = null; + if (_view != null) + { + _view.RemoveUpdateHandler(this.Update); + GameObject.Destroy(_view.gameObject); + _view = null; + } + + + } + } +} diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism.patch b/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism.patch new file mode 100644 index 0000000..f4e24b5 --- /dev/null +++ b/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism.patch @@ -0,0 +1,567 @@ +diff --git a/unity/Assets/Editor/FullScreenCoverTool.cs b/unity/Assets/Editor/FullScreenCoverTool.cs +new file mode 100644 +index 00000000..ca2a1e59 +--- /dev/null ++++ b/unity/Assets/Editor/FullScreenCoverTool.cs +@@ -0,0 +1,316 @@ ++using System.Collections.Generic; ++using System.IO; ++using UnityEditor; ++using UnityEngine; ++using MFrame; ++using Object = UnityEngine.Object; ++ ++/// ++/// 全屏面板遮挡工具:查找/添加/移除面板预制体上的 FullScreenCover 组件。 ++/// 挂有该组件的面板 = 全屏面板(打开时自动隐藏下层 UI 省去 DrawCall,关闭/销毁自动恢复)。 ++/// 策划可在此窗口自助管理,无需改代码。 ++/// 说明:Project 窗口的 t: 搜索只能按资源类型过滤,搜不到“预制体里挂了某组件”,故提供本工具。 ++/// ++public class FullScreenCoverTool : EditorWindow ++{ ++ private sealed class CoverInfo ++ { ++ public Object prefab; // 预制体资产引用(用于 Ping/打开) ++ public string prefabPath; // 资源路径 ++ public string nodeName; // 组件所在节点名 ++ public bool enabled; // 组件是否启用 ++ public bool keepShow; // 被遮挡时保持显示 ++ } ++ ++ private readonly List results = new List(); ++ private Vector2 scroll; ++ private GameObject addTarget; ++ private bool scanned; ++ private string statusText = "尚未扫描,点击“扫描全工程”查找挂载 FullScreenCover 组件的面板预制体"; ++ ++ [MenuItem("Tools/UI/全屏面板遮挡工具")] ++ private static void ShowWindow() ++ { ++ var win = GetWindow("全屏面板遮挡"); ++ win.minSize = new Vector2(540f, 320f); ++ } ++ ++ private void OnEnable() ++ { ++ // 打开窗口时自动扫描一次 ++ EditorApplication.delayCall += ScanAll; ++ } ++ ++ private void OnGUI() ++ { ++ EditorGUILayout.HelpBox( ++ "挂有 FullScreenCover 组件的面板 = 全屏面板:打开时自动隐藏下层 UI(省去被遮住的 DrawCall),关闭/销毁自动恢复。\n" + ++ "注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。", MessageType.Info); ++ ++ // —— 添加区 —— ++ EditorGUILayout.LabelField("添加组件(拖入面板预制体)", EditorStyles.boldLabel); ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ addTarget = (GameObject)EditorGUILayout.ObjectField(addTarget, typeof(GameObject), false); ++ using (new EditorGUI.DisabledScope(addTarget == null)) ++ { ++ if (GUILayout.Button("添加组件", GUILayout.Width(80f))) ++ { ++ AddComponentToPrefab(AssetDatabase.GetAssetPath(addTarget)); ++ addTarget = null; ++ } ++ } ++ } ++ ++ EditorGUILayout.Space(4f); ++ ++ // —— 扫描区 —— ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ if (GUILayout.Button("扫描全工程", GUILayout.Height(24f))) ++ { ++ ScanAll(); ++ } ++ GUILayout.Label(statusText, EditorStyles.miniLabel); ++ } ++ ++ EditorGUILayout.Space(4f); ++ ++ // —— 结果列表 —— ++ if (!scanned) ++ { ++ return; ++ } ++ if (results.Count == 0) ++ { ++ EditorGUILayout.HelpBox("没有找到任何挂载 FullScreenCover 的面板。可用上方“添加组件”为全屏面板配置。", MessageType.Warning); ++ return; ++ } ++ ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ for (int i = 0; i < results.Count; i++) ++ { ++ DrawResultItem(results[i]); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawResultItem(CoverInfo info) ++ { ++ using (new EditorGUILayout.VerticalScope("box")) ++ { ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ // 点击名称定位资源 ++ string title = info.prefab != null ? info.prefab.name : Path.GetFileName(info.prefabPath); ++ if (GUILayout.Button(title, EditorStyles.boldLabel, GUILayout.Width(170f))) ++ { ++ EditorGUIUtility.PingObject(info.prefab); ++ } ++ ++ GUILayout.Label(info.enabled ? "已启用" : "已禁用", ++ info.enabled ? EditorStyles.miniLabel : EditorStyles.whiteMiniLabel, GUILayout.Width(46f)); ++ ++ GUILayout.FlexibleSpace(); ++ ++ // 被遮挡时保持显示(勾选即写回预制体) ++ bool newKeep = GUILayout.Toggle(info.keepShow, "被遮挡时保持显示", GUILayout.Width(132f)); ++ if (newKeep != info.keepShow) ++ { ++ info.keepShow = newKeep; ++ SetKeepShow(info.prefabPath, newKeep); ++ } ++ ++ if (GUILayout.Button("打开", GUILayout.Width(46f))) ++ { ++ AssetDatabase.OpenAsset(info.prefab); ++ } ++ if (GUILayout.Button("移除组件", GUILayout.Width(68f))) ++ { ++ if (EditorUtility.DisplayDialog("移除 FullScreenCover", ++ $"确定从 {Path.GetFileName(info.prefabPath)} 移除 FullScreenCover 组件?\n该面板将不再自动隐藏下层。", ++ "移除", "取消")) ++ { ++ RemoveComponent(info.prefabPath); ++ ScanAll(); ++ } ++ } ++ } ++ EditorGUILayout.LabelField(info.prefabPath, EditorStyles.miniLabel); ++ if (!info.enabled) ++ { ++ EditorGUILayout.LabelField("⚠ 组件处于禁用状态,不会生效(在预制体根节点 Inspector 勾选启用)。", EditorStyles.miniLabel); ++ } ++ } ++ } ++ ++ // —— 扫描 —— ++ ++ private void ScanAll() ++ { ++ string scriptGuid = GetScriptGuid(); ++ if (string.IsNullOrEmpty(scriptGuid)) ++ { ++ EditorUtility.DisplayDialog("错误", "无法获取 FullScreenCover 脚本 GUID,请确认脚本已编译无报错。", "确定"); ++ return; ++ } ++ ++ string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" }); ++ results.Clear(); ++ try ++ { ++ for (int i = 0; i < prefabGuids.Length; i++) ++ { ++ if (EditorUtility.DisplayCancelableProgressBar("全屏面板遮挡工具", ++ $"扫描预制体中... ({i + 1}/{prefabGuids.Length})", (float)i / prefabGuids.Length)) ++ { ++ break; // 用户取消 ++ } ++ ++ string path = AssetDatabase.GUIDToAssetPath(prefabGuids[i]); ++ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) ++ { ++ continue; ++ } ++ ++ // 文本快筛:只有包含组件脚本 guid 的预制体才真正加载,避免逐个解析 ++ if (!ContainsGuidFast(path, scriptGuid)) ++ { ++ continue; ++ } ++ ++ GameObject prefab = AssetDatabase.LoadAssetAtPath(path); ++ if (prefab == null) ++ { ++ continue; ++ } ++ FullScreenCover[] comps = prefab.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ results.Add(new CoverInfo ++ { ++ prefab = prefab, ++ prefabPath = path, ++ nodeName = comp.gameObject.name, ++ enabled = comp.enabled, ++ keepShow = comp.isKeepShowWhenCovered ++ }); ++ } ++ } ++ } ++ finally ++ { ++ EditorUtility.ClearProgressBar(); ++ } ++ ++ scanned = true; ++ statusText = $"扫描完成:{results.Count} 个面板预制体挂载 FullScreenCover"; ++ Repaint(); ++ } ++ ++ /// 动态获取 FullScreenCover 脚本资产的 guid,避免硬编码。 ++ private static string GetScriptGuid() ++ { ++ GameObject probe = new GameObject("FullScreenCoverGuidProbe"); ++ try ++ { ++ MonoScript ms = MonoScript.FromMonoBehaviour(probe.AddComponent()); ++ if (ms == null) ++ { ++ return null; ++ } ++ return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(ms)); ++ } ++ finally ++ { ++ Object.DestroyImmediate(probe); ++ } ++ } ++ ++ /// 逐行读取文件快速判断是否包含 guid(找到即中断),比加载预制体快一个量级。 ++ private static bool ContainsGuidFast(string path, string guid) ++ { ++ try ++ { ++ foreach (string line in File.ReadLines(path)) ++ { ++ if (line.Contains(guid)) ++ { ++ return true; ++ } ++ } ++ } ++ catch (IOException) ++ { ++ // 文件被占用等情况按未命中处理 ++ } ++ return false; ++ } ++ ++ // —— 修改预制体 —— ++ ++ /// 以“加载内容-修改-保存-卸载”的标准流程安全修改预制体资产。 ++ private static void EditPrefab(string path, System.Action edit) ++ { ++ GameObject root = PrefabUtility.LoadPrefabContents(path); ++ try ++ { ++ edit(root); ++ PrefabUtility.SaveAsPrefabAsset(root, path); ++ } ++ finally ++ { ++ PrefabUtility.UnloadPrefabContents(root); ++ } ++ AssetDatabase.SaveAssets(); ++ } ++ ++ private void AddComponentToPrefab(string path) ++ { ++ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) ++ { ++ EditorUtility.DisplayDialog("无法添加", "请拖入一个预制体资产(.prefab),而不是场景对象或模型。", "确定"); ++ return; ++ } ++ ++ bool already = false; ++ EditPrefab(path, root => ++ { ++ if (root.GetComponent() != null) ++ { ++ already = true; ++ } ++ else ++ { ++ root.AddComponent(); ++ } ++ }); ++ ++ ShowNotification(new GUIContent(already ? "该预制体已挂载组件" : "已添加 FullScreenCover")); ++ ScanAll(); ++ } ++ ++ private void RemoveComponent(string path) ++ { ++ EditPrefab(path, root => ++ { ++ FullScreenCover[] comps = root.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ Object.DestroyImmediate(comp, true); ++ } ++ }); ++ } ++ ++ private void SetKeepShow(string path, bool value) ++ { ++ EditPrefab(path, root => ++ { ++ FullScreenCover[] comps = root.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ comp.isKeepShowWhenCovered = value; ++ } ++ }); ++ } ++} +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs +new file mode 100644 +index 00000000..48f6aaf3 +--- /dev/null ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs +@@ -0,0 +1,16 @@ ++using UnityEngine; ++ ++namespace MFrame ++{ ++ /// ++ /// 全屏遮挡组件:挂到面板预制体根节点(与 UI_PanelBase 同节点)即生效,移除组件即关闭。 ++ /// 打开本面板时自动隐藏下方层级中正在显示的面板(省去被遮住的 DrawCall), ++ /// 关闭/销毁时自动恢复。由策划在编辑器中添加/移除本组件即可配置,无需改代码。 ++ /// 注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。 ++ /// ++ public class FullScreenCover : MonoBehaviour ++ { ++ [Tooltip("勾选后:本面板被上层全屏面板遮挡时仍保持显示(仅用于必须常驻可见的特殊面板)。")] ++ public bool isKeepShowWhenCovered = false; ++ } ++} +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs +index 98c6d79f..657a4024 100644 +--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs +@@ -1,3 +1,4 @@ ++using System.Collections.Generic; + using UnityEngine; + + namespace MFrame +@@ -56,6 +57,54 @@ namespace MFrame + return _autoDestroy; + } + ++ // 全屏遮挡以组件形式配置:在面板预制体根节点挂 FullScreenCover 组件即生效(策划可自助添加/移除) ++ /// ++ /// 面板预制体根节点上的 FullScreenCover 组件(未挂则为 null,即非全屏面板) ++ /// ++ private FullScreenCover _fullScreenCover; ++ ++ /// ++ /// 是否正被上层全屏面板隐藏 ++ /// ++ private bool _hiddenByCover; ++ /// ++ /// 被本面板(全屏遮挡)隐藏的下层面板列表 ++ /// ++ private readonly List _panelsHiddenByMe = new List(); ++ ++ // —— 全屏遮挡:IPanelBase 接口实现 —— ++ UILayerIdx IPanelBase.panelLayerIdx => _layerIdx; ++ bool IPanelBase.isKeepShowWhenCovered => _fullScreenCover != null && _fullScreenCover.enabled && _fullScreenCover.isKeepShowWhenCovered; ++ bool IPanelBase.isHiddenByCover => _hiddenByCover; ++ ++ /// ++ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板(省去被盖住的 DrawCall) ++ /// ++ public void SetCoverHidden() ++ { ++ _hiddenByCover = true; ++ if (_view != null) ++ { ++ _view.gameObject.SetActive(false); ++ } ++ } ++ ++ /// ++ /// 全屏遮挡优化:恢复本面板显示(幂等;面板视图已销毁时自动跳过) ++ /// ++ public void RestoreFromCover() ++ { ++ if (!_hiddenByCover) ++ { ++ return; ++ } ++ _hiddenByCover = false; ++ if (_view != null) ++ { ++ _view.gameObject.SetActive(true); ++ } ++ } ++ + + /// + /// 尝试异步加载UI预制体 +@@ -101,6 +150,8 @@ namespace MFrame + transform = go.transform; + // 获取视图组件并完成初始化 + _view = transform.GetComponent(); ++ // 缓存全屏遮挡组件(策划在预制体根节点上挂载,未挂则为 null) ++ _fullScreenCover = transform.GetComponent(); + _view.AddUpdateHandler(this.Update); + _OnLoadComplete(); + Show(data, completeHandler); +@@ -150,8 +201,22 @@ namespace MFrame + { + _data = data; + if (this._view != null) ++ { ++ // 若此前被上层全屏面板隐藏,主动 Show 视为恢复显示 ++ //(隐藏者列表中的遗留记录由 RestorePanelsHiddenByMe 的 isHiddenByCover 守卫失效,无需清理) ++ if (_hiddenByCover) ++ { ++ RestoreFromCover(); ++ } + this._view.gameObject.SetActive(true); ++ } + _OnShow(); ++ // 全屏遮挡面板(预制体根节点挂 FullScreenCover 组件且处于启用状态): ++ // 打开时隐藏下层正在显示的面板,省去被盖住的 DrawCall ++ if (_fullScreenCover != null && _fullScreenCover.enabled) ++ { ++ HidePanelsUnderThis(); ++ } + _view.Show(() => + { + completeHandler?.Invoke(this); +@@ -168,7 +233,8 @@ namespace MFrame + { + return false; + } +- return _view.gameObject.activeSelf; ++ // 被上层全屏面板隐藏时仍视为“打开中”,保持业务语义不变 ++ return _view.gameObject.activeSelf || _hiddenByCover; + } + public bool isLoading() + { +@@ -193,6 +259,8 @@ namespace MFrame + { + _view.Close(() => + { ++ // 关闭完成后恢复被本面板隐藏的下层面板 ++ RestorePanelsHiddenByMe(); + _OnClose(); + complete?.Invoke(); + }); +@@ -204,6 +272,53 @@ namespace MFrame + + } + ++ /// ++ /// 全屏遮挡优化:隐藏本面板下方所有层级中正在显示的面板, ++ /// 被完全遮住的 UI 不再提交 DrawCall(关闭/销毁时由 RestorePanelsHiddenByMe 恢复)。 ++ /// ++ private void HidePanelsUnderThis() ++ { ++ Dictionary items = PanelMgr.Instance.items; ++ if (items == null) ++ { ++ return; ++ } ++ foreach (KeyValuePair kvp in items) ++ { ++ PanelMsgItem item = kvp.Value; ++ if (item.panel == null || ReferenceEquals(item.panel, this)) ++ { ++ continue; ++ } ++ IPanelBase panel = item.panel; ++ if (panel.panelLayerIdx < _layerIdx ++ && !panel.isKeepShowWhenCovered ++ && !panel.isHiddenByCover ++ && panel.isShowing()) ++ { ++ _panelsHiddenByMe.Add(panel); ++ panel.SetCoverHidden(); ++ } ++ } ++ } ++ ++ /// ++ /// 恢复被本面板隐藏的下层面板(幂等,可重复调用) ++ /// ++ private void RestorePanelsHiddenByMe() ++ { ++ int len = _panelsHiddenByMe.Count; ++ for (int i = 0; i < len; i++) ++ { ++ IPanelBase panel = _panelsHiddenByMe[i]; ++ if (panel != null && panel.isHiddenByCover) ++ { ++ panel.RestoreFromCover(); ++ } ++ } ++ _panelsHiddenByMe.Clear(); ++ } ++ + + + /// +@@ -211,8 +326,8 @@ namespace MFrame + /// + protected override void _Destroy() + { +- +- ++ // 兼容未走 Close 直接销毁的路径,确保下层面板一定被恢复 ++ RestorePanelsHiddenByMe(); + + base._Destroy(); + +@@ -221,6 +336,7 @@ namespace MFrame + + // 清除面板数据 + _data = null; ++ _fullScreenCover = null; + if (_view != null) + { + _view.RemoveUpdateHandler(this.Update); +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs +index c0a2283c..48cd4d14 100644 +--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs +@@ -31,7 +31,30 @@ namespace MFrame + /// + bool isLoading(); + ++ /// ++ /// 面板所在 UI 层级(全屏遮挡判定用:仅隐藏低于本层面板层级的面板) ++ /// ++ UILayerIdx panelLayerIdx { get; } + ++ /// ++ /// 被上层全屏面板遮挡时是否仍保持显示(常驻特殊面板为 true) ++ /// ++ bool isKeepShowWhenCovered { get; } ++ ++ /// ++ /// 是否正被上层全屏面板隐藏 ++ /// ++ bool isHiddenByCover { get; } ++ ++ /// ++ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板,省去被盖住的 DrawCall ++ /// ++ void SetCoverHidden(); ++ ++ /// ++ /// 全屏遮挡优化:由隐藏者关闭/销毁时调用,恢复本面板显示(幂等) ++ /// ++ void RestoreFromCover(); + + } + } diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism_T5原始.patch b/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism_T5原始.patch new file mode 100644 index 0000000..f4e24b5 --- /dev/null +++ b/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_mechanism_T5原始.patch @@ -0,0 +1,567 @@ +diff --git a/unity/Assets/Editor/FullScreenCoverTool.cs b/unity/Assets/Editor/FullScreenCoverTool.cs +new file mode 100644 +index 00000000..ca2a1e59 +--- /dev/null ++++ b/unity/Assets/Editor/FullScreenCoverTool.cs +@@ -0,0 +1,316 @@ ++using System.Collections.Generic; ++using System.IO; ++using UnityEditor; ++using UnityEngine; ++using MFrame; ++using Object = UnityEngine.Object; ++ ++/// ++/// 全屏面板遮挡工具:查找/添加/移除面板预制体上的 FullScreenCover 组件。 ++/// 挂有该组件的面板 = 全屏面板(打开时自动隐藏下层 UI 省去 DrawCall,关闭/销毁自动恢复)。 ++/// 策划可在此窗口自助管理,无需改代码。 ++/// 说明:Project 窗口的 t: 搜索只能按资源类型过滤,搜不到“预制体里挂了某组件”,故提供本工具。 ++/// ++public class FullScreenCoverTool : EditorWindow ++{ ++ private sealed class CoverInfo ++ { ++ public Object prefab; // 预制体资产引用(用于 Ping/打开) ++ public string prefabPath; // 资源路径 ++ public string nodeName; // 组件所在节点名 ++ public bool enabled; // 组件是否启用 ++ public bool keepShow; // 被遮挡时保持显示 ++ } ++ ++ private readonly List results = new List(); ++ private Vector2 scroll; ++ private GameObject addTarget; ++ private bool scanned; ++ private string statusText = "尚未扫描,点击“扫描全工程”查找挂载 FullScreenCover 组件的面板预制体"; ++ ++ [MenuItem("Tools/UI/全屏面板遮挡工具")] ++ private static void ShowWindow() ++ { ++ var win = GetWindow("全屏面板遮挡"); ++ win.minSize = new Vector2(540f, 320f); ++ } ++ ++ private void OnEnable() ++ { ++ // 打开窗口时自动扫描一次 ++ EditorApplication.delayCall += ScanAll; ++ } ++ ++ private void OnGUI() ++ { ++ EditorGUILayout.HelpBox( ++ "挂有 FullScreenCover 组件的面板 = 全屏面板:打开时自动隐藏下层 UI(省去被遮住的 DrawCall),关闭/销毁自动恢复。\n" + ++ "注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。", MessageType.Info); ++ ++ // —— 添加区 —— ++ EditorGUILayout.LabelField("添加组件(拖入面板预制体)", EditorStyles.boldLabel); ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ addTarget = (GameObject)EditorGUILayout.ObjectField(addTarget, typeof(GameObject), false); ++ using (new EditorGUI.DisabledScope(addTarget == null)) ++ { ++ if (GUILayout.Button("添加组件", GUILayout.Width(80f))) ++ { ++ AddComponentToPrefab(AssetDatabase.GetAssetPath(addTarget)); ++ addTarget = null; ++ } ++ } ++ } ++ ++ EditorGUILayout.Space(4f); ++ ++ // —— 扫描区 —— ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ if (GUILayout.Button("扫描全工程", GUILayout.Height(24f))) ++ { ++ ScanAll(); ++ } ++ GUILayout.Label(statusText, EditorStyles.miniLabel); ++ } ++ ++ EditorGUILayout.Space(4f); ++ ++ // —— 结果列表 —— ++ if (!scanned) ++ { ++ return; ++ } ++ if (results.Count == 0) ++ { ++ EditorGUILayout.HelpBox("没有找到任何挂载 FullScreenCover 的面板。可用上方“添加组件”为全屏面板配置。", MessageType.Warning); ++ return; ++ } ++ ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ for (int i = 0; i < results.Count; i++) ++ { ++ DrawResultItem(results[i]); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawResultItem(CoverInfo info) ++ { ++ using (new EditorGUILayout.VerticalScope("box")) ++ { ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ // 点击名称定位资源 ++ string title = info.prefab != null ? info.prefab.name : Path.GetFileName(info.prefabPath); ++ if (GUILayout.Button(title, EditorStyles.boldLabel, GUILayout.Width(170f))) ++ { ++ EditorGUIUtility.PingObject(info.prefab); ++ } ++ ++ GUILayout.Label(info.enabled ? "已启用" : "已禁用", ++ info.enabled ? EditorStyles.miniLabel : EditorStyles.whiteMiniLabel, GUILayout.Width(46f)); ++ ++ GUILayout.FlexibleSpace(); ++ ++ // 被遮挡时保持显示(勾选即写回预制体) ++ bool newKeep = GUILayout.Toggle(info.keepShow, "被遮挡时保持显示", GUILayout.Width(132f)); ++ if (newKeep != info.keepShow) ++ { ++ info.keepShow = newKeep; ++ SetKeepShow(info.prefabPath, newKeep); ++ } ++ ++ if (GUILayout.Button("打开", GUILayout.Width(46f))) ++ { ++ AssetDatabase.OpenAsset(info.prefab); ++ } ++ if (GUILayout.Button("移除组件", GUILayout.Width(68f))) ++ { ++ if (EditorUtility.DisplayDialog("移除 FullScreenCover", ++ $"确定从 {Path.GetFileName(info.prefabPath)} 移除 FullScreenCover 组件?\n该面板将不再自动隐藏下层。", ++ "移除", "取消")) ++ { ++ RemoveComponent(info.prefabPath); ++ ScanAll(); ++ } ++ } ++ } ++ EditorGUILayout.LabelField(info.prefabPath, EditorStyles.miniLabel); ++ if (!info.enabled) ++ { ++ EditorGUILayout.LabelField("⚠ 组件处于禁用状态,不会生效(在预制体根节点 Inspector 勾选启用)。", EditorStyles.miniLabel); ++ } ++ } ++ } ++ ++ // —— 扫描 —— ++ ++ private void ScanAll() ++ { ++ string scriptGuid = GetScriptGuid(); ++ if (string.IsNullOrEmpty(scriptGuid)) ++ { ++ EditorUtility.DisplayDialog("错误", "无法获取 FullScreenCover 脚本 GUID,请确认脚本已编译无报错。", "确定"); ++ return; ++ } ++ ++ string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" }); ++ results.Clear(); ++ try ++ { ++ for (int i = 0; i < prefabGuids.Length; i++) ++ { ++ if (EditorUtility.DisplayCancelableProgressBar("全屏面板遮挡工具", ++ $"扫描预制体中... ({i + 1}/{prefabGuids.Length})", (float)i / prefabGuids.Length)) ++ { ++ break; // 用户取消 ++ } ++ ++ string path = AssetDatabase.GUIDToAssetPath(prefabGuids[i]); ++ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) ++ { ++ continue; ++ } ++ ++ // 文本快筛:只有包含组件脚本 guid 的预制体才真正加载,避免逐个解析 ++ if (!ContainsGuidFast(path, scriptGuid)) ++ { ++ continue; ++ } ++ ++ GameObject prefab = AssetDatabase.LoadAssetAtPath(path); ++ if (prefab == null) ++ { ++ continue; ++ } ++ FullScreenCover[] comps = prefab.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ results.Add(new CoverInfo ++ { ++ prefab = prefab, ++ prefabPath = path, ++ nodeName = comp.gameObject.name, ++ enabled = comp.enabled, ++ keepShow = comp.isKeepShowWhenCovered ++ }); ++ } ++ } ++ } ++ finally ++ { ++ EditorUtility.ClearProgressBar(); ++ } ++ ++ scanned = true; ++ statusText = $"扫描完成:{results.Count} 个面板预制体挂载 FullScreenCover"; ++ Repaint(); ++ } ++ ++ /// 动态获取 FullScreenCover 脚本资产的 guid,避免硬编码。 ++ private static string GetScriptGuid() ++ { ++ GameObject probe = new GameObject("FullScreenCoverGuidProbe"); ++ try ++ { ++ MonoScript ms = MonoScript.FromMonoBehaviour(probe.AddComponent()); ++ if (ms == null) ++ { ++ return null; ++ } ++ return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(ms)); ++ } ++ finally ++ { ++ Object.DestroyImmediate(probe); ++ } ++ } ++ ++ /// 逐行读取文件快速判断是否包含 guid(找到即中断),比加载预制体快一个量级。 ++ private static bool ContainsGuidFast(string path, string guid) ++ { ++ try ++ { ++ foreach (string line in File.ReadLines(path)) ++ { ++ if (line.Contains(guid)) ++ { ++ return true; ++ } ++ } ++ } ++ catch (IOException) ++ { ++ // 文件被占用等情况按未命中处理 ++ } ++ return false; ++ } ++ ++ // —— 修改预制体 —— ++ ++ /// 以“加载内容-修改-保存-卸载”的标准流程安全修改预制体资产。 ++ private static void EditPrefab(string path, System.Action edit) ++ { ++ GameObject root = PrefabUtility.LoadPrefabContents(path); ++ try ++ { ++ edit(root); ++ PrefabUtility.SaveAsPrefabAsset(root, path); ++ } ++ finally ++ { ++ PrefabUtility.UnloadPrefabContents(root); ++ } ++ AssetDatabase.SaveAssets(); ++ } ++ ++ private void AddComponentToPrefab(string path) ++ { ++ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) ++ { ++ EditorUtility.DisplayDialog("无法添加", "请拖入一个预制体资产(.prefab),而不是场景对象或模型。", "确定"); ++ return; ++ } ++ ++ bool already = false; ++ EditPrefab(path, root => ++ { ++ if (root.GetComponent() != null) ++ { ++ already = true; ++ } ++ else ++ { ++ root.AddComponent(); ++ } ++ }); ++ ++ ShowNotification(new GUIContent(already ? "该预制体已挂载组件" : "已添加 FullScreenCover")); ++ ScanAll(); ++ } ++ ++ private void RemoveComponent(string path) ++ { ++ EditPrefab(path, root => ++ { ++ FullScreenCover[] comps = root.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ Object.DestroyImmediate(comp, true); ++ } ++ }); ++ } ++ ++ private void SetKeepShow(string path, bool value) ++ { ++ EditPrefab(path, root => ++ { ++ FullScreenCover[] comps = root.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ comp.isKeepShowWhenCovered = value; ++ } ++ }); ++ } ++} +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs +new file mode 100644 +index 00000000..48f6aaf3 +--- /dev/null ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs +@@ -0,0 +1,16 @@ ++using UnityEngine; ++ ++namespace MFrame ++{ ++ /// ++ /// 全屏遮挡组件:挂到面板预制体根节点(与 UI_PanelBase 同节点)即生效,移除组件即关闭。 ++ /// 打开本面板时自动隐藏下方层级中正在显示的面板(省去被遮住的 DrawCall), ++ /// 关闭/销毁时自动恢复。由策划在编辑器中添加/移除本组件即可配置,无需改代码。 ++ /// 注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。 ++ /// ++ public class FullScreenCover : MonoBehaviour ++ { ++ [Tooltip("勾选后:本面板被上层全屏面板遮挡时仍保持显示(仅用于必须常驻可见的特殊面板)。")] ++ public bool isKeepShowWhenCovered = false; ++ } ++} +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs +index 98c6d79f..657a4024 100644 +--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs +@@ -1,3 +1,4 @@ ++using System.Collections.Generic; + using UnityEngine; + + namespace MFrame +@@ -56,6 +57,54 @@ namespace MFrame + return _autoDestroy; + } + ++ // 全屏遮挡以组件形式配置:在面板预制体根节点挂 FullScreenCover 组件即生效(策划可自助添加/移除) ++ /// ++ /// 面板预制体根节点上的 FullScreenCover 组件(未挂则为 null,即非全屏面板) ++ /// ++ private FullScreenCover _fullScreenCover; ++ ++ /// ++ /// 是否正被上层全屏面板隐藏 ++ /// ++ private bool _hiddenByCover; ++ /// ++ /// 被本面板(全屏遮挡)隐藏的下层面板列表 ++ /// ++ private readonly List _panelsHiddenByMe = new List(); ++ ++ // —— 全屏遮挡:IPanelBase 接口实现 —— ++ UILayerIdx IPanelBase.panelLayerIdx => _layerIdx; ++ bool IPanelBase.isKeepShowWhenCovered => _fullScreenCover != null && _fullScreenCover.enabled && _fullScreenCover.isKeepShowWhenCovered; ++ bool IPanelBase.isHiddenByCover => _hiddenByCover; ++ ++ /// ++ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板(省去被盖住的 DrawCall) ++ /// ++ public void SetCoverHidden() ++ { ++ _hiddenByCover = true; ++ if (_view != null) ++ { ++ _view.gameObject.SetActive(false); ++ } ++ } ++ ++ /// ++ /// 全屏遮挡优化:恢复本面板显示(幂等;面板视图已销毁时自动跳过) ++ /// ++ public void RestoreFromCover() ++ { ++ if (!_hiddenByCover) ++ { ++ return; ++ } ++ _hiddenByCover = false; ++ if (_view != null) ++ { ++ _view.gameObject.SetActive(true); ++ } ++ } ++ + + /// + /// 尝试异步加载UI预制体 +@@ -101,6 +150,8 @@ namespace MFrame + transform = go.transform; + // 获取视图组件并完成初始化 + _view = transform.GetComponent(); ++ // 缓存全屏遮挡组件(策划在预制体根节点上挂载,未挂则为 null) ++ _fullScreenCover = transform.GetComponent(); + _view.AddUpdateHandler(this.Update); + _OnLoadComplete(); + Show(data, completeHandler); +@@ -150,8 +201,22 @@ namespace MFrame + { + _data = data; + if (this._view != null) ++ { ++ // 若此前被上层全屏面板隐藏,主动 Show 视为恢复显示 ++ //(隐藏者列表中的遗留记录由 RestorePanelsHiddenByMe 的 isHiddenByCover 守卫失效,无需清理) ++ if (_hiddenByCover) ++ { ++ RestoreFromCover(); ++ } + this._view.gameObject.SetActive(true); ++ } + _OnShow(); ++ // 全屏遮挡面板(预制体根节点挂 FullScreenCover 组件且处于启用状态): ++ // 打开时隐藏下层正在显示的面板,省去被盖住的 DrawCall ++ if (_fullScreenCover != null && _fullScreenCover.enabled) ++ { ++ HidePanelsUnderThis(); ++ } + _view.Show(() => + { + completeHandler?.Invoke(this); +@@ -168,7 +233,8 @@ namespace MFrame + { + return false; + } +- return _view.gameObject.activeSelf; ++ // 被上层全屏面板隐藏时仍视为“打开中”,保持业务语义不变 ++ return _view.gameObject.activeSelf || _hiddenByCover; + } + public bool isLoading() + { +@@ -193,6 +259,8 @@ namespace MFrame + { + _view.Close(() => + { ++ // 关闭完成后恢复被本面板隐藏的下层面板 ++ RestorePanelsHiddenByMe(); + _OnClose(); + complete?.Invoke(); + }); +@@ -204,6 +272,53 @@ namespace MFrame + + } + ++ /// ++ /// 全屏遮挡优化:隐藏本面板下方所有层级中正在显示的面板, ++ /// 被完全遮住的 UI 不再提交 DrawCall(关闭/销毁时由 RestorePanelsHiddenByMe 恢复)。 ++ /// ++ private void HidePanelsUnderThis() ++ { ++ Dictionary items = PanelMgr.Instance.items; ++ if (items == null) ++ { ++ return; ++ } ++ foreach (KeyValuePair kvp in items) ++ { ++ PanelMsgItem item = kvp.Value; ++ if (item.panel == null || ReferenceEquals(item.panel, this)) ++ { ++ continue; ++ } ++ IPanelBase panel = item.panel; ++ if (panel.panelLayerIdx < _layerIdx ++ && !panel.isKeepShowWhenCovered ++ && !panel.isHiddenByCover ++ && panel.isShowing()) ++ { ++ _panelsHiddenByMe.Add(panel); ++ panel.SetCoverHidden(); ++ } ++ } ++ } ++ ++ /// ++ /// 恢复被本面板隐藏的下层面板(幂等,可重复调用) ++ /// ++ private void RestorePanelsHiddenByMe() ++ { ++ int len = _panelsHiddenByMe.Count; ++ for (int i = 0; i < len; i++) ++ { ++ IPanelBase panel = _panelsHiddenByMe[i]; ++ if (panel != null && panel.isHiddenByCover) ++ { ++ panel.RestoreFromCover(); ++ } ++ } ++ _panelsHiddenByMe.Clear(); ++ } ++ + + + /// +@@ -211,8 +326,8 @@ namespace MFrame + /// + protected override void _Destroy() + { +- +- ++ // 兼容未走 Close 直接销毁的路径,确保下层面板一定被恢复 ++ RestorePanelsHiddenByMe(); + + base._Destroy(); + +@@ -221,6 +336,7 @@ namespace MFrame + + // 清除面板数据 + _data = null; ++ _fullScreenCover = null; + if (_view != null) + { + _view.RemoveUpdateHandler(this.Update); +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs +index c0a2283c..48cd4d14 100644 +--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs +@@ -31,7 +31,30 @@ namespace MFrame + /// + bool isLoading(); + ++ /// ++ /// 面板所在 UI 层级(全屏遮挡判定用:仅隐藏低于本层面板层级的面板) ++ /// ++ UILayerIdx panelLayerIdx { get; } + ++ /// ++ /// 被上层全屏面板遮挡时是否仍保持显示(常驻特殊面板为 true) ++ /// ++ bool isKeepShowWhenCovered { get; } ++ ++ /// ++ /// 是否正被上层全屏面板隐藏 ++ /// ++ bool isHiddenByCover { get; } ++ ++ /// ++ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板,省去被盖住的 DrawCall ++ /// ++ void SetCoverHidden(); ++ ++ /// ++ /// 全屏遮挡优化:由隐藏者关闭/销毁时调用,恢复本面板显示(幂等) ++ /// ++ void RestoreFromCover(); + + } + } diff --git a/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_t11_guard_mechanism.patch b/Unity/DC优化/02_全屏面板遮挡省DC/fullscreen_cover_t11_guard_mechanism.patch new file mode 100644 index 0000000000000000000000000000000000000000..90e2fd921a1df6f585abca207dd6d1e89b1fdb72 GIT binary patch literal 17652 zcmd5@du&_P8NZaGtw?*Ki8UtUCR<8MQzuSJX+|N?cLyb@lg4%&$4MPKFW=Zr970GP z$^>4VO&w+cA&IYSOGLIhwE$MJO(3hE6-}+c@2!C1O7z8 zBUHg}xv&g=*aFVO(hGVHkjf>>??RuA8-*KzlS_fe6~J*3XvVW;aE4FVIEDaKIBQ*S zw-InY2oewl#JYvmfYG>u&ISSw6>JW`y@+s~(vApN=Iv~O=O{@d!dj(e zY(F~lCiW}B9VRh@LK4m*@LUu&spJRWBKm6pNfm$*96=3WsY0j*OtDcoYe}4@QiQM6 zza+?HLK!iRF$(w;6%OFo7*E3RMpV%Zj57m3C6`?qJ>#XiWjwEhpD5JJWuA4z}+}M^p8AdLZG!~_;InKsV>2MT?fF9suhcf^6)P_Nm<(mtJh$S{Wn=Oxz$VKlR zZht4R;aqG=mR7Y?4Kq|R-oKKq?0BPlt~jz4aE6*d1RK~5yy{f6ct2RC5fujKX52-o zCnl5qY?Q8Sv7cdJe*HoDl0`*nHtzDwhu%v@+meqqAU1yEd)ntp<;VB=Vgofn2aFyy zVH`#;3TXdPFRTQsZM4}pC_F>`#%%eZutCSaP0*q!Tn~Tv#;}7H%Z0_$nzYaulckFI zy8(u@gTcQ=rW*g0?anPsznp!w(UmJoJvE7ZpFHoL@SZ+;XKN1m{_&33RM|r> z_g9~;ZaI@27yq7^I~i3YG6FM^fH^?jt;V2UTQO~Ht>3KQe_j6AJ1#yu@Vn;2vb(J~ z?Uj!v8m5}%rQHl~JGM>8Le4)t4*J!)m6c!%%=9YRxNE?^k&U}nv3JYBFPfc=GxpBz zAZ}BjwFUrXD8(Ico&v6|f%}MFw1Fct_F3ObdfIkc>laZdd+1PfT&&aBI#+gOpHU`6 z;gEc)Dj2R!9!Rcl<6j!>5qiS60IefHFpCO~d|aMapl=1WlD`E7k8}l)xO?#>BqgF z23=WCd|T9LvmZ!3y}2{$%HG|I`t+?Zw{oTaYy183w_>rW#hFFjyVB*EI*?S19f!f* zcEHHuf}ICvu4{~RCqWY+deD;>!3#<#_6Z{a)EIoe)H8_|$XpkUTHL1@%;!HaD~P&i z2>P}{9kql}yC{@{gxm%cGs~%!AuAfG1v^^lJ>G*Gq5u}N)C13Yp;wF<+|#_eNx4E# zG75CXlzBp{#H}^8s6R6OYMdLoZ_evNB6Ml|?5!^(c7_OpN8~PVOBMQC^61GiSHP2I z9#|mt_7=Z%FnFq~H2QvEq<&t{aAwWqnZTjcFN3Sc<{Fb;;3itD1Ym?^S`rYWaEzWm zE(uK~fG2BxR47ELt+5@>2?Kh}&~-j~nM83U+Vw?T;E31Tr9yFl_b?loBHd6JiL%NF zF`FZSXN55qdQ=!&HG}TJd8mJ`9Yt|z0#=?Qu57OOoUlf zNfg-mYUeZV{8=A0PlyWRk#pWH+yp*ir?3UM+X*PaeAfmAEuG*2ppRV+_fY>~mQVc_ zNu05Dx)T=afls%Tg6`Z+|m2SBYD#0)3kMfRES_xwJmAsCAuhv@<47A zvxBwp(XYD01@4wt6_FtoLxC1C*yk_IkW?0E*K&)G55bSth zE_uwq(T{{*hiB+w$RsN5tV9^*gh$-$TfL3pz39)##&Dc*e9o1%VOn7{bGoWH*C^i` zvd*BnvfEqV2x6X;&?pLl)QK%u?tVrVtE*2lzsTGl(~lH;b!E%^=-vM#JT6L2n3wvI zXY*a= zRcezm7<6rQG(+WFdMH+OVC0Yblu*d^r#1f=%GFknvZiJJFH=*HrI(_MPq#{swHE+hT`&r-)}V997wnL9o88jyfPTOe6 zlI_BlQIE4ak2NOQc&wk(ll=Co4t$G^FgnaN^eMgpNuAM}FIV!QSm{G+zD)6(3*{+0 z9gR9#6IF3N(>*k1nK;nGXt2`>MXARo=Yizy zYv2_$pO0mo=Jm8o_l9nUno`HTqO`Q+KX- zx;Djd*wb~U`444)<_-ymCU4DJ)w633l*E2Zhg3s`JxT- z&X6a zO^&th^R>v2w_&~%BZ&!lzEb^U`V_08vUGK@YM6O7`MF6wXt`zQ`*S~lzPCOyFH+4N zva#0R&=b8CH`;Ccw$d}%Z_<4flY2n#F{@q+Q95SBW?SoInwI@1n(4?jp;^V%Xp`yv zmmofRKd_^o)phS4D(YVzEKakC=~tewnP zToHuUhWQeh`{J5l6FlpJS!65ou$GCd>u{AGt_VdtrG6J}GxM>rMa;6|>N>aT8#`-8 zk(9Ot-Ojo@@8OJVwAdKERce)Zt_w6EqK zj)XEAJQ|xT1cp^yH0EG&O&`@-%2jWYzhte!Xs+m}9--Ze45!$$lLD*f>^`fS8b`qG zx|zpi{XX*-)T=zr)^wIME=)hVZ-2vIQ@9#28^T0vtL({Xy7uY}RA1Loeq z?0g_=f5T4CA#QQ^30BR}(x6s$g0$734{^6j$~GUwEF@Y+>Z@nEpDOqk?G3K}CJNXc z-05H^M|LA4JUi2@_G1nLr6JqVQm=>wQJ}0rdyaC>va~aVaomF;$|I;V1xFJ+zx5w) zUu?p3%{=u%N3yhBa;>t>{0*jut#u>ir;WOsM|PdIb3_z6ohy1@O{Z283Q?0WY6j}p zN)OR~U^1Tj66#tC-0+qPdHi?9jtxtzN!$+s|_o^7_fwcZ#Y! zq9`oR_=C&Z7;o;V-_v&}RrKCJp_a6x_50#6>6HXu$G;-**&VgXns{uA*@*lef)<$# zGrpR+b>?WWS_MQX!(D2)iq8$2Si4$U-v-ZcRIAqa)Ie^x8uA;n&F$i7i3a15arv^A zRMYWZmT5XHZy2~Kl>aMz#h=!-TxXNjbGEWY+nSMPxVY+Ig*!>Rb9IKA@G z$$n401grP#U><_@una=28m*!Jp1J1E97#$Y`W%fYrK_c!d?r`^X^ zBfjXXO?u+E7hp;JXWLo)6OkTitJseFil~;rzU7(V!tJgy-)F=9K4U&&6lS$cnGcK+ z$Wue^8+{QTiOnuDG_RuJ4z!C)=Jl{$YVFe9p_Z|O@<=_dCRsMPFkLxxQRn4lm&2~v zo*^~^xR;cwc;;(XIE7AQMJ=M7?gjcPxb{`<6V-AdU;JV=@J!kR2gPcR`yUKcPVQ5p^nW&!Hffi-oI&9Yntueqw`;dHG3)I85XCxt-@*;D}FI- kBr{Tzz9L2$r?J-j`(+BJn>mlP5l+6?TOZR +/// Runs in a Play Mode test account and measures registered panels one at a time. +/// It intentionally does not run while editing because most panels require initialized game services. +/// +internal static class UIRuntimePerformanceAudit +{ + private const int WarmupFrameCount = 10; + private const int SampleFrameCount = 60; + private const int CloseVerificationFrameCount = 5; + private const float OpenTimeoutSeconds = 10f; + + private enum AuditState { Idle, Opening, AwaitingOpen, Warmup, Sampling, Closing, Finished } + + private sealed class PanelEntry + { + public string ConstType; + public string PanelName; + public string Category; + public GameObject Prefab; + public string PrefabPath; + public bool Selected; + public bool DefaultSafe; + } + + private sealed class PanelResult + { + public string PanelName; + public GameObject Prefab; + public string Status; + public float OpenMs; + public float StaySeconds; + public float AverageFrameMs; + public float P95FrameMs; + public float MaxFrameMs; + public long PeakGcBytes; + public int ResidualObjectCount; + public string Reason; + } + + private sealed class ManualSession + { + public PanelEntry Entry; + public float StartTime; + public float EndTime; + public float DetectedOpenMs; + public long PeakGcBytes; + public readonly List FrameSamples = new List(); + } + + private static readonly List Entries = new List(); + private static readonly List Results = new List(); + private static readonly List FrameSamples = new List(); + private static Vector2 scroll; + private static AuditState state; + private static int currentIndex; + private static int frameCount; + private static float requestTime; + private static float openedTime; + private static PanelEntry activeEntry; + private static PanelResult activeResult; + private static ProfilerRecorder gcRecorder; + private static bool recorderStarted; + private static bool isSubscribed; + private static Dictionary baselineActiveObjects = new Dictionary(); + private static readonly List ManualSessions = new List(); + private static readonly Dictionary ActiveManualSessions = new Dictionary(); + private static readonly Dictionary ManualPanelNameLookup = new Dictionary(StringComparer.Ordinal); + private static bool isManualRecording; + private static float lastManualPollTime; + + public static void DrawEmbedded() + { + EditorGUILayout.HelpBox( + "在已进入游戏、使用测试账号且停留在安全主界面时执行。工具会按勾选项依次 Show/Close 面板;会触发面板的正常初始化,请勿在正式账号或战斗中运行。\n" + + "采样指标:首次打开耗时、稳定 60 帧的平均/P95/最大帧耗时、单帧 GC 峰值。手动录制的“打开 ms*”为发现 UI 激活的单帧近似值。关闭后会额外等待 5 帧,检查本次新增且仍激活的 UI 对象。编辑器 Play Mode 仅用于筛查,最终请在目标真机复测。", + MessageType.Warning); + + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button("发现已注册界面", GUILayout.Width(130))) DiscoverPanels(); + using (new EditorGUI.DisabledScope(Entries.Count == 0 || isManualRecording || state != AuditState.Idle && state != AuditState.Finished)) + { + if (GUILayout.Button("选择默认安全项", GUILayout.Width(120))) SelectDefaultSafe(); + if (GUILayout.Button("全选", GUILayout.Width(60))) SetSelection(true); + if (GUILayout.Button("全不选", GUILayout.Width(70))) SetSelection(false); + if (GUILayout.Button("开始巡检", GUILayout.Width(90))) Start(); + } + using (new EditorGUI.DisabledScope(state == AuditState.Idle || state == AuditState.Finished)) + { + if (GUILayout.Button("停止", GUILayout.Width(60))) Stop("已由用户停止"); + } + if (GUILayout.Button("导出 CSV", GUILayout.Width(80))) ExportCsv(); + EditorGUILayout.EndHorizontal(); + + EditorGUILayout.BeginHorizontal(); + using (new EditorGUI.DisabledScope(Entries.Count == 0 || isManualRecording || state != AuditState.Idle && state != AuditState.Finished)) + { + if (GUILayout.Button("开始手动录制", GUILayout.Width(120))) StartManualRecording(); + } + using (new EditorGUI.DisabledScope(!isManualRecording)) + { + if (GUILayout.Button("停止并生成报告", GUILayout.Width(130))) StopManualRecording(); + } + GUILayout.Label(isManualRecording ? "录制中:请正常操作游戏,结束后点击停止。" : "手动录制:自动记录实际打开的已注册 UI。", EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + + string stateText = isManualRecording ? "手动录制中" : state == AuditState.Idle ? "未开始" : state.ToString(); + EditorGUILayout.LabelField($"已发现 {Entries.Count} 个注册界面;已勾选 {Entries.Count(x => x.Selected)} 个;状态:{stateText}"); + if (!EditorApplication.isPlaying) + EditorGUILayout.HelpBox("请先进入 Play Mode,等待登录和主界面完全初始化后再点击“开始巡检”。", MessageType.Info); + + scroll = EditorGUILayout.BeginScrollView(scroll); + EditorGUILayout.LabelField("待测界面", EditorStyles.boldLabel); + foreach (PanelEntry entry in Entries) + { + EditorGUILayout.BeginHorizontal(); + entry.Selected = EditorGUILayout.Toggle(entry.Selected, GUILayout.Width(22)); + GUILayout.Label(entry.PanelName, GUILayout.Width(260)); + GUILayout.Label(entry.Category, EditorStyles.miniLabel, GUILayout.Width(150)); + GUILayout.Label(entry.ConstType, EditorStyles.miniLabel, GUILayout.Width(220)); + GUILayout.Label(entry.DefaultSafe ? "默认勾选" : "需人工确认", EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + } + + if (Results.Count > 0) + { + GUILayout.Space(8); + EditorGUILayout.LabelField("巡检结果(按 P95 帧耗时降序)", EditorStyles.boldLabel); + EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); + GUILayout.Label("界面", EditorStyles.miniBoldLabel, GUILayout.Width(150)); + GUILayout.Label("Prefab(可点击定位)", EditorStyles.miniBoldLabel, GUILayout.Width(230)); + GUILayout.Label("状态", EditorStyles.miniBoldLabel, GUILayout.Width(100)); + GUILayout.Label("打开 ms*", EditorStyles.miniBoldLabel, GUILayout.Width(70)); + GUILayout.Label("停留 s", EditorStyles.miniBoldLabel, GUILayout.Width(55)); + GUILayout.Label("平均 / P95 / 最大 ms", EditorStyles.miniBoldLabel, GUILayout.Width(165)); + GUILayout.Label("GC", EditorStyles.miniBoldLabel, GUILayout.Width(65)); + GUILayout.Label("原因", EditorStyles.miniBoldLabel); + EditorGUILayout.EndHorizontal(); + foreach (PanelResult result in Results.OrderByDescending(x => x.P95FrameMs)) + { + EditorGUILayout.BeginHorizontal(); + if (GUILayout.Button(result.PanelName, EditorStyles.miniButton, GUILayout.Width(150))) { Selection.activeObject = result.Prefab; if (result.Prefab != null) EditorGUIUtility.PingObject(result.Prefab); } + EditorGUILayout.ObjectField(result.Prefab, typeof(GameObject), false, GUILayout.Width(230)); + GUILayout.Label(result.Status, EditorStyles.miniLabel, GUILayout.Width(100)); + GUILayout.Label(result.OpenMs > 0 ? result.OpenMs.ToString("F1") : "-", EditorStyles.miniLabel, GUILayout.Width(70)); + GUILayout.Label(result.StaySeconds > 0 ? result.StaySeconds.ToString("F1") : "-", EditorStyles.miniLabel, GUILayout.Width(55)); + GUILayout.Label(result.AverageFrameMs > 0 ? $"{result.AverageFrameMs:F1} / {result.P95FrameMs:F1} / {result.MaxFrameMs:F1}" : "-", EditorStyles.miniLabel, GUILayout.Width(165)); + GUILayout.Label((result.PeakGcBytes / 1024f).ToString("F1") + " KB", EditorStyles.miniLabel, GUILayout.Width(65)); + GUILayout.Label(result.Reason ?? string.Empty, EditorStyles.wordWrappedMiniLabel); + EditorGUILayout.EndHorizontal(); + } + } + EditorGUILayout.EndScrollView(); + } + + private static void DiscoverPanels() + { + Entries.Clear(); + Results.Clear(); + ManualPanelNameLookup.Clear(); + string[] wrapperGuids = AssetDatabase.FindAssets("GameInitWrapper t:Script"); + if (wrapperGuids.Length == 0) return; + string wrapperPath = AssetDatabase.GUIDToAssetPath(wrapperGuids[0]); + string wrapperSource = File.ReadAllText(GetAbsolutePath(wrapperPath)); + System.Text.RegularExpressions.MatchCollection matches = System.Text.RegularExpressions.Regex.Matches(wrapperSource, @"AddItem<(?[A-Za-z0-9_]+)>"); + HashSet seen = new HashSet(StringComparer.Ordinal); + foreach (System.Text.RegularExpressions.Match match in matches) + { + string typeName = match.Groups["type"].Value; + if (!seen.Add(typeName)) continue; + string panelName; + GameObject prefab; + string prefabPath; + if (!TryFindPanelDefinition(typeName, out panelName, out prefab, out prefabPath)) continue; + if (string.IsNullOrEmpty(panelName)) continue; + string category = ClassifyPanel(panelName); + bool defaultSafe = category == "常规界面"; + Entries.Add(new PanelEntry { ConstType = typeName, PanelName = panelName, Category = category, Prefab = prefab, PrefabPath = prefabPath, DefaultSafe = defaultSafe, Selected = defaultSafe }); + ManualPanelNameLookup[panelName] = panelName; + if (prefab != null) ManualPanelNameLookup[prefab.name] = panelName; + } + Entries.Sort((a, b) => string.Compare(a.PanelName, b.PanelName, StringComparison.Ordinal)); + } + + private static bool TryFindPanelDefinition(string constType, out string panelName, out GameObject prefab, out string prefabPath) + { + panelName = null; prefab = null; prefabPath = null; + foreach (string guid in AssetDatabase.FindAssets(constType + " t:Script")) + { + string path = AssetDatabase.GUIDToAssetPath(guid); + if (!string.Equals(Path.GetFileNameWithoutExtension(path), constType, StringComparison.Ordinal)) continue; + string source = File.ReadAllText(GetAbsolutePath(path)); + System.Text.RegularExpressions.Match nameMatch = System.Text.RegularExpressions.Regex.Match(source, @"const\s+string\s+ui_name\s*=\s*""(?[^""]+)"""); + if (!nameMatch.Success) continue; + panelName = nameMatch.Groups["name"].Value; + System.Text.RegularExpressions.Match pathMatch = System.Text.RegularExpressions.Regex.Match(source, @"const\s+string\s+path\s*=\s*""(?[^""]+)"""); + if (pathMatch.Success) + { + prefabPath = "Assets/Resources/Resources_moved/" + pathMatch.Groups["path"].Value; + prefab = AssetDatabase.LoadAssetAtPath(prefabPath); + } + return true; + } + return false; + } + + private static string ClassifyPanel(string panelName) + { + string value = panelName.ToLowerInvariant(); + if (value.IndexOf("tip", StringComparison.Ordinal) >= 0 || value.IndexOf("confirm", StringComparison.Ordinal) >= 0) return "提示/确认(手动关闭)"; + if (value.IndexOf("fight", StringComparison.Ordinal) >= 0 || value.IndexOf("result", StringComparison.Ordinal) >= 0 || value.IndexOf("fb", StringComparison.Ordinal) >= 0) return "场景/结算依赖"; + if (value.IndexOf("loading", StringComparison.Ordinal) >= 0 || value.IndexOf("login", StringComparison.Ordinal) >= 0 || value.IndexOf("guide", StringComparison.Ordinal) >= 0) return "启动/引导依赖"; + return "常规界面"; + } + + private static void SelectDefaultSafe() { foreach (PanelEntry entry in Entries) entry.Selected = entry.DefaultSafe; } + private static void SetSelection(bool value) { foreach (PanelEntry entry in Entries) entry.Selected = value; } + + private static void StartManualRecording() + { + if (!EditorApplication.isPlaying) + { + EditorUtility.DisplayDialog("需要 Play Mode", "请进入 Play Mode,等待游戏初始化完成后再开始手动录制。", "确定"); + return; + } + Results.Clear(); + ManualSessions.Clear(); + ActiveManualSessions.Clear(); + lastManualPollTime = Time.realtimeSinceStartup; + StartRecorder(); + isManualRecording = true; + Subscribe(); + } + + private static void StopManualRecording() + { + if (!isManualRecording) return; + float now = Time.realtimeSinceStartup; + foreach (ManualSession session in ActiveManualSessions.Values) session.EndTime = now; + ActiveManualSessions.Clear(); + isManualRecording = false; + Results.Clear(); + foreach (ManualSession session in ManualSessions) Results.Add(CreateManualResult(session)); + if (state == AuditState.Idle || state == AuditState.Finished) Finish(); + } + + private static void TickManualRecording() + { + if (!isManualRecording) return; + if (!EditorApplication.isPlaying) { StopManualRecording(); return; } + float now = Time.realtimeSinceStartup; + float detectionIntervalMs = Math.Max(0f, now - lastManualPollTime) * 1000f; + lastManualPollTime = now; + HashSet visiblePanels = GetVisibleRegisteredPanels(); + foreach (PanelEntry entry in Entries) + { + bool visible = visiblePanels.Contains(entry.PanelName); + bool recording = ActiveManualSessions.TryGetValue(entry.PanelName, out ManualSession session); + if (visible && !recording) + { + session = new ManualSession { Entry = entry, StartTime = now, DetectedOpenMs = detectionIntervalMs }; + ManualSessions.Add(session); + ActiveManualSessions.Add(entry.PanelName, session); + } + if (visible && session != null) + { + session.FrameSamples.Add(Time.unscaledDeltaTime * 1000f); + if (recorderStarted && gcRecorder.Valid) session.PeakGcBytes = Math.Max(session.PeakGcBytes, gcRecorder.LastValue); + } + if (!visible && recording) + { + session.EndTime = now; + ActiveManualSessions.Remove(entry.PanelName); + } + } + } + + private static HashSet GetVisibleRegisteredPanels() + { + HashSet visible = new HashSet(StringComparer.Ordinal); + foreach (GameObject item in Resources.FindObjectsOfTypeAll()) + { + if (item == null || !item.activeInHierarchy || !item.scene.IsValid() || !item.scene.isLoaded) continue; + string name = item.name.EndsWith("(Clone)", StringComparison.Ordinal) ? item.name.Substring(0, item.name.Length - 7) : item.name; + if (ManualPanelNameLookup.TryGetValue(name, out string panelName)) visible.Add(panelName); + } + return visible; + } + + // TODO(精确手动录制耗时):在 MFrame.PanelMgr 中增加 UI 生命周期事件。 + // 1. 在 Show(name, data, completeHandler) 入口记录 startTime,并触发 OnPanelShowRequested(name, startTime)。 + // 2. 在资源加载完成且 PanelBase._OnShow 执行完成后的 completeHandler 中,触发 OnPanelShown(name, startTime, elapsedMs)。 + // 3. 在 Close(name) 成功后触发 OnPanelClosed(name)。 + // 4. 本工具订阅上述事件,以 name 关联会话,便可得到真实的“请求 Show 到可见”耗时, + // 不再依赖当前轮询 GameObject 激活状态所得的一帧近似值。 + + private static PanelResult CreateManualResult(ManualSession session) + { + List samples = session.FrameSamples.OrderBy(x => x).ToList(); + PanelResult result = new PanelResult + { + PanelName = session.Entry.PanelName, + Prefab = session.Entry.Prefab, + Status = "手动录制", + // 近似值:两次轮询之间首次发现 UI 激活的间隔,不代表真实的资源加载耗时。 + OpenMs = session.DetectedOpenMs, + StaySeconds = Math.Max(0f, session.EndTime - session.StartTime), + PeakGcBytes = session.PeakGcBytes, + Reason = "实际操作录制" + }; + if (samples.Count > 0) + { + result.AverageFrameMs = samples.Average(); + result.P95FrameMs = samples[Mathf.Clamp(Mathf.CeilToInt(samples.Count * 0.95f) - 1, 0, samples.Count - 1)]; + result.MaxFrameMs = samples[samples.Count - 1]; + } + return result; + } + + private static void Start() + { + if (!EditorApplication.isPlaying) + { + EditorUtility.DisplayDialog("需要 Play Mode", "请进入 Play Mode 并等待游戏初始化完成后再执行巡检。", "确定"); + return; + } + if (!Entries.Any(x => x.Selected)) return; + Results.Clear(); currentIndex = 0; state = AuditState.Opening; activeEntry = null; activeResult = null; + StartRecorder(); + Subscribe(); + } + + private static void Subscribe() + { + if (isSubscribed) return; + EditorApplication.update += Tick; + isSubscribed = true; + } + + private static void Tick() + { + if (isManualRecording) { TickManualRecording(); return; } + if (!EditorApplication.isPlaying) { Stop("已退出 Play Mode"); return; } + if (state == AuditState.Opening) + { + while (currentIndex < Entries.Count && !Entries[currentIndex].Selected) currentIndex++; + if (currentIndex >= Entries.Count) { Finish(); return; } + activeEntry = Entries[currentIndex++]; + activeResult = new PanelResult { PanelName = activeEntry.PanelName, Prefab = activeEntry.Prefab, Status = "打开中" }; + Results.Add(activeResult); FrameSamples.Clear(); frameCount = 0; requestTime = Time.realtimeSinceStartup; + baselineActiveObjects = CaptureActiveSceneObjects(); + state = AuditState.AwaitingOpen; + try + { + PanelMgr.Instance.Show(activeEntry.PanelName, null, panel => + { + if (state != AuditState.AwaitingOpen || activeEntry == null) return; + openedTime = Time.realtimeSinceStartup; + activeResult.OpenMs = (openedTime - requestTime) * 1000f; + activeResult.Status = "预热中"; + state = AuditState.Warmup; + }); + } + catch (Exception exception) { FailCurrent("打开异常: " + exception.GetType().Name, "缺少运行时数据或初始化条件不满足"); } + return; + } + if (state == AuditState.AwaitingOpen && Time.realtimeSinceStartup - requestTime > OpenTimeoutSeconds) { FailCurrent("打开超时", "未完成初始化:请检查运行时数据、参数或资源加载。"); return; } + if (state == AuditState.Warmup) + { + if (++frameCount >= WarmupFrameCount) { frameCount = 0; activeResult.Status = "采样中"; state = AuditState.Sampling; } + return; + } + if (state == AuditState.Sampling) + { + FrameSamples.Add(Time.unscaledDeltaTime * 1000f); + if (recorderStarted && gcRecorder.Valid) activeResult.PeakGcBytes = Math.Max(activeResult.PeakGcBytes, gcRecorder.LastValue); + if (++frameCount >= SampleFrameCount) + { + CompleteCurrent(); + return; + } + } + if (state == AuditState.Closing && ++frameCount >= CloseVerificationFrameCount) FinishClosing(); + } + + private static void CompleteCurrent() + { + FrameSamples.Sort(); + activeResult.AverageFrameMs = FrameSamples.Count == 0 ? 0f : FrameSamples.Average(); + activeResult.P95FrameMs = FrameSamples.Count == 0 ? 0f : FrameSamples[Mathf.Clamp(Mathf.CeilToInt(FrameSamples.Count * 0.95f) - 1, 0, FrameSamples.Count - 1)]; + activeResult.MaxFrameMs = FrameSamples.Count == 0 ? 0f : FrameSamples[FrameSamples.Count - 1]; + activeResult.Status = "完成"; + CloseCurrent(); + } + + private static void FailCurrent(string reason, string detail = null) { if (activeResult != null) { activeResult.Status = reason; activeResult.Reason = detail; } CloseCurrent(); } + private static void CloseCurrent() + { + try { if (activeEntry != null) PanelMgr.Instance.Close(activeEntry.PanelName); } + catch (Exception exception) { if (activeResult != null) { activeResult.Status += ";关闭异常"; activeResult.Reason = "关闭接口执行失败。"; } } + frameCount = 0; + state = AuditState.Closing; + } + + private static void FinishClosing() + { + Dictionary currentActiveObjects = CaptureActiveSceneObjects(); + int residualCount = currentActiveObjects.Count(x => !baselineActiveObjects.ContainsKey(x.Key)); + if (residualCount > 0 && activeResult != null) + { + activeResult.ResidualObjectCount = residualCount; + activeResult.Status += ";疑似未关闭"; + activeResult.Reason = "关闭后仍有新增 UI 保持激活;提示类可能需要点击空白处关闭。"; + } + activeEntry = null; activeResult = null; baselineActiveObjects.Clear(); state = AuditState.Opening; + } + + private static void Stop(string reason) + { + if (activeResult != null && activeResult.Status != "完成") activeResult.Status = reason; + try { if (activeEntry != null) PanelMgr.Instance.Close(activeEntry.PanelName); } catch { } + Finish(); + } + + private static void Finish() + { + state = AuditState.Finished; activeEntry = null; activeResult = null; + if (isSubscribed) { EditorApplication.update -= Tick; isSubscribed = false; } + if (recorderStarted) { gcRecorder.Dispose(); recorderStarted = false; } + } + + private static void StartRecorder() + { + if (recorderStarted) gcRecorder.Dispose(); + gcRecorder = ProfilerRecorder.StartNew(ProfilerCategory.Memory, "GC Allocated In Frame"); + recorderStarted = true; + } + + private static void ExportCsv() + { + if (Results.Count == 0) { EditorUtility.DisplayDialog("没有数据", "请先完成一次巡检。", "确定"); return; } + string path = EditorUtility.SaveFilePanel("导出界面性能报告", Application.dataPath, "UI性能巡检报告", "csv"); + if (string.IsNullOrEmpty(path)) return; + List lines = new List { "界面,Prefab,状态,打开耗时ms,停留秒,平均帧耗时ms,P95帧耗时ms,最大帧耗时ms,GC峰值KB,疑似残留对象数,原因" }; + foreach (PanelResult item in Results.OrderByDescending(x => x.P95FrameMs)) + lines.Add(Csv(item.PanelName) + "," + Csv(item.Prefab == null ? string.Empty : AssetDatabase.GetAssetPath(item.Prefab)) + "," + Csv(item.Status) + "," + item.OpenMs.ToString("F2") + "," + item.StaySeconds.ToString("F2") + "," + item.AverageFrameMs.ToString("F2") + "," + item.P95FrameMs.ToString("F2") + "," + item.MaxFrameMs.ToString("F2") + "," + (item.PeakGcBytes / 1024f).ToString("F2") + "," + item.ResidualObjectCount + "," + Csv(item.Reason)); + File.WriteAllLines(path, lines, new System.Text.UTF8Encoding(true)); + EditorUtility.RevealInFinder(path); + } + + private static string GetAbsolutePath(string assetPath) => Path.Combine(Directory.GetParent(Application.dataPath).FullName, assetPath); + private static string Csv(string text) => "\"" + (text ?? string.Empty).Replace("\"", "\"\"") + "\""; + private static Dictionary CaptureActiveSceneObjects() + { + Dictionary result = new Dictionary(); + foreach (GameObject item in Resources.FindObjectsOfTypeAll()) + { + if (item == null || !item.activeInHierarchy || !item.scene.IsValid() || !item.scene.isLoaded) continue; + result[item.GetInstanceID()] = item.name; + } + return result; + } +} + +/// +/// Read-only UI resource reference scanner. It is deliberately kept in this +/// already-imported Editor script so the current project imports its menu. +/// +public class UIPrefabCheck : EditorWindow +{ + private const string DefaultPrefabRoot = "Assets/Resources/Resources_moved/gui/panel"; + private const int PageSize = 100; + private const long LargeImageFileSizeBytes = 500L * 1024L; + private const int LargeImageDimension = 1024; + private const int SimilarImageMaxHashDistance = 6; + private static readonly string[] UnusedImageRoots = + { + "Assets/Resources/Resources_moved/gui", + "Assets/PSD2UI/UI" + }; + + private class Record + { + public string PrefabPath; + public GameObject Prefab; + public string ObjectPath; + public string Component; + public UnityEngine.Object Asset; + public string AssetPath; + public string Atlases; + public string Warning; + } + + private class SharedRecord + { + public UnityEngine.Object Asset; + public string AssetPath; + public string Atlases; + public List PrefabPaths; + } + + private class UnusedImageRecord + { + public Texture2D Asset; + public string AssetPath; + public string Reason; + } + + private class PrefabNodeRecord + { + public GameObject Prefab; + public string PrefabPath; + public int NodeCount; + public string Type; + public int SuggestedNodeCount; + public string Suggestion; + public bool NeedsOptimization; + } + + private class LargeImageRecord + { + public Texture2D Asset; + public string AssetPath; + public long FileSizeBytes; + public int Width; + public int Height; + public string Reason; + } + + private class ImageFingerprint + { + public Texture2D Asset; + public string AssetPath; + public long FileSizeBytes; + public int Width; + public int Height; + public float AspectRatio; + public ulong DifferenceHash; + } + + private class SimilarImagePair + { + public ImageFingerprint Left; + public ImageFingerprint Right; + public int HashDistance; + } + + private enum ViewTab + { + 引用明细, + 多预制体共用, + 疑似无用图片, + 节点统计, + 大图标记, + 相似图, + 界面性能 + } + + private readonly List records = new List(); + private readonly List filteredRecords = new List(); + private readonly List sharedRecords = new List(); + private readonly List filteredSharedRecords = new List(); + private readonly List unusedImageRecords = new List(); + private readonly List filteredUnusedImageRecords = new List(); + private readonly List prefabNodeRecords = new List(); + private readonly List filteredPrefabNodeRecords = new List(); + private readonly List largeImageRecords = new List(); + private readonly List filteredLargeImageRecords = new List(); + private readonly List similarImagePairs = new List(); + private readonly List filteredSimilarImagePairs = new List(); + private readonly List atlases = new List(); + private readonly Dictionary atlasCache = new Dictionary(); + private readonly Dictionary prefabCache = new Dictionary(); + private readonly Dictionary prefabLastWriteTimesUtc = new Dictionary(StringComparer.OrdinalIgnoreCase); + private readonly HashSet prefabDependencies = new HashSet(StringComparer.OrdinalIgnoreCase); + private string prefabRoot = DefaultPrefabRoot; + private string filter = string.Empty; + private Vector2 scroll; + private bool warningsOnly; + private int prefabCount; + private int duplicateGroups; + private int skippedSimilarImageCount; + private int page; + private ViewTab activeTab; + private string lastFilter = string.Empty; + private bool lastWarningsOnly; + + [MenuItem("Tools/UI/Prefab 和图片优化扫描工具")] + private static void OpenScanner() + { + UIPrefabCheck window = GetWindow(); + window.titleContent = new GUIContent("Prefab 和图片优化扫描工具"); + window.minSize = new Vector2(960, 500); + } + + [MenuItem("Tools/UI/界面性能巡检")] + private static void OpenPerformanceAudit() + { + UIPrefabCheck window = GetWindow(); + window.titleContent = new GUIContent("界面性能巡检"); + window.minSize = new Vector2(960, 500); + window.activeTab = ViewTab.界面性能; + window.Repaint(); + } + + private void OnGUI() + { + EditorGUILayout.LabelField("Prefab 和图片优化扫描工具(只读)", EditorStyles.boldLabel); + EditorGUILayout.HelpBox("扫描 Image、RawImage、SpriteRenderer;不会修改任何图片、预制体或图集。", MessageType.Info); + EditorGUILayout.BeginHorizontal(); + prefabRoot = EditorGUILayout.TextField("Prefab 扫描目录", prefabRoot); + if (GUILayout.Button("扫描", GUILayout.Width(90))) Scan(); + if (GUILayout.Button("导出 CSV", GUILayout.Width(90))) ExportCsv(); + EditorGUILayout.EndHorizontal(); + EditorGUILayout.LabelField($"Prefab:{prefabCount} 图片引用:{records.Count} 图集:{atlases.Count} 同名跨目录组:{duplicateGroups}"); + EditorGUILayout.BeginHorizontal(); + string newFilter = EditorGUILayout.TextField("筛选", filter); + bool newWarningsOnly = EditorGUILayout.ToggleLeft("仅显示需确认项", warningsOnly, GUILayout.Width(130)); + EditorGUILayout.EndHorizontal(); + if (newFilter != filter || newWarningsOnly != warningsOnly) + { + filter = newFilter; + warningsOnly = newWarningsOnly; + page = 0; + } + ViewTab newTab = (ViewTab)GUILayout.Toolbar((int)activeTab, new[] { "引用明细", "多预制体共用", "疑似无用图片", "节点统计", "大图标记", "相似图", "界面性能" }); + if (newTab != activeTab) + { + activeTab = newTab; + page = 0; + scroll = Vector2.zero; + } + if (activeTab == ViewTab.界面性能) + { + UIRuntimePerformanceAudit.DrawEmbedded(); + } + else if (activeTab == ViewTab.引用明细) + { + DrawReferencePage(); + } + else + { + if (activeTab == ViewTab.多预制体共用) DrawSharedPage(); + else if (activeTab == ViewTab.疑似无用图片) DrawUnusedImagePage(); + else if (activeTab == ViewTab.节点统计) DrawNodeStatisticsPage(); + else if (activeTab == ViewTab.大图标记) DrawLargeImagePage(); + else DrawSimilarImagePage(); + } + } + + private void DrawReferencePage() + { + RefreshFilteredRecordsIfNeeded(); + DrawPager(filteredRecords.Count); + EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); + GUILayout.Label("Prefab(最近修改优先)", EditorStyles.miniBoldLabel, GUILayout.Width(210)); + GUILayout.Label("节点 / 组件", EditorStyles.miniBoldLabel, GUILayout.Width(230)); + GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(280)); + GUILayout.Label("图集", EditorStyles.miniBoldLabel, GUILayout.Width(140)); + GUILayout.Label("需确认", EditorStyles.miniBoldLabel); + EditorGUILayout.EndHorizontal(); + scroll = EditorGUILayout.BeginScrollView(scroll); + int start = page * PageSize; + int end = Math.Min(start + PageSize, filteredRecords.Count); + string previousPrefabPath = null; + for (int i = start; i < end; i++) + { + Record record = filteredRecords[i]; + if (previousPrefabPath != null && previousPrefabPath != record.PrefabPath) + { + EditorGUILayout.LabelField($"──────────────────── {Path.GetFileNameWithoutExtension(record.PrefabPath)} ────────────────────", EditorStyles.centeredGreyMiniLabel); + } + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(record.Prefab, typeof(GameObject), false, GUILayout.Width(210)); + GUILayout.Label(record.ObjectPath + "\n" + record.Component, EditorStyles.miniLabel, GUILayout.Width(230)); + EditorGUILayout.ObjectField(record.Asset, typeof(UnityEngine.Object), false, GUILayout.Width(280)); + DrawAtlasLink(record.Atlases); + GUILayout.Label(record.Warning, EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + previousPrefabPath = record.PrefabPath; + } + EditorGUILayout.EndScrollView(); + } + + private void DrawSharedPage() + { + RefreshFilteredSharedRecords(); + DrawPager(filteredSharedRecords.Count); + EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); + GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(300)); + GUILayout.Label("图集", EditorStyles.miniBoldLabel, GUILayout.Width(160)); + GUILayout.Label("引用 Prefab 数", EditorStyles.miniBoldLabel, GUILayout.Width(100)); + GUILayout.Label("引用它的 Prefab", EditorStyles.miniBoldLabel); + EditorGUILayout.EndHorizontal(); + scroll = EditorGUILayout.BeginScrollView(scroll); + int start = page * PageSize; + int end = Math.Min(start + PageSize, filteredSharedRecords.Count); + for (int i = start; i < end; i++) + { + SharedRecord record = filteredSharedRecords[i]; + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(record.Asset, typeof(UnityEngine.Object), false, GUILayout.Width(300)); + GUILayout.Label(record.Atlases, EditorStyles.miniLabel, GUILayout.Width(160)); + GUILayout.Label(record.PrefabPaths.Count.ToString(), EditorStyles.miniLabel, GUILayout.Width(100)); + GUILayout.Label(string.Join("\n", record.PrefabPaths), EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndScrollView(); + } + + private void DrawUnusedImagePage() + { + EditorGUILayout.HelpBox( + "只检查标准 UI 图片目录。结果表示未发现 Prefab 依赖或静态 C# 引用;配置表、字符串拼接、反射和运行时下载资源无法可靠识别,因此请人工确认后再处理。", + MessageType.Warning); + if (prefabCount == 0) + { + EditorGUILayout.HelpBox("请先点击“扫描”,建立当前 Prefab 范围的依赖清单。", MessageType.Info); + return; + } + if (GUILayout.Button("扫描疑似无用图片", GUILayout.Height(28))) ScanPotentiallyUnusedImages(); + if (unusedImageRecords.Count == 0) + { + EditorGUILayout.LabelField("尚未扫描,或未发现疑似无用图片。", EditorStyles.miniLabel); + return; + } + RefreshFilteredUnusedImages(); + DrawPager(filteredUnusedImageRecords.Count); + EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); + GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(320)); + GUILayout.Label("资源路径", EditorStyles.miniBoldLabel, GUILayout.Width(390)); + GUILayout.Label("判定", EditorStyles.miniBoldLabel); + EditorGUILayout.EndHorizontal(); + scroll = EditorGUILayout.BeginScrollView(scroll); + int start = page * PageSize; + int end = Math.Min(start + PageSize, filteredUnusedImageRecords.Count); + for (int i = start; i < end; i++) + { + UnusedImageRecord record = filteredUnusedImageRecords[i]; + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(record.Asset, typeof(Texture2D), false, GUILayout.Width(320)); + GUILayout.Label(record.AssetPath, EditorStyles.miniLabel, GUILayout.Width(390)); + GUILayout.Label(record.Reason, EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndScrollView(); + } + + private void DrawNodeStatisticsPage() + { + EditorGUILayout.HelpBox( + "节点数包含所有激活和未激活的子节点。类型与建议值是基于常见移动游戏 Prefab 的经验阈值,用于优先定位复杂 Prefab,而非强制限制。", + MessageType.Info); + if (prefabNodeRecords.Count == 0) + { + EditorGUILayout.HelpBox("请先点击“扫描”。", MessageType.Info); + return; + } + RefreshFilteredNodeRecords(); + DrawPager(filteredPrefabNodeRecords.Count); + EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); + GUILayout.Label("Prefab", EditorStyles.miniBoldLabel, GUILayout.Width(270)); + GUILayout.Label("类型", EditorStyles.miniBoldLabel, GUILayout.Width(110)); + GUILayout.Label("节点数", EditorStyles.miniBoldLabel, GUILayout.Width(65)); + GUILayout.Label("建议节点数", EditorStyles.miniBoldLabel, GUILayout.Width(90)); + GUILayout.Label("建议", EditorStyles.miniBoldLabel); + EditorGUILayout.EndHorizontal(); + scroll = EditorGUILayout.BeginScrollView(scroll); + int start = page * PageSize; + int end = Math.Min(start + PageSize, filteredPrefabNodeRecords.Count); + for (int i = start; i < end; i++) + { + PrefabNodeRecord record = filteredPrefabNodeRecords[i]; + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(record.Prefab, typeof(GameObject), false, GUILayout.Width(270)); + GUILayout.Label(record.Type, EditorStyles.miniLabel, GUILayout.Width(110)); + GUILayout.Label(record.NodeCount.ToString(), EditorStyles.miniLabel, GUILayout.Width(65)); + GUILayout.Label("≤ " + record.SuggestedNodeCount, EditorStyles.miniLabel, GUILayout.Width(90)); + GUILayout.Label(record.Suggestion, EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndScrollView(); + } + + private void DrawLargeImagePage() + { + EditorGUILayout.HelpBox("标记源文件大于 500 KB,或导入后宽和高均不小于 1024 像素的 UI 图片。", MessageType.Info); + if (GUILayout.Button("扫描大图", GUILayout.Height(28))) ScanLargeImages(); + if (largeImageRecords.Count == 0) + { + EditorGUILayout.LabelField("尚未扫描,或未发现满足条件的图片。", EditorStyles.miniLabel); + return; + } + RefreshFilteredLargeImages(); + DrawPager(filteredLargeImageRecords.Count); + EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); + GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(300)); + GUILayout.Label("源文件大小", EditorStyles.miniBoldLabel, GUILayout.Width(95)); + GUILayout.Label("导入分辨率", EditorStyles.miniBoldLabel, GUILayout.Width(100)); + GUILayout.Label("标记原因", EditorStyles.miniBoldLabel, GUILayout.Width(190)); + GUILayout.Label("资源路径", EditorStyles.miniBoldLabel); + EditorGUILayout.EndHorizontal(); + scroll = EditorGUILayout.BeginScrollView(scroll); + int start = page * PageSize; + int end = Math.Min(start + PageSize, filteredLargeImageRecords.Count); + for (int i = start; i < end; i++) + { + LargeImageRecord record = filteredLargeImageRecords[i]; + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(record.Asset, typeof(Texture2D), false, GUILayout.Width(300)); + GUILayout.Label(FormatFileSize(record.FileSizeBytes), EditorStyles.miniLabel, GUILayout.Width(95)); + GUILayout.Label(record.Width + " × " + record.Height, EditorStyles.miniLabel, GUILayout.Width(100)); + GUILayout.Label(record.Reason, EditorStyles.miniLabel, GUILayout.Width(190)); + GUILayout.Label(record.AssetPath, EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndScrollView(); + } + + private void DrawSimilarImagePage() + { + EditorGUILayout.HelpBox( + "仅比较 PNG/JPG/JPEG 图片。工具会先去除透明边缘、统一缩放,再计算感知差异哈希;距离越小,视觉内容越接近。结果仅供人工确认。", + MessageType.Info); + if (GUILayout.Button("扫描相似图", GUILayout.Height(28))) ScanSimilarImages(); + EditorGUILayout.LabelField($"相似候选对:{similarImagePairs.Count} 跳过不支持格式或无法读取的图片:{skippedSimilarImageCount}", EditorStyles.miniLabel); + if (similarImagePairs.Count == 0) + { + EditorGUILayout.LabelField("尚未扫描,或未发现相似候选。", EditorStyles.miniLabel); + return; + } + RefreshFilteredSimilarImagePairs(); + DrawPager(filteredSimilarImagePairs.Count); + EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); + GUILayout.Label("图片 A", EditorStyles.miniBoldLabel, GUILayout.Width(180)); + GUILayout.Label("A 大小 / 尺寸", EditorStyles.miniBoldLabel, GUILayout.Width(125)); + GUILayout.Label("图片 B", EditorStyles.miniBoldLabel, GUILayout.Width(180)); + GUILayout.Label("B 大小 / 尺寸", EditorStyles.miniBoldLabel, GUILayout.Width(125)); + GUILayout.Label("相似度", EditorStyles.miniBoldLabel, GUILayout.Width(60)); + GUILayout.Label("距离", EditorStyles.miniBoldLabel, GUILayout.Width(45)); + GUILayout.Label("路径", EditorStyles.miniBoldLabel); + EditorGUILayout.EndHorizontal(); + scroll = EditorGUILayout.BeginScrollView(scroll); + int start = page * PageSize; + int end = Math.Min(start + PageSize, filteredSimilarImagePairs.Count); + for (int i = start; i < end; i++) + { + SimilarImagePair pair = filteredSimilarImagePairs[i]; + EditorGUILayout.BeginHorizontal(); + EditorGUILayout.ObjectField(pair.Left.Asset, typeof(Texture2D), false, GUILayout.Width(180)); + GUILayout.Label(FormatFileSize(pair.Left.FileSizeBytes) + "\n" + pair.Left.Width + " × " + pair.Left.Height, EditorStyles.miniLabel, GUILayout.Width(125)); + EditorGUILayout.ObjectField(pair.Right.Asset, typeof(Texture2D), false, GUILayout.Width(180)); + GUILayout.Label(FormatFileSize(pair.Right.FileSizeBytes) + "\n" + pair.Right.Width + " × " + pair.Right.Height, EditorStyles.miniLabel, GUILayout.Width(125)); + GUILayout.Label(GetSimilarityPercentage(pair.HashDistance), EditorStyles.miniLabel, GUILayout.Width(60)); + GUILayout.Label(pair.HashDistance.ToString(), EditorStyles.miniLabel, GUILayout.Width(45)); + GUILayout.Label(pair.Left.AssetPath + "\n" + pair.Right.AssetPath, EditorStyles.miniLabel); + EditorGUILayout.EndHorizontal(); + } + EditorGUILayout.EndScrollView(); + } + + private void Scan() + { + if (!AssetDatabase.IsValidFolder(prefabRoot)) + { + EditorUtility.DisplayDialog("扫描失败", "请输入 Assets 下有效的 Prefab 目录。", "确定"); + return; + } + records.Clear(); filteredRecords.Clear(); sharedRecords.Clear(); filteredSharedRecords.Clear(); unusedImageRecords.Clear(); filteredUnusedImageRecords.Clear(); prefabNodeRecords.Clear(); filteredPrefabNodeRecords.Clear(); largeImageRecords.Clear(); filteredLargeImageRecords.Clear(); similarImagePairs.Clear(); filteredSimilarImagePairs.Clear(); atlasCache.Clear(); prefabCache.Clear(); prefabLastWriteTimesUtc.Clear(); prefabDependencies.Clear(); atlases.Clear(); duplicateGroups = 0; skippedSimilarImageCount = 0; page = 0; + foreach (string guid in AssetDatabase.FindAssets("t:SpriteAtlas")) + { + SpriteAtlas atlas = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid)); + if (atlas != null) atlases.Add(atlas); + } + string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { prefabRoot }); + prefabCount = prefabGuids.Length; + try + { + for (int i = 0; i < prefabGuids.Length; i++) + { + string path = AssetDatabase.GUIDToAssetPath(prefabGuids[i]); + EditorUtility.DisplayProgressBar("扫描 UI 图片引用", path, prefabGuids.Length == 0 ? 1f : (float)i / prefabGuids.Length); + ScanPrefab(path); + foreach (string dependency in AssetDatabase.GetDependencies(path, true)) prefabDependencies.Add(dependency); + } + } + finally { EditorUtility.ClearProgressBar(); } + MarkDuplicateNames(); + SortReferenceRecords(); + BuildSharedRecords(); + RefreshFilteredRecords(); + Repaint(); + } + + private void ScanPrefab(string prefabPath) + { + GameObject root = PrefabUtility.LoadPrefabContents(prefabPath); + try + { + prefabNodeRecords.Add(BuildNodeRecord(prefabPath, root)); + foreach (Image item in root.GetComponentsInChildren(true)) Add(prefabPath, item.transform, "Image.sprite", item.sprite); + foreach (RawImage item in root.GetComponentsInChildren(true)) Add(prefabPath, item.transform, "RawImage.texture", item.texture); + foreach (SpriteRenderer item in root.GetComponentsInChildren(true)) Add(prefabPath, item.transform, "SpriteRenderer.sprite", item.sprite); + } + finally { PrefabUtility.UnloadPrefabContents(root); } + } + + private PrefabNodeRecord BuildNodeRecord(string prefabPath, GameObject root) + { + string type = GetPrefabType(root, prefabPath); + int suggestedCount = GetSuggestedNodeCount(type); + int nodeCount = root.GetComponentsInChildren(true).Length; + bool needsOptimization = nodeCount > suggestedCount; + string suggestion = !needsOptimization ? "节点数在建议范围内" : nodeCount <= suggestedCount * 1.5f ? "建议关注:可合并静态节点或复用组件" : "建议拆分:检查层级、重复节点与可复用组件"; + return new PrefabNodeRecord { Prefab = GetPrefab(prefabPath), PrefabPath = prefabPath, NodeCount = nodeCount, Type = type, SuggestedNodeCount = suggestedCount, Suggestion = suggestion, NeedsOptimization = needsOptimization }; + } + + private static string GetPrefabType(GameObject root, string prefabPath) + { + bool hasUi = root.transform is RectTransform || root.GetComponentInChildren(true) != null; + if (hasUi) + { + bool isPanel = prefabPath.IndexOf("/panel/", StringComparison.OrdinalIgnoreCase) >= 0 || root.name.IndexOf("Panel", StringComparison.OrdinalIgnoreCase) >= 0; + return isPanel ? "UI 面板" : "UI 组件"; + } + if (root.GetComponentInChildren(true) != null) return "特效"; + if (root.GetComponentInChildren(true) != null || root.GetComponentInChildren(true) != null) return "角色/动态对象"; + return "通用对象"; + } + + private static int GetSuggestedNodeCount(string type) + { + switch (type) + { + case "UI 面板": return 150; + case "UI 组件": return 50; + case "特效": return 80; + case "角色/动态对象": return 100; + default: return 80; + } + } + + private void Add(string prefabPath, Transform transform, string component, UnityEngine.Object asset) + { + if (asset == null) return; + string assetPath = AssetDatabase.GetAssetPath(asset); + if (string.IsNullOrEmpty(assetPath)) return; + records.Add(new Record { PrefabPath = prefabPath, Prefab = GetPrefab(prefabPath), ObjectPath = TransformPath(transform), Component = component, Asset = asset, AssetPath = assetPath, Atlases = FindAtlases(asset, assetPath), Warning = IsStandardUiPath(assetPath) ? string.Empty : "非标准 UI 资源目录" }); + } + + private string FindAtlases(UnityEngine.Object asset, string assetPath) + { + Sprite sprite = asset as Sprite; + if (sprite == null) return "—"; + if (atlasCache.TryGetValue(assetPath, out string result)) return result; + List names = new List(); + foreach (SpriteAtlas atlas in atlases) if (atlas.CanBindTo(sprite)) names.Add(atlas.name); + result = names.Count == 0 ? "未加入图集" : string.Join("; ", names); + atlasCache.Add(assetPath, result); + return result; + } + + private void DrawAtlasLink(string atlasNames) + { + if (atlasNames == "—" || atlasNames == "未加入图集") + { + GUILayout.Label(atlasNames, EditorStyles.miniLabel, GUILayout.Width(140)); + return; + } + + if (!GUILayout.Button(new GUIContent(atlasNames, "点击定位图集"), EditorStyles.miniButton, GUILayout.Width(140))) return; + + string[] names = atlasNames.Split(new[] { "; " }, StringSplitOptions.RemoveEmptyEntries); + List linkedAtlases = atlases.Where(atlas => names.Any(name => string.Equals(name, atlas.name, StringComparison.OrdinalIgnoreCase))).ToList(); + if (linkedAtlases.Count == 0) return; + if (linkedAtlases.Count == 1) + { + SelectAndPingAtlas(linkedAtlases[0]); + return; + } + + GenericMenu menu = new GenericMenu(); + foreach (SpriteAtlas atlas in linkedAtlases) + { + SpriteAtlas target = atlas; + menu.AddItem(new GUIContent(AssetDatabase.GetAssetPath(target)), false, () => SelectAndPingAtlas(target)); + } + menu.ShowAsContext(); + } + + private static void SelectAndPingAtlas(SpriteAtlas atlas) + { + Selection.activeObject = atlas; + EditorGUIUtility.PingObject(atlas); + } + + private void MarkDuplicateNames() + { + foreach (IGrouping group in records.GroupBy(x => Path.GetFileName(x.AssetPath), StringComparer.OrdinalIgnoreCase)) + { + if (group.Select(x => x.AssetPath).Distinct(StringComparer.OrdinalIgnoreCase).Count() <= 1) continue; + duplicateGroups++; + foreach (Record record in group) record.Warning = string.IsNullOrEmpty(record.Warning) ? "同名跨目录" : record.Warning + "; 同名跨目录"; + } + } + + private void SortReferenceRecords() + { + records.Sort((left, right) => + { + int modifiedTimeComparison = GetPrefabLastWriteTimeUtc(right.PrefabPath).CompareTo(GetPrefabLastWriteTimeUtc(left.PrefabPath)); + if (modifiedTimeComparison != 0) return modifiedTimeComparison; + + int prefabComparison = string.Compare(left.PrefabPath, right.PrefabPath, StringComparison.OrdinalIgnoreCase); + if (prefabComparison != 0) return prefabComparison; + + int atlasComparison = string.Compare(AtlasSortKey(left.Atlases), AtlasSortKey(right.Atlases), StringComparison.OrdinalIgnoreCase); + if (atlasComparison != 0) return atlasComparison; + + int assetComparison = string.Compare(left.AssetPath, right.AssetPath, StringComparison.OrdinalIgnoreCase); + if (assetComparison != 0) return assetComparison; + + return string.Compare(left.ObjectPath, right.ObjectPath, StringComparison.OrdinalIgnoreCase); + }); + } + + private DateTime GetPrefabLastWriteTimeUtc(string prefabPath) + { + if (prefabLastWriteTimesUtc.TryGetValue(prefabPath, out DateTime lastWriteTimeUtc)) return lastWriteTimeUtc; + + string absolutePath = GetAbsoluteAssetPath(prefabPath); + lastWriteTimeUtc = File.Exists(absolutePath) ? File.GetLastWriteTimeUtc(absolutePath) : DateTime.MinValue; + prefabLastWriteTimesUtc.Add(prefabPath, lastWriteTimeUtc); + return lastWriteTimeUtc; + } + + private static string AtlasSortKey(string atlasName) + { + return atlasName == "未加入图集" ? "~" : atlasName; + } + + private bool Matches(Record record) + { + if (warningsOnly && string.IsNullOrEmpty(record.Warning)) return false; + if (string.IsNullOrEmpty(filter)) return true; + string text = record.PrefabPath + record.ObjectPath + record.Component + record.AssetPath + record.Atlases + record.Warning; + return text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0; + } + + private GameObject GetPrefab(string prefabPath) + { + if (!prefabCache.TryGetValue(prefabPath, out GameObject prefab)) + { + prefab = AssetDatabase.LoadAssetAtPath(prefabPath); + prefabCache.Add(prefabPath, prefab); + } + return prefab; + } + + private void RefreshFilteredRecordsIfNeeded() + { + if (lastFilter == filter && lastWarningsOnly == warningsOnly) return; + RefreshFilteredRecords(); + } + + private void RefreshFilteredRecords() + { + filteredRecords.Clear(); + foreach (Record record in records) if (Matches(record)) filteredRecords.Add(record); + lastFilter = filter; + lastWarningsOnly = warningsOnly; + int maxPage = Math.Max(0, (filteredRecords.Count - 1) / PageSize); + page = Math.Min(page, maxPage); + } + + private void BuildSharedRecords() + { + sharedRecords.Clear(); + foreach (IGrouping group in records.GroupBy(x => x.AssetPath, StringComparer.OrdinalIgnoreCase)) + { + List prefabPaths = group.Select(x => x.PrefabPath).Distinct(StringComparer.OrdinalIgnoreCase).OrderBy(x => x).ToList(); + if (prefabPaths.Count < 2) continue; + Record first = group.First(); + sharedRecords.Add(new SharedRecord { Asset = first.Asset, AssetPath = first.AssetPath, Atlases = first.Atlases, PrefabPaths = prefabPaths }); + } + sharedRecords.Sort((left, right) => right.PrefabPaths.Count.CompareTo(left.PrefabPaths.Count)); + } + + private void RefreshFilteredSharedRecords() + { + filteredSharedRecords.Clear(); + foreach (SharedRecord record in sharedRecords) + { + string text = record.AssetPath + record.Atlases + string.Join(" ", record.PrefabPaths); + if (string.IsNullOrEmpty(filter) || text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredSharedRecords.Add(record); + } + int maxPage = Math.Max(0, (filteredSharedRecords.Count - 1) / PageSize); + page = Math.Min(page, maxPage); + } + + private void ScanPotentiallyUnusedImages() + { + unusedImageRecords.Clear(); + filteredUnusedImageRecords.Clear(); + page = 0; + string codeText = ReadAllProjectCode(); + string[] imageGuids = AssetDatabase.FindAssets("t:Texture2D", UnusedImageRoots); + try + { + for (int i = 0; i < imageGuids.Length; i++) + { + string assetPath = AssetDatabase.GUIDToAssetPath(imageGuids[i]); + EditorUtility.DisplayProgressBar("扫描疑似无用图片", assetPath, imageGuids.Length == 0 ? 1f : (float)i / imageGuids.Length); + if (prefabDependencies.Contains(assetPath) || HasStaticCodeReference(assetPath, imageGuids[i], codeText)) continue; + Texture2D image = AssetDatabase.LoadAssetAtPath(assetPath); + if (image != null) unusedImageRecords.Add(new UnusedImageRecord { Asset = image, AssetPath = assetPath, Reason = "未发现 Prefab 依赖或静态代码引用" }); + } + } + finally { EditorUtility.ClearProgressBar(); } + unusedImageRecords.Sort((left, right) => string.Compare(left.AssetPath, right.AssetPath, StringComparison.OrdinalIgnoreCase)); + RefreshFilteredUnusedImages(); + Repaint(); + } + + private static string ReadAllProjectCode() + { + List code = new List(); + foreach (string file in Directory.GetFiles(Application.dataPath, "*.cs", SearchOption.AllDirectories)) + { + try { code.Add(File.ReadAllText(file)); } + catch (IOException) { } + catch (UnauthorizedAccessException) { } + } + return string.Join("\n", code); + } + + private static bool HasStaticCodeReference(string assetPath, string guid, string codeText) + { + if (codeText.IndexOf(guid, StringComparison.OrdinalIgnoreCase) >= 0) return true; + if (codeText.IndexOf(assetPath, StringComparison.OrdinalIgnoreCase) >= 0) return true; + const string ResourcesMarker = "/Resources/"; + int markerIndex = assetPath.IndexOf(ResourcesMarker, StringComparison.OrdinalIgnoreCase); + if (markerIndex < 0) return false; + string resourcePath = assetPath.Substring(markerIndex + ResourcesMarker.Length); + resourcePath = Path.ChangeExtension(resourcePath, null).Replace('\\', '/'); + return codeText.IndexOf(resourcePath, StringComparison.OrdinalIgnoreCase) >= 0; + } + + private void RefreshFilteredUnusedImages() + { + filteredUnusedImageRecords.Clear(); + foreach (UnusedImageRecord record in unusedImageRecords) + { + if (string.IsNullOrEmpty(filter) || record.AssetPath.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredUnusedImageRecords.Add(record); + } + int maxPage = Math.Max(0, (filteredUnusedImageRecords.Count - 1) / PageSize); + page = Math.Min(page, maxPage); + } + + private void RefreshFilteredNodeRecords() + { + filteredPrefabNodeRecords.Clear(); + foreach (PrefabNodeRecord record in prefabNodeRecords) + { + if (warningsOnly && !record.NeedsOptimization) continue; + string text = record.PrefabPath + record.Type + record.Suggestion; + if (string.IsNullOrEmpty(filter) || text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredPrefabNodeRecords.Add(record); + } + filteredPrefabNodeRecords.Sort((left, right) => right.NodeCount.CompareTo(left.NodeCount)); + int maxPage = Math.Max(0, (filteredPrefabNodeRecords.Count - 1) / PageSize); + page = Math.Min(page, maxPage); + } + + private void ScanLargeImages() + { + largeImageRecords.Clear(); + filteredLargeImageRecords.Clear(); + page = 0; + string[] imageGuids = AssetDatabase.FindAssets("t:Texture2D", UnusedImageRoots); + try + { + for (int i = 0; i < imageGuids.Length; i++) + { + string assetPath = AssetDatabase.GUIDToAssetPath(imageGuids[i]); + EditorUtility.DisplayProgressBar("扫描大图", assetPath, imageGuids.Length == 0 ? 1f : (float)i / imageGuids.Length); + Texture2D image = AssetDatabase.LoadAssetAtPath(assetPath); + if (image == null) continue; + long fileSize = GetAssetFileSize(assetPath); + bool isLargeFile = fileSize > LargeImageFileSizeBytes; + bool isLargeDimension = image.width >= LargeImageDimension && image.height >= LargeImageDimension; + if (!isLargeFile && !isLargeDimension) continue; + List reasons = new List(); + if (isLargeFile) reasons.Add("源文件 > 500 KB"); + if (isLargeDimension) reasons.Add("分辨率 ≥ 1024 × 1024"); + largeImageRecords.Add(new LargeImageRecord { Asset = image, AssetPath = assetPath, FileSizeBytes = fileSize, Width = image.width, Height = image.height, Reason = string.Join(";", reasons) }); + } + } + finally { EditorUtility.ClearProgressBar(); } + largeImageRecords.Sort((left, right) => right.FileSizeBytes.CompareTo(left.FileSizeBytes)); + RefreshFilteredLargeImages(); + Repaint(); + } + + private static long GetAssetFileSize(string assetPath) + { + string absolutePath = GetAbsoluteAssetPath(assetPath); + return File.Exists(absolutePath) ? new FileInfo(absolutePath).Length : 0; + } + + private static string GetAbsoluteAssetPath(string assetPath) + { + string projectRoot = Directory.GetParent(Application.dataPath).FullName; + return Path.Combine(projectRoot, assetPath); + } + + private void RefreshFilteredLargeImages() + { + filteredLargeImageRecords.Clear(); + foreach (LargeImageRecord record in largeImageRecords) + { + if (string.IsNullOrEmpty(filter) || record.AssetPath.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredLargeImageRecords.Add(record); + } + int maxPage = Math.Max(0, (filteredLargeImageRecords.Count - 1) / PageSize); + page = Math.Min(page, maxPage); + } + + private static string FormatFileSize(long sizeInBytes) + { + return (sizeInBytes / 1024f).ToString("F1") + " KB"; + } + + private void ScanSimilarImages() + { + similarImagePairs.Clear(); + filteredSimilarImagePairs.Clear(); + skippedSimilarImageCount = 0; + page = 0; + List fingerprints = new List(); + string[] imageGuids = AssetDatabase.FindAssets("t:Texture2D", UnusedImageRoots); + try + { + for (int i = 0; i < imageGuids.Length; i++) + { + string assetPath = AssetDatabase.GUIDToAssetPath(imageGuids[i]); + EditorUtility.DisplayProgressBar("生成图片感知指纹", assetPath, imageGuids.Length == 0 ? 1f : (float)i / imageGuids.Length); + if (TryCreateFingerprint(assetPath, out ImageFingerprint fingerprint)) fingerprints.Add(fingerprint); + else skippedSimilarImageCount++; + } + FindSimilarImagePairs(fingerprints); + } + finally { EditorUtility.ClearProgressBar(); } + similarImagePairs.Sort((left, right) => + { + long leftMaxSize = Math.Max(left.Left.FileSizeBytes, left.Right.FileSizeBytes); + long rightMaxSize = Math.Max(right.Left.FileSizeBytes, right.Right.FileSizeBytes); + int sizeComparison = rightMaxSize.CompareTo(leftMaxSize); + if (sizeComparison != 0) return sizeComparison; + long leftMaxPixels = Math.Max((long)left.Left.Width * left.Left.Height, (long)left.Right.Width * left.Right.Height); + long rightMaxPixels = Math.Max((long)right.Left.Width * right.Left.Height, (long)right.Right.Width * right.Right.Height); + int dimensionComparison = rightMaxPixels.CompareTo(leftMaxPixels); + return dimensionComparison != 0 ? dimensionComparison : left.HashDistance.CompareTo(right.HashDistance); + }); + RefreshFilteredSimilarImagePairs(); + Repaint(); + } + + private bool TryCreateFingerprint(string assetPath, out ImageFingerprint fingerprint) + { + fingerprint = null; + string extension = Path.GetExtension(assetPath).ToLowerInvariant(); + if (extension != ".png" && extension != ".jpg" && extension != ".jpeg") return false; + string absolutePath = GetAbsoluteAssetPath(assetPath); + if (!File.Exists(absolutePath)) return false; + Texture2D decoded = new Texture2D(2, 2, TextureFormat.RGBA32, false); + try + { + if (!ImageConversion.LoadImage(decoded, File.ReadAllBytes(absolutePath), false)) return false; + if (!TryGetDifferenceHash(decoded, out ulong differenceHash)) return false; + Texture2D asset = AssetDatabase.LoadAssetAtPath(assetPath); + if (asset == null) return false; + fingerprint = new ImageFingerprint + { + Asset = asset, + AssetPath = assetPath, + FileSizeBytes = GetAssetFileSize(assetPath), + Width = decoded.width, + Height = decoded.height, + AspectRatio = decoded.height == 0 ? 0f : (float)decoded.width / decoded.height, + DifferenceHash = differenceHash + }; + return true; + } + finally { Object.DestroyImmediate(decoded); } + } + + private static bool TryGetDifferenceHash(Texture2D image, out ulong hash) + { + hash = 0; + Color32[] pixels = image.GetPixels32(); + int minX = image.width, minY = image.height, maxX = -1, maxY = -1; + for (int y = 0; y < image.height; y++) + { + for (int x = 0; x < image.width; x++) + { + if (pixels[y * image.width + x].a <= 10) continue; + minX = Math.Min(minX, x); minY = Math.Min(minY, y); maxX = Math.Max(maxX, x); maxY = Math.Max(maxY, y); + } + } + if (maxX < minX || maxY < minY) return false; + int cropWidth = maxX - minX + 1; + int cropHeight = maxY - minY + 1; + byte[,] luminance = new byte[8, 9]; + for (int y = 0; y < 8; y++) + { + int sourceY = minY + Mathf.RoundToInt((cropHeight - 1) * y / 7f); + for (int x = 0; x < 9; x++) + { + int sourceX = minX + Mathf.RoundToInt((cropWidth - 1) * x / 8f); + Color32 color = pixels[sourceY * image.width + sourceX]; + luminance[y, x] = (byte)((77 * color.r + 150 * color.g + 29 * color.b) / 256); + } + } + int bitIndex = 0; + for (int y = 0; y < 8; y++) + { + for (int x = 0; x < 8; x++) + { + if (luminance[y, x] > luminance[y, x + 1]) hash |= 1UL << bitIndex; + bitIndex++; + } + } + return true; + } + + private void FindSimilarImagePairs(List fingerprints) + { + Dictionary> buckets = new Dictionary>(); + HashSet comparedPairs = new HashSet(); + for (int i = 0; i < fingerprints.Count; i++) + { + ImageFingerprint left = fingerprints[i]; + for (int chunk = 0; chunk < 8; chunk++) + { + int bucketKey = (chunk << 8) | (int)((left.DifferenceHash >> (chunk * 8)) & 0xFF); + if (buckets.TryGetValue(bucketKey, out List candidates)) + { + foreach (int candidateIndex in candidates) + { + ulong pairKey = ((ulong)(uint)candidateIndex << 32) | (uint)i; + if (!comparedPairs.Add(pairKey)) continue; + ImageFingerprint right = fingerprints[candidateIndex]; + if (Mathf.Abs(left.AspectRatio - right.AspectRatio) > 0.05f) continue; + int distance = GetBitDistance(left.DifferenceHash, right.DifferenceHash); + if (distance <= SimilarImageMaxHashDistance) similarImagePairs.Add(new SimilarImagePair { Left = left, Right = right, HashDistance = distance }); + } + } + else + { + candidates = new List(); + buckets.Add(bucketKey, candidates); + } + candidates.Add(i); + } + } + } + + private static int GetBitDistance(ulong left, ulong right) + { + ulong value = left ^ right; + int count = 0; + while (value != 0) { value &= value - 1; count++; } + return count; + } + + private static string GetSimilarityPercentage(int hashDistance) + { + return ((64 - hashDistance) * 100f / 64f).ToString("F0") + "%"; + } + + private void RefreshFilteredSimilarImagePairs() + { + filteredSimilarImagePairs.Clear(); + foreach (SimilarImagePair pair in similarImagePairs) + { + string text = pair.Left.AssetPath + pair.Right.AssetPath; + if (string.IsNullOrEmpty(filter) || text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredSimilarImagePairs.Add(pair); + } + int maxPage = Math.Max(0, (filteredSimilarImagePairs.Count - 1) / PageSize); + page = Math.Min(page, maxPage); + } + + private void DrawPager(int resultCount) + { + int pageCount = Math.Max(1, (resultCount + PageSize - 1) / PageSize); + EditorGUILayout.BeginHorizontal(); + using (new EditorGUI.DisabledScope(page == 0)) + { + if (GUILayout.Button("上一页", GUILayout.Width(70))) { page--; scroll = Vector2.zero; } + } + EditorGUILayout.LabelField($"第 {page + 1} / {pageCount} 页(每页 {PageSize} 条,筛选结果 {resultCount} 条)", GUILayout.Width(310)); + using (new EditorGUI.DisabledScope(page >= pageCount - 1)) + { + if (GUILayout.Button("下一页", GUILayout.Width(70))) { page++; scroll = Vector2.zero; } + } + EditorGUILayout.EndHorizontal(); + } + + private void ExportCsv() + { + if (records.Count == 0) { EditorUtility.DisplayDialog("没有数据", "请先执行扫描。", "确定"); return; } + string path = EditorUtility.SaveFilePanel("导出 UI 图片引用报告", Application.dataPath, "UI图片引用报告", "csv"); + if (string.IsNullOrEmpty(path)) return; + List lines = new List { "Prefab,节点,组件,图片路径,图集,需确认" }; + foreach (Record record in records) lines.Add(Csv(record.PrefabPath) + "," + Csv(record.ObjectPath) + "," + Csv(record.Component) + "," + Csv(record.AssetPath) + "," + Csv(record.Atlases) + "," + Csv(record.Warning)); + File.WriteAllLines(path, lines, new System.Text.UTF8Encoding(true)); + EditorUtility.RevealInFinder(path); + } + + private static string Csv(string text) { return "\"" + (text ?? string.Empty).Replace("\"", "\"\"") + "\""; } + private static bool IsStandardUiPath(string path) { return path.StartsWith("Assets/Resources/Resources_moved/gui/", StringComparison.OrdinalIgnoreCase) || path.StartsWith("Assets/PSD2UI/UI/", StringComparison.OrdinalIgnoreCase); } + private static string TransformPath(Transform transform) { List names = new List(); while (transform != null) { names.Add(transform.name); transform = transform.parent; } names.Reverse(); return string.Join("/", names); } +} diff --git a/Unity/DC优化/04_性能与图片巡检工具/UIPrefabCheck_能力与优化清单.md b/Unity/DC优化/04_性能与图片巡检工具/UIPrefabCheck_能力与优化清单.md new file mode 100644 index 0000000..eb125a2 --- /dev/null +++ b/Unity/DC优化/04_性能与图片巡检工具/UIPrefabCheck_能力与优化清单.md @@ -0,0 +1,240 @@ +# UIPrefabCheck 能力清单与优化方案 + +> 源文件:`Assets/Editor/UIPrefabCheck.cs`(1434 行,本目录含只读副本,MD5 `74D4A63A33869AE560BA6B522E2DABFC`) +> 菜单入口:`Tools/UI/Prefab 和图片优化扫描工具`、`Tools/UI/界面性能巡检` +> 评估时间:2026-09-10 | **结论:工具本身设计扎实(只读、分页、LSH 相似图、dHash 带 alpha 包围盒),但对"降 DC"这个目标存在 4 个关键能力缺口,其中 2 个改动量很小、收益很大。** + +--- + +## 第一章 它现在是什么(两个类,7 个标签页) + +一个文件里两个独立部分: + +| 类 | 行号 | 职责 | 运行时机 | +| --- | --- | --- | --- | +| `UIRuntimePerformanceAudit` | L17-478 | 界面性能巡检(自动逐个 Show/Close 面板 + 手动录制实际操作) | **必须 Play Mode** | +| `UIPrefabCheck : EditorWindow` | L480-1433 | Prefab / 图片 / 图集静态扫描(6 个页)+ 承载上面那个巡检页 | 编辑模式即可 | + +### 1.1 七个标签页逐项能力 + +| 标签页 | 绘制方法 | 扫什么 | 判定标准 / 阈值 | 能回答什么问题 | +| --- | --- | --- | --- | --- | +| 引用明细 | `DrawReferencePage` L662 | 每个 prefab 里的 `Image.sprite` / `RawImage.texture` / `SpriteRenderer.sprite` | 图片不在 `gui/` 或 `PSD2UI/UI/` 下 → 标"非标准 UI 资源目录"(`IsStandardUiPath` L1431) | 某张图被哪个 prefab 的哪个节点用了、属于哪个图集(可点击定位图集) | +| 多预制体共用 | `DrawSharedPage` L696 | 按 `AssetPath` 分组,`PrefabPaths.Count >= 2` | — | 哪些图被多个 prefab 共用(共用度高 = 更该进同一个图集) | +| 疑似无用图片 | `DrawUnusedImagePage` L722 | `UnusedImageRoots`(L487-491:`gui` + `PSD2UI/UI`)下的 `t:Texture2D` | 既不在 `prefabDependencies`(仅来自 prefabRoot 下 prefab 的递归依赖,L895),也没有静态代码引用(`HasStaticCodeReference` L1148:guid / 全路径 / Resources 相对路径的**字面**子串) | 哪些图可能是老项目遗留的废图 | +| 节点统计 | `DrawNodeStatisticsPage` L760 | 每个 prefab 的 `Transform` 总数 | 超过 `GetSuggestedNodeCount` L942 的硬编码值(UI面板 150 / UI组件 50 / 特效 80 / 角色 100 / 通用 80)→ 标"建议关注"或"建议拆分" | 哪些 prefab 层级过深/节点冗余(影响 Rebuild 与合批) | +| 大图标记 | `DrawLargeImagePage` L796 | `UnusedImageRoots` 下的 `t:Texture2D` | 源文件 > 500 KB(L484)**或**分辨率 ≥ 1024×1024(L485) | 哪些图源文件太大 | +| 相似图 | `DrawSimilarImagePage` L831 | `UnusedImageRoots` 下的 png/jpg/jpeg(L1282) | dHash 64bit(**带 alpha 包围盒裁剪** L1311-1320,再采 8×9 亮度网格 L1323-1333)+ 宽高比差 ≤ 0.05(L1363)+ 汉明距离 ≤ 6(L486);用 8 字节分桶 LSH 避免 O(n²)(`FindSimilarImagePairs` L1346) | 哪些图是重复/近似重复(老项目遗留的典型症状) | +| 界面性能 | `UIRuntimePerformanceAudit.DrawEmbedded` L83 | 从 `GameInitWrapper` 源码正则提取 `AddItem`(L176)发现所有注册面板 | 自动巡检:预热 10 帧 + 采样 60 帧(L19-20),输出 打开耗时 / 平均 / P95 / 最大帧耗时 / GC 峰值 / 关闭后残留对象数;手动录制:轮询可见面板,记录实际停留期间的帧耗时 | 哪个面板打开慢、哪个面板停留时拖帧、哪个面板关不干净 | + +### 1.2 值得肯定的设计(不要在优化时破坏) + +1. **全程只读**:`PrefabUtility.LoadPrefabContents` + `finally UnloadPrefabContents`(L908-916),不改 prefab、不改图集、不写 Undo。 +2. **dHash 前先做 alpha 包围盒裁剪**(L1311-1320)——对 UI 图至关重要:UI 图周围大量透明,不裁剪的话所有图都"相似",误报会淹没结果。这一步做得比很多商业工具细。 +3. **LSH 分桶代替两两比对**(L1346-1375):1715 张图两两比对是 147 万对,分桶后只比对同桶候选,扫描时间从分钟级降到秒级。 +4. **分页 100 条/页 + 筛选 + 可点击 Ping**(`DrawPager` L1403、`DrawAtlasLink` L974):结果多也不会卡 GUI。 +5. **CSV 导出带 UTF8 BOM**(L1426、L458):Excel 直接打开不乱码。 +6. **性能巡检有"关闭后残留对象"检查**(`FinishClosing` L416-427):能发现"面板关了但子对象还活着",这正是 T5 FullScreenCover 复活问题的同类症状。 + +--- + +## 第二章 它对"降 DC"能帮什么、不能帮什么 + +### 2.1 能帮(已在 T5 验证过的用法) + +- **找图集分散问题**:引用明细页每行都显示图集归属,`FindAtlases` 用 `atlas.CanBindTo(sprite)`(L968)判断,比读 meta 可靠。一个面板里图的图集名越杂,批次越多。 +- **找重复图**:相似图页直接指出"这两张图其实是一张",合并后既降包体又降批次。 +- **找废图**:疑似无用图片页(但判定弱,见 §3 B1)。 +- **量化面板性能**:界面性能页给出 P95 帧耗时,可作为优化前后对比的基线。 + +### 2.2 不能帮(4 个关键缺口) + +1. **测不出 Draw Call / 批次数**。`PanelResult`(L37-50)只有帧耗时和 GC,**降 DC 的成果无法用这个工具量化**——改完补丁只能靠 Frame Debugger 手工数,做不了"全项目面板 DC 排行"。 +2. **看不出"谁在断批"**。工具只扫 `Image` / `RawImage` / `SpriteRenderer` 三种组件(L912-914),**完全没扫 `Mask` / `RectMask2D` / `UIEffect` / `UIEffectReplica` / 嵌套 `Canvas` / TMP 字体资产**——而这些才是断批的真正元凶。 + > T5 真实案例:`LevelGiftItem.prefab` 里 1 个 `UIEffect` + 6 个 `UIEffectReplica`(参数全是默认 None、无视觉效果),运行时每条克隆出 7 个独立材质,直接把面板顶到 101 批。**这个工具当时没能报出这个问题**。 +3. **不做合批预估**。已经有"每张图属于哪个图集"的数据,却没有按 prefab 聚合出"这个面板涉及几个图集 / 几张散图 / 预估最少批次",无法批量排出"最该优化的面板 TOP N"。 +4. **不看纹理导入设置**。大图页只看**源文件大小**和分辨率,但真机成本是**运行时显存**,由 `TextureImporter` 的压缩格式 / maxSize / mipmap / isReadable 决定。一张 1024×1024 的图:RGBA32 未压缩 = 4 MB 显存,ASTC 6×6 = 约 0.5 MB——工具现在看不出这个差别,而 T5 光 png 就有 302 MB / 1715 张。 + +--- + +## 第三章 优化清单(按优先级,含代码位置与改法) + +### A 级:能力补齐(对降 DC / 瘦身目标收益最大) + +#### A1 给性能巡检加 DC / 批次 / SetPass 指标 ★首推 + +- **现状**:`StartRecorder` L443-448 只起了一个 `ProfilerRecorder`(`ProfilerCategory.Memory` 的 `GC Allocated In Frame`);采样在 `Tick` L384-393。 +- **改法**:照 `gcRecorder` 的同一套写法,多起 3 个 Render 类别的 recorder: + ```csharp + drawCallRecorder = ProfilerRecorder.StartNew(ProfilerCategory.Render, "Draw Calls Count"); + batchRecorder = ProfilerRecorder.StartNew(ProfilerCategory.Render, "Batches Count"); + setPassRecorder = ProfilerRecorder.StartNew(ProfilerCategory.Render, "SetPass Calls Count"); + ``` + 在 `Tick` 的 Sampling 分支里按现有风格累积(`Math.Max(..., recorder.LastValue)` 取峰值;再加一个累加/计数得平均值); + `PanelResult`(L37)加 `MaxDrawCalls` / `AvgDrawCalls` / `MaxBatches` / `MaxSetPass` 四个字段; + `DrawEmbedded` 的结果表头(L140-149)与 `ExportCsv` 的列(L455-457)同步加列;`Finish` L440 处一并 Dispose。 +- **备选**:`UnityEditor.UnityStats.drawCalls / batches / setPassCalls` 更简单,但受编辑器自身渲染和 Scene 视图影响更大,建议以 `ProfilerRecorder` 为主。 +- **诚实提示(务必写进界面 HelpBox)**:编辑器 Play Mode 测得的 DC 含编辑器渲染开销,**只能用于同环境下的前后对比**,不能当真机绝对值;真机结论仍需 Profiler 连真机复测。这与 `05_排查方法论/DC与帧率排查经验.md` §2.1 的立场一致。 +- **收益**:降 DC 从此可量化、可排行、可回归。做完这一项,"改了补丁到底降了多少"不再靠肉眼数 Frame Debugger。 +- **工作量**:约 30-40 行,半天内含验证。 + +#### A2 新增"合批体检"页(静态分析,不需 Play Mode) ★首推 + +- **现状**:`FindAtlases` L962 已能给出每张图的图集归属,但数据只逐行展示,没有按 prefab 聚合;`ScanPrefab` L906 只遍历三种图形组件。 +- **改法**: + 1. `ScanPrefab` 里补扫:`Mask` / `RectMask2D` 数量、`UIEffect` / `UIEffectReplica` 数量(用 `GetComponentsInChildren(true)` 可一次拿到两者)、嵌套 `Canvas` 数量(`GetComponentsInChildren(true).Length - 1`)、TMP 文本用到的字体资产 distinct 数; + 2. 新增 `BatchHealthRecord`:`PrefabPath`、涉及图集数、散图数(`Atlases == "未加入图集"`)、Mask 数、UIEffect 数、嵌套 Canvas 数、字体种类数、**预估最少批次数**; + 3. 预估公式(标注为估算,非实测): + `预估批次 ≈ distinct图集数 + 散图数 + distinct字体图集数 + UIEffect配置种类数 + Mask分区数 + 嵌套Canvas数` + 4. 新增第 8 个 `ViewTab`,按"预估批次"降序排列,支持导出 CSV。 +- **收益**:一次扫描就能列出"全项目最该优化的面板 TOP N"以及每个面板的**具体病因**(是图集分散、还是 UIEffect 断批、还是 Mask 太多)。这正是丢失的 `UIDCProbeTool` 的核心价值,而且**静态就能算、可批量、可导表做优化前后对比**,比原来那个只能在运行时看单个 Canvas 的版本更实用。 +- **工作量**:约 150 行,一天内。 +- **依赖注意**:引用 `Coffee.UIEffects` 命名空间会让这个 Editor 脚本依赖 UIEffect 包。若担心耦合,可改用 `GetComponentsInChildren` + `GetType().Name` 字符串判断(`"UIEffect"` / `"UIEffectReplica"`),零编译依赖。 + +#### A3 新增纹理导入设置审计页(服务"源文件瘦身") + +- **现状**:`ScanLargeImages` L1185 只看 `GetAssetFileSize`(L1215,源文件字节数)和 `image.width/height`。 +- **改法**:对每张图取 `AssetImporter.GetAtPath(path) as TextureImporter`,输出并判定: + | 检查项 | 判定 | 浪费量级 | + | --- | --- | --- | + | `mipmapEnabled` | UI 图(`textureType == Sprite`)开 mipmap = 白扔 | 约 +33% 显存 | + | `isReadable` | 非必须读取却开着 = 内存里存两份 | ×2 显存 | + | `maxTextureSize` | 远大于 prefab 里实际显示尺寸 | 按平方倍 | + | 平台 override 格式 | Android/iOS 用 RGBA32 / ARGB32 未压缩 | 4-8 倍于 ASTC | + | `npotScale` | 非 2 的幂图被放大到 2 的幂 | 最多 4 倍 | + | `sRGBTexture` / `alphaIsTransparency` | 设置与用途不符 | 视觉问题 | + 同时给出**预估运行时显存**(宽 × 高 × 每像素字节数,按 format 查表),并与源文件大小并列显示——两者差异常常是数量级的。 +- **收益**:T5 有 302 MB png / 1715 张 + 65 MB TGA + 11 MB PSD,瘦身真正的肥肉在导入设置而不是源文件。这一页直接指向"改哪个设置省多少 MB"。 +- **工作量**:约 120 行,一天内。 + +#### A4 扩大扫描范围(配置化) + +- **现状**:`DefaultPrefabRoot` L482 固定为 `gui/panel`;`UnusedImageRoots` L487-491 硬编码两个目录(`gui` + `PSD2UI/UI`)。T5 的 `Resources_moved` 共 739.6 MB,其中 `effects` 254.5 MB、`res3d` 202.3 MB、`font` 93.8 MB、`animation` 45 MB **全都扫不到**。 +- **改法**:把两个常量改成可编辑字段 + `EditorPrefs` 持久化(参考 `UnusedResourceAuditTool.cs` 的做法),并支持多目录(`string[]`);prefabRoot 也支持多个。 +- **收益**:从"只能体检 UI 目录"变成"能体检全工程"。 +- **工作量**:约 40 行。 + +--- + +### B 级:判定准确性(降低误报/漏报) + +#### B1 "疑似无用图片"漏判动态引用 ★与另一工具冲突,必须处理 + +- **现状**:`HasStaticCodeReference` L1148-1158 只做三种**字面**子串匹配:guid、资源全路径、`/Resources/` 之后的相对路径(去扩展名)。`DrawUnusedImagePage` 的 HelpBox(L724-726)已诚实声明"配置表、字符串拼接、反射和运行时下载资源无法可靠识别"。 +- **漏判的典型形态**(T5 实测存在): + - 配置表驱动:`achievement.json` 里 `"icon":"achievement_icon_1"`——代码和路径里都没有这个名字; + - 代码拼接:`Config_Const.Config_path_ui_task + "btn_go"`(T5 有 21 处此类模式); + - 插值前缀 + 表数字后缀:`AtlasUtils.cs` 里 `$"rarity_{rarity}"`、`$"img_card{rarity}"`、`$"phase_{phases}"`——资源实际叫 `rarity_1`,语料里永远只有 `rarity_{rarity}`; + - Addressables 条目 / Label、场景文件引用、材质与图集 packables 引用。 +- **关键冲突**:`Assets/Editor/UnusedResourceAuditTool.cs`(菜单 `Tools/只读资源巡检/未引用资源候选分析`)**已经实现了完整的 5 层动态识别链**(代码字面量 → Resources 拼接 → 语料子串 → 图集/控制器/字体/Spine 配置名 → 插值/拼接前缀+数字后缀),还带 Addressables、场景根、打包可见性分析和三阶段备份流程。两个工具会对同一张图给出**矛盾结论**(这里说"无用",那里说"疑似动态引用")。 +- **改法(推荐第 2 种)**: + 1. 最小改动:在 `DrawUnusedImagePage` 的 HelpBox 里加一句指引——"完整分析请用 `Tools/只读资源巡检/未引用资源候选分析`",并把该页改名为"疑似无用图片(弱判定,仅供参考)"; + 2. 彻底改动:把 `UnusedResourceAuditTool` 里的语料构建与前缀命中逻辑抽成一个共享静态类(如 `DynamicReferenceCorpus`),两个工具都调它,结论自然一致。 +- **工作量**:方案 1 约 5 行;方案 2 约 1 天(含抽取与回归)。 + +#### B2 依赖面太窄导致误报 + +- **现状**:`prefabDependencies` L586 只在 `Scan` L895 里由 **prefabRoot 下的 prefab** 累积(`AssetDatabase.GetDependencies(path, true)`)。默认 prefabRoot = `gui/panel`。 +- **后果**:被**场景文件**、**其他目录的 prefab**(如 `gui/item`、`effects`)、**材质**、**SpriteAtlas 的 packables** 引用的图,都会被判成"疑似无用"。 +- **改法**:根集合补上 `t:Scene`、全工程 `t:Prefab`(或至少 `gui` 全域)、`t:Material`、`t:SpriteAtlas`、Addressables 条目——即 `UnusedResourceAuditTool.CollectRoots` 的那套。或者干脆按 B1 方案 2 合并。 + +#### B3 `warningsOnly` 在 4 个页无效 + +- **现状**:只有 `Matches`(L1053,引用明细页)和 `RefreshFilteredNodeRecords`(L1174-1176,节点统计页)判了 `warningsOnly`;`RefreshFilteredSharedRecords` L1100、`RefreshFilteredUnusedImages` L1160、`RefreshFilteredLargeImages` L1227、`RefreshFilteredSimilarImagePairs` L1391 都只判 `filter`。 +- **后果**:勾上"仅显示需确认项"后,这 4 个页列表毫无变化,也没有任何提示,容易被误认为"这些页没有问题项"。 +- **改法**:要么给这些页的 record 补 `NeedsConfirm` 语义并参与过滤,要么在这些页顶部显示一行说明"本页不受'仅显示需确认项'影响"。约 15 行。 + +--- + +### C 级:工具自身性能与测量可信度 + +#### C1 手动录制每帧全量遍历所有 GameObject ★自测量污染,必须修 + +- **现状**:`TickManualRecording` L258 每帧调用 `GetVisibleRegisteredPanels` L289,后者执行 `Resources.FindObjectsOfTypeAll()`(L292)——遍历**全工程所有 GameObject**(含资产、prefab 内的对象,不只是场景对象)。 +- **后果**:**工具自己在拖慢被测帧**。手动录制测出来的 P95 帧耗时里包含了这次全量遍历的开销,面板越多、工程越大,污染越严重。这是"测量工具影响测量结果"的经典陷阱,会让所有手动录制数据偏高。 +- **改法(三选一,按效果排序)**: + 1. **最优**:按作者自己在 L301-306 留的 TODO 做——在 `MFrame.PanelMgr` 的 `Show` / `completeHandler` / `Close` 里加生命周期事件(`OnPanelShowRequested` / `OnPanelShown` / `OnPanelClosed`),工具订阅事件。既零轮询开销,又能拿到真实的"请求 Show → 可见"耗时,不再是一帧近似值; + 2. **次优**:轮询降频——加一个 `manualPollIntervalSeconds`(如 0.1 s),未到间隔就跳过本轮 `GetVisibleRegisteredPanels`;帧耗时采样仍每帧进行,不受影响; + 3. **最省事**:把 `Resources.FindObjectsOfTypeAll()` 换成 `Object.FindObjectsByType(FindObjectsInactive.Exclude, FindObjectsSortMode.None)`(只返回场景对象,且跳过排序),并预先把 `Entries` 的 prefab 名做成查找表。 +- **工作量**:方案 2 约 8 行;方案 3 约 5 行;方案 1 约半天(要动框架代码,需谨慎,属于"改 UI 框架"范畴,动手前应单独确认)。 + +#### C2 代码语料是 O(n×m) 全文扫描 + +- **现状**:`ReadAllProjectCode` L1136 把 `Assets` 下**所有 .cs** 拼成一个大字符串(T5 有 4659 个文件,语料是 MB 级);`HasStaticCodeReference` L1150-1157 对每张图做 **3 次** `string.IndexOf` 全文搜索。1715 张图 = 5145 次 MB 级全文扫描。 +- **改法**:一次性用正则从语料里提取所有字符串字面量和标识符 token,塞进 `HashSet`;再对每个资源名/路径做 O(1) 查表 + 前缀匹配。`UnusedResourceAuditTool.BuildCodeCorpus` 已经是这个做法,可直接复用。 +- **收益**:扫描时间从"十几秒到几十秒"降到"1-2 秒"。 + +#### C3 dHash 对全尺寸图取像素 + +- **现状**:`TryGetDifferenceHash` L1310 `image.GetPixels32()` 取**整张解码图**的像素,再双重循环遍历每个像素找 alpha 包围盒(L1312-1319)。 +- **后果**:一张 4096×4096 的图 = 64 MB 托管内存 + 1677 万次循环。相似图扫描在含大图的目录上会明显卡顿甚至触发 GC 尖峰。 +- **改法**:`ImageConversion.LoadImage` 解码后,先 `Graphics.Blit` 到一张 128×128 的 `RenderTexture` 再 `ReadPixels` 回小 `Texture2D`,在小图上找包围盒并采样。dHash 最终只取 8×9 = 72 个点(L1323-1333),128² 的精度完全够,而内存从 64 MB 降到 64 KB。 +- **注意**:包围盒精度会略降(小图上 alpha≤10 的判定 L1316 会因缩放插值而边缘模糊)。稳妥做法是**双阶段**:先在 128² 上算粗略包围盒,再按该包围盒比例回到原图取那 72 个采样点(只取 72 个像素,不再全图遍历)。 +- **工作量**:约 30 行。 + +#### C4 逐 prefab 递归依赖 + +- **现状**:`Scan` L890-896 对每个 prefab 调 `AssetDatabase.GetDependencies(path, true)`(递归全依赖)。566 个 prefab = 566 次递归依赖解析。 +- **改法**:先收集全部 prefab 路径,一次 `AssetDatabase.GetDependencies(string[] pathNames, bool recursive)` 批量调用(Unity 支持数组重载);或改为 `GetDependencies(path, false)` 只取直接依赖 + 自行按 `prefabDependencies` 传递闭包。 +- **收益**:扫描时间下降(幅度取决于依赖深度)。 + +--- + +### D 级:UI / 一致性小问题 + +| 编号 | 现状(代码位置) | 问题 | 改法 | +| --- | --- | --- | --- | +| D1 | `ExportCsv` L1419-1428 | 导出按钮(L624)在任何标签页都可见,但**永远只导引用明细**(`records`)。站在"大图标记"页点导出,拿到的却是引用明细表 | 按 `activeTab` 分派导出内容,或把导出按钮移进各页;至少在非引用明细页禁用并提示 | +| D2 | `GetSuggestedNodeCount` L942-952 | 节点数建议值全部硬编码(150/50/80/100/80),不同项目的 UI 复杂度差异很大 | 提到常量区并允许界面覆盖 + `EditorPrefs` 持久化;或按本工程实际分布给分位数建议(如 P90) | +| D3 | 两个 MenuItem L599 / L607 | 两个菜单打开的是**同一个** `UIPrefabCheck` 窗口,只是 `activeTab` 不同。从"界面性能巡检"进去后点"扫描",会切到静态页,容易迷失 | 用 `EditorPrefs` 记住上次所在页;或在标题上反映当前页 | +| D4 | `DrawUnusedImagePage` L732 | "扫描疑似无用图片"按钮每次都重跑 `ReadAllProjectCode`(见 C2),连点两次就是两次全量读盘 | 语料缓存 + 失效判断(按 .cs 文件最后修改时间) | +| D5 | `Record.Warning` L959 | 唯一的告警是"非标准 UI 资源目录",判据是路径前缀(`IsStandardUiPath` L1431)——这是**目录约定**告警,不是性能告警 | 配合 A2 增加真正的合批告警(散图、跨图集、UIEffect 断批) | + +--- + +## 第四章 如果只做三件事 + +按"收益 / 工作量"比排序: + +| 优先级 | 项目 | 收益 | 工作量 | +| --- | --- | --- | --- | +| 1 | **A1** 性能巡检加 DC / 批次 / SetPass 指标 | 降 DC 成果从"肉眼数 Frame Debugger"变成"可量化、可排行、可回归" | 30-40 行 | +| 2 | **A2** 新增静态"合批体检"页 | 一次扫描列出全项目最该优化的面板 TOP N + 具体病因(图集分散 / UIEffect / Mask / 嵌套 Canvas) | 约 150 行 | +| 3 | **C1** 修手动录制的每帧全量遍历(方案 2 或 3) | 消除工具对被测帧的污染,让手动录制数据可信 | 5-8 行 | + +其次:**B1**(避免与 `UnusedResourceAuditTool` 结论打架)、**A3**(导入设置审计,服务包体瘦身)、**C2/C3**(扫描提速)。 + +--- + +## 第五章 跨项目可移植性(归档前必须知道) + +这个工具**不是通用工具**,有框架绑定: + +| 部分 | 依赖 | 能否直接搬到别的项目 | +| --- | --- | --- | +| 6 个静态扫描页(引用明细/共用/无用图/节点/大图/相似图) | 只用 `UnityEditor` + `UnityEngine.UI` + `UnityEngine.U2D`;唯一框架引用是文件头 `using MFrame;`(L10) | **可以**,删掉 `using MFrame;` 后基本即用(需按项目改 `DefaultPrefabRoot` L482 与 `UnusedImageRoots` L487) | +| 界面性能页(自动巡检) | `PanelMgr.Instance.Show/Close`(L366、L410)+ 从 `GameInitWrapper` 源码正则解析 `AddItem`(L172-176) | **不能**,必须改成目标项目的面板管理器 API 与注册方式 | +| 界面性能页(手动录制) | `ManualPanelNameLookup` 由 `DiscoverPanels` 建立,同样依赖上面两项 | **不能**,同上 | + +移植时的最小改动清单: +1. 删 `using MFrame;`(L10),确认剩余部分能编译; +2. 改 `DefaultPrefabRoot`(L482)与 `UnusedImageRoots`(L487-491)为目标项目的 UI 目录; +3. `IsStandardUiPath`(L1431)里的两个路径前缀同步改; +4. 界面性能页:替换 `DiscoverPanels`(L167)的面板发现方式与 `PanelMgr.Instance.Show/Close` 调用(L366 / L410 / L432),或在不需要时整块删掉 `UIRuntimePerformanceAudit`(L17-478)与 `ViewTab.界面性能`(L567)及其分派(L644-647)。 + +--- + +## 第六章 作者留下的 TODO(原文摘录,L301-306) + +工具里已有一段明确的改进计划,做 C1 方案 1 时直接照它执行: + +``` +// TODO(精确手动录制耗时):在 MFrame.PanelMgr 中增加 UI 生命周期事件。 +// 1. 在 Show(name, data, completeHandler) 入口记录 startTime,并触发 OnPanelShowRequested(name, startTime)。 +// 2. 在资源加载完成且 PanelBase._OnShow 执行完成后的 completeHandler 中,触发 OnPanelShown(name, startTime, elapsedMs)。 +// 3. 在 Close(name) 成功后触发 OnPanelClosed(name)。 +// 4. 本工具订阅上述事件,以 name 关联会话,便可得到真实的"请求 Show 到可见"耗时, +// 不再依赖当前轮询 GameObject 激活状态所得的一帧近似值。 +``` + +> 注意:这一项要动 `MFrame` 框架代码(`PanelMgr` / `PanelBase`)。T5 有过教训——**改 UI 框架前必须确认现有全屏遮挡机制(FullScreenCover)不被破坏**,且改动要能被业务面板无感继承。动手前单独确认,不要顺手做。 diff --git a/Unity/DC优化/05_排查方法论/DC与帧率排查经验.md b/Unity/DC优化/05_排查方法论/DC与帧率排查经验.md new file mode 100644 index 0000000..d8b53bd --- /dev/null +++ b/Unity/DC优化/05_排查方法论/DC与帧率排查经验.md @@ -0,0 +1,175 @@ +# DC 与帧率排查经验 + +> 从 T5 / T11 两个工程的实际排查里沉淀下来的方法论与踩坑记录。 +> 配合 `01_UIEffect材质共享降DC/移植与验证手册.md` 使用:手册负责"怎么改",本文负责"改完怎么看、看不明白怎么办"。 +> 全屏遮挡机制的专项排查(含团结引擎加密 guid 的坑)见 `02_全屏面板遮挡省DC/FullScreenCover_使用方法与避坑.md` 第八章。 + +--- + +## 一、Frame Debugger 看图技巧(最常用) + +`Window → Analysis → Frame Debugger` → Enable。 + +### 1.1 纹理名怎么读 + +| 纹理名形态 | 含义 | +| --- | --- | +| `sactx-0-1024x1024-DXT5\|BC3-atlas-` | **SpriteAtlas 运行时图集**(`sactx` = Sprite Atlas Texture)。`` 标识具体哪个图集,两个批次 hash 不同 = 不同图集 = 不可能合批 | +| `Font Texture` / `xxx SDF` | TextMeshPro / 字体图集,跟普通 Image 天然不同纹理 | +| 具体贴图名(如 `ui_icon_gold`) | 散图,没进图集。**大量散图 = DC 大户**,应归并进 SpriteAtlas | + +### 1.2 "预览是黑的"不等于浪费 + +Frame Debugger 右侧预览里 mesh 显示为黑色/深色,通常是 **mesh 的 UV 落在了图集的透明区域**—— +透明像素的 RGB 通道常被填成黑色(alpha=0),预览只画 RGB 不乘 alpha,所以看起来是黑的。 + +判断方法:看这一批的 **顶点数 / 纹理名 / 所属 Canvas**,而不是看预览颜色。 +真正确认"这一批画了什么"的办法:在事件树里选中该 Draw Mesh,Scene 视图会高亮对应元素。 + +> T5 实例:通行证面板的"黑批次"实际是 `sactx-...-atlas-bf6ec7a7` 图集里的一块透明区域,不是无效绘制。 + +### 1.3 别把 Event 编号当批次序号 + +Frame Debugger 左侧的 `Event #N` 是**整个帧的事件序号**(含相机 clear、ShadowMap、UI 之外的绘制), +不是"UI 第 N 批"。 + +> T5 实例:双相机结构下 `Event #6` 对应的其实是 UI 的**第 1 批**(偏移 +5)。 +> 换一台机器、换一个场景结构,偏移量就变了。 + +正确做法:只统计 `Canvas.BuildBatch ()` 节点**下面**的 `Draw Mesh` 子项数量,那才是 UI 批次数。 + +### 1.4 定位"谁在拆批次"的标准流程 + +1. 展开 `Canvas.BuildBatch`,数子项数量(= 该 Canvas 的批次数); +2. 逐个点子项,记下每项的 **Material + Texture**; +3. 相邻两项若 Material 相同但 Texture 不同 → **图集问题**(合图集); +4. 若 Material 不同 → 看是不是 UIEffect / Mask / 自定义材质导致(本补丁解决的就是 UIEffect 这一类); +5. 若 Material、Texture 都相同却还是两批 → 中间夹了别的元素打断了层级相邻性(调 hierarchy 顺序)。 + +--- + +## 二、"帧率不稳"的排查(先分清是真问题还是假象) + +### 2.1 编辑器里的 FPS 数字乱跳 ≠ 真机卡 + +三个必然存在的干扰因素: + +1. **Stats 面板是滚动平均**:本身就有延迟和抖动,瞬时值无意义; +2. **编辑器自身开销**:Scene 视图重绘、Inspector GUI repaint、资源导入、Play 模式的 EditorApplication update,都会吃掉帧时间,且**不均匀**; +3. **vSync 量化**:开了垂直同步后帧率只能在 60 / 30 / 20 这些档位跳,看起来像"忽高忽低",其实是量化台阶。 + +**结论**:判断帧率问题必须用 Profiler 看**帧时间**,不要用编辑器 Stats 的 FPS 数字,更不要靠肉眼感觉。 + +### 2.2 Profiler 三步法 + +`Window → Analysis → Profiler`,勾 CPU Usage,连真机(或编辑器 Play): + +**第一步:看帧时间尖峰,不看平均值** +- 图表区找突然拉高的柱子(正常 60 帧 = 16.6ms,超过 33ms 就是明显卡顿); +- 区分"**偶发尖峰**"(GC、资源加载、实例化)和"**持续偏高**"(每帧都慢,通常是渲染或 Update 逻辑)。 + +**第二步:展开尖峰帧,找两类元凶** +- `GC.Alloc` / `GC.Collect`:内存分配导致的卡顿。看调用栈定位到具体函数; +- 耗时 Top 函数:常见是 `Canvas.SendWillRenderCanvases`(UI Rebuild)、`SkeletonGraphic.Update`(Spine)、`Physics`、`Animator.Update`。 + +**第三步:对号入座** + +| Profiler 里看到的 | 通常原因 | 处理方向 | +| --- | --- | --- | +| `Canvas.SendWillRenderCanvases` 高 | UI Rebuild 频繁(Text 改字、SetActive 抖动、布局组件重算) | 减少每帧改 UI;避免 LayoutGroup 嵌套;文字更新加脏标记 | +| `Canvas.BuildBatch` 高 | 批次太多 / Canvas 太大 | 降 DC(本包主题);拆 SubCanvas 隔离动态区 | +| `GC.Alloc` 持续出现 | 每帧 new / 装箱 / 字符串拼接 / foreach 某些集合 | 缓存对象;用 struct 枚举;避免运行时 `$"..."` 拼路径 | +| `SkeletonGraphic` 相关高 | Spine UI 骨骼持续驱动 | 不可见时禁用组件;降低 update mode 频率 | +| `Shader.Parse` / `Material` 创建 | 材质实例被反复创建 | 本补丁正是解决 UIEffect 这一类 | + +### 2.3 帧率设置本身的自查(排除"根本没设 60 帧") + +```powershell +# 在目标工程里搜这几处,确认帧率策略 +cd <目标工程>\unity +Select-String -Path (Get-ChildItem -Recurse -Filter *.cs -Exclude *Library*).FullName ` + -Pattern "targetFrameRate|vSyncCount|OnApplicationFocus|OnApplicationPause" | + Select-Object Path, LineNumber, Line +``` + +T5 的实际情况(可作为参考范式): +- 启动即设:`GameInitWrapper.cs` → `AppUtils.Init(60, true)` → `Application.targetFrameRate = 60`; +- 真机切后台降帧:`Engine.cs` 的 `OnApplicationFocus`,在 `#if (UNITY_ANDROID || UNITY_IOS) && !UNITY_EDITOR` 内, + 失焦 → 10 帧,回前台 → 60 帧。 + +> **重要**:这个"后台降 10 帧"经常被误读成"帧率不稳"。它只在真机切后台时生效,编辑器里不触发。 +> 排查时先确认这类分支有没有被误命中(比如某些平台宏定义写错,导致编辑器也走进去了)。 + +### 2.4 对照实验:怀疑某个组件时,禁用它再测 + +判断"是不是这个组件在拖帧"的唯一可靠方法是**对照实验**: + +1. Profiler 开着,记录当前帧时间基线; +2. 运行时把嫌疑组件 `enabled = false`(或在 Inspector 里取消勾选); +3. 看帧时间是否明显下降; +4. 恢复,确认帧时间回到基线(排除"只是这一帧刚好快了")。 + +> T5 实例:大厅 `UI_MainPanel` 挂了 `sk_hero` + `sk_pet` 两个 `SkeletonGraphic`(UI Spine), +> 是"持续负载"最大嫌疑。验证方式就是运行时禁用这两个组件看帧时间变化。 +> **注意**:对照实验只做临时禁用,不要顺手删组件——删之前必须 grep 业务代码引用(见 §4)。 + +--- + +## 三、UI 降 DC 的通用手段清单(按性价比排序) + +本包的 configId 补丁只解决"UIEffect 拆批次"这一项。完整的降 DC 手段: + +| 手段 | 收益 | 成本 | 说明 | +| --- | --- | --- | --- | +| **UIEffect 共享材质(本包路线①)** | 高(同配置特效密集时) | 极低(改插件 2 文件,业务零改动) | 见 `01_UIEffect材质共享降DC/` | +| **全屏面板遮挡(本包路线②)** | 高(全屏页多、下层界面复杂时) | 低(挂组件,业务零改动) | 见 `02_全屏面板遮挡省DC/`;**有两个生命周期陷阱,必看文档第七章** | +| **关掉无用的 URP Feature(本包路线③)** | 中(T5 实测 SSAO 占 4 DC) | 极低(改一个开关) | 见 `03_渲染设置与资源清理/`;2D/UI 场景关 SSAO 无视觉损失 | +| **散图归并进 SpriteAtlas** | 高 | 中(需美术/UI 配合规划图集) | 一个面板的图尽量进同一个图集 | +| **统一 UIEffect 配置** | 中高 | 低(改 prefab 参数) | 补丁生效的前提是"配置相同",美术参数乱调会抵消收益 | +| **调整 hierarchy 顺序让同图集相邻** | 中 | 低 | 合批要求层级相邻,穿插即断批 | +| **减少 Mask / RectMask2D** | 中 | 中 | 每个 Mask 内部独立成批,跨 Mask 永不合批 | +| **拆 SubCanvas 隔离高频变化区** | 中(降 Rebuild 更明显) | 中 | 动静分离;但 SubCanvas 会各自建批,别拆过头 | +| **TMP 字体图集与 Image 分区** | 低中 | 低 | 文字与图片天然不同纹理,布局上让它们各自成组 | +| **控制同屏 Spine(SkeletonGraphic)数量** | 中 | 中 | 每个至少独占一批且打断周围 UI 合批;不可见时禁用 | + +--- + +## 四、血泪教训(务必遵守) + +1. **删任何 UI 组件前,先 grep 业务代码有没有引用它。** + T5 曾误判"某 UIEffect 没有视觉效果"就删了组件,结果业务代码 `GetComponent()` 拿到 null,运行时 NRE。 + ```powershell + # 删组件前的强制动作:确认无引用 + cd <目标工程>\unity\Assets + Select-String -Path (Get-ChildItem -Recurse -Filter *.cs).FullName ` + -Pattern "UIEffect" | Select-Object Path, LineNumber, Line + ``` +2. **不要用肉眼/主观感受下性能结论。**"我感觉有点卡"必须先变成 Profiler 里的帧时间数字,再谈优化。 +3. **改插件源码前先确认它不是 PackageCache 只读副本**,否则改完 Unity 一刷新就没了(详见手册 §1.1)。 +4. **补丁一定要提交进 git 并写清楚 commit message**,插件升级后才知道要重打什么。 +5. **优化改动要单独提交,别和无关改动混在一个 commit 里。** + T5 的 `c61b9012 优化DC` 就混进了 7 个 prefab 的 FullScreenCover 配置改动,导致后来做归档时必须手工拆分 diff。 + +--- + +## 五、附:UI DC 体检工具设计规格(源码已丢失,可据此重建) + +T5 曾有一个自研 Editor 工具 `UIDCProbeTool.cs`(`Assets/Editor/` 下),删除时**未提交 git**,源码不可恢复。 +如果新项目需要比 Frame Debugger 更高效的批量归因工具,按下面规格重建即可(约 800 行,一个下午的工作量): + +**定位**:只读的 EditorWindow,不改场景、不改资源,专门回答"这个面板的 DC 被谁拆了"。 + +**两种模式**: +1. **真实批次模式**:Play 模式下遍历目标 Canvas,按 UGUI 的合批规则(材质 + 纹理 + 层级相邻 + 同 Canvas)模拟分批,输出批次列表;**批次 index 从 1 开始计数**(不是 0,避免与 Frame Debugger 的 Event 编号混淆)。 +2. **材质分组模式**:把所有可绘制元素按 `材质.GetInstanceID() + 主纹理.GetInstanceID()` 归组,每组显示"元素数量 / 涉及对象路径 / 纹理名",直接暴露"哪种材质独占了多少批"。支持按纹理 hash 搜索(比如输入 Frame Debugger 里看到的 `bf6ec7a7` 反查是哪个图集)。 + +**输出字段(每批一行)**:批次 index、Canvas 路径、材质名、纹理名、元素数量、是否可合并到前一批、不可合并原因(图集不同 / 材质不同 / 层级被打断 / Mask 隔离)。 + +**界面**:顶部选 Canvas(下拉 + Ping 按钮定位)+ 模式切换 + 搜索框;列表分页(每页 100 条);支持导出 CSV(UTF8 BOM,Excel 直接打开不乱码);底部汇总行(总批次 / 可优化批次 / 预估可降到多少)。 + +**关键实现提示**: +- 全程走 `AssetDatabase` / 反射读 Canvas 内部批次数据时注意团结引擎(Tuanjie)对 guid 的加密,**不要依赖 guid 字符串**,用 `GetInstanceID()` 做 key; +- 只做只读分析,不 `SetActive`、不改材质、不 Undo 记录; +- 工具本身放 `Assets/Editor/`,用完可以整文件删除(记得连 `.meta` 一起删,否则 Unity 报孤立 meta 警告)。 + +> 如果只是想快速定位问题,**Unity 自带 Frame Debugger + 本文第一章的方法已经够用**,不必重建工具。 diff --git a/Unity/DC优化/99_原始提交备查/T5_c61b9012_UIEffect补丁提交.patch b/Unity/DC优化/99_原始提交备查/T5_c61b9012_UIEffect补丁提交.patch new file mode 100644 index 0000000..4ed9965 --- /dev/null +++ b/Unity/DC优化/99_原始提交备查/T5_c61b9012_UIEffect补丁提交.patch @@ -0,0 +1,265 @@ +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_LevelGiftPanel.prefab b/unity/Assets/Resources/Resources_moved/gui/panel/UI_LevelGiftPanel.prefab +index c7ab8ebc..e20954ef 100644 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_LevelGiftPanel.prefab ++++ b/unity/Assets/Resources/Resources_moved/gui/panel/UI_LevelGiftPanel.prefab +@@ -1020,7 +1020,7 @@ GameObject: + - component: {fileID: 2933118048976270207} + - component: {fileID: 2429120442925024079} + - component: {fileID: 8817440891751262561} +- - component: {fileID: 4706064949595997982} ++ - component: {fileID: 6126304919991226096} + m_Layer: 5 + m_HasEditorInfo: 1 + m_Name: UI_LevelGiftPanel +@@ -1094,7 +1094,7 @@ MonoBehaviour: + tf_item: {fileID: 736732509760957031} + prefab_item: {fileID: 6078732611595661672, guid: 06738302f7ce6a548a9f6a4406c392d0, + type: 3} +---- !u!114 &4706064949595997982 ++--- !u!114 &6126304919991226096 + MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} +@@ -1106,7 +1106,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: 0a2deb478a85eef4883e8465d48c426f, type: 3} + m_Name: + m_EditorClassIdentifier: +- isKeepShowWhenCovered: 1 ++ isKeepShowWhenCovered: 0 + --- !u!1 &6984570939639282589 + GameObject: + m_ObjectHideFlags: 0 +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_MythHeroPanel.prefab b/unity/Assets/Resources/Resources_moved/gui/panel/UI_MythHeroPanel.prefab +index 34e4e8eb..bc6d8229 100644 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_MythHeroPanel.prefab ++++ b/unity/Assets/Resources/Resources_moved/gui/panel/UI_MythHeroPanel.prefab +@@ -14065,7 +14065,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: 0a2deb478a85eef4883e8465d48c426f, type: 3} + m_Name: + m_EditorClassIdentifier: +- isKeepShowWhenCovered: 1 ++ isKeepShowWhenCovered: 0 + --- !u!1 &6273192759332336783 + GameObject: + m_ObjectHideFlags: 0 +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_PassPanel.prefab b/unity/Assets/Resources/Resources_moved/gui/panel/UI_PassPanel.prefab +index d98867ad..78966c76 100644 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_PassPanel.prefab ++++ b/unity/Assets/Resources/Resources_moved/gui/panel/UI_PassPanel.prefab +@@ -1462,7 +1462,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: 0a2deb478a85eef4883e8465d48c426f, type: 3} + m_Name: + m_EditorClassIdentifier: +- isKeepShowWhenCovered: 1 ++ isKeepShowWhenCovered: 0 + --- !u!1 &6984570939639282589 + GameObject: + m_ObjectHideFlags: 0 +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_PetPanel.prefab b/unity/Assets/Resources/Resources_moved/gui/panel/UI_PetPanel.prefab +index ed816a9a..472d7d2f 100644 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_PetPanel.prefab ++++ b/unity/Assets/Resources/Resources_moved/gui/panel/UI_PetPanel.prefab +@@ -4364,7 +4364,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: 0a2deb478a85eef4883e8465d48c426f, type: 3} + m_Name: + m_EditorClassIdentifier: +- isKeepShowWhenCovered: 1 ++ isKeepShowWhenCovered: 0 + --- !u!1 &8696742643833394590 + GameObject: + m_ObjectHideFlags: 0 +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_RaidSelectPanel.prefab b/unity/Assets/Resources/Resources_moved/gui/panel/UI_RaidSelectPanel.prefab +index 8367f81c..093e8953 100644 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_RaidSelectPanel.prefab ++++ b/unity/Assets/Resources/Resources_moved/gui/panel/UI_RaidSelectPanel.prefab +@@ -6583,7 +6583,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: 0a2deb478a85eef4883e8465d48c426f, type: 3} + m_Name: + m_EditorClassIdentifier: +- isKeepShowWhenCovered: 1 ++ isKeepShowWhenCovered: 0 + --- !u!1 &9182812132619542671 + GameObject: + m_ObjectHideFlags: 0 +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_ShopPanel.prefab b/unity/Assets/Resources/Resources_moved/gui/panel/UI_ShopPanel.prefab +index a6fdadf7..f5be125e 100644 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_ShopPanel.prefab ++++ b/unity/Assets/Resources/Resources_moved/gui/panel/UI_ShopPanel.prefab +@@ -3946,7 +3946,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: 0a2deb478a85eef4883e8465d48c426f, type: 3} + m_Name: + m_EditorClassIdentifier: +- isKeepShowWhenCovered: 1 ++ isKeepShowWhenCovered: 0 + --- !u!1 &6483444692411636741 + GameObject: + m_ObjectHideFlags: 0 +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_SkillPanel.prefab b/unity/Assets/Resources/Resources_moved/gui/panel/UI_SkillPanel.prefab +index 6269aa6a..84c6c01d 100644 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_SkillPanel.prefab ++++ b/unity/Assets/Resources/Resources_moved/gui/panel/UI_SkillPanel.prefab +@@ -167,7 +167,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: 0a2deb478a85eef4883e8465d48c426f, type: 3} + m_Name: + m_EditorClassIdentifier: +- isKeepShowWhenCovered: 1 ++ isKeepShowWhenCovered: 0 + --- !u!1 &1018902619444209224 + GameObject: + m_ObjectHideFlags: 0 +diff --git a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs +index c3ceb2fd..210257d0 100644 +--- a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs ++++ b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectBase.cs +@@ -196,8 +196,11 @@ namespace Coffee.UIEffects + + Profiler.BeginSample("(UIE)[UIEffect] GetModifiedMaterial"); + var samplingScaleId = (uint)(Mathf.InverseLerp(0.01f, 100, actualSamplingScale) * uint.MaxValue); +- var rootId = (uint)(transitionRoot != null ? transitionRoot.GetHashCode() : 0); +- var hash = new Hash128((uint)baseMaterial.GetHashCode(), effectId, samplingScaleId, rootId); ++ // 使用特效配置哈希作为材质共享 key,相同配置的特效共享同一材质,从而可以合批。 ++ // root 仅在特效需要视图矩阵(transition/gradation/detail/shiny)时才影响材质。 ++ var configId = context.configId; ++ var rootId = context.useViewMatrix && transitionRoot ? (uint)transitionRoot.GetInstanceID() : 0u; ++ var hash = new Hash128((uint)baseMaterial.GetInstanceID(), configId, samplingScaleId, rootId); + if (!MaterialRepository.Valid(hash, _material)) + { + Profiler.BeginSample("(UIE)[UIEffect] GetModifiedMaterial > Get or create material"); +diff --git a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs +index c315f4cb..48b6ae4b 100644 +--- a/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs ++++ b/unity/my_libs/unityLib/UIEffect-main/Packages/src/Runtime/UIEffectContext.cs +@@ -1,5 +1,6 @@ + using System; + using System.Collections.Generic; ++using System.Reflection; + using Coffee.UIEffectInternal; + using UnityEngine; + using UnityEngine.Profiling; +@@ -263,6 +264,126 @@ namespace Coffee.UIEffects + || m_DetailFilter != DetailFilter.None + || m_EdgeMode == EdgeMode.Shiny; + ++ /// ++ /// 特效配置的稳定指纹。自动遍历所有序列化配置字段生成,因此插件新增属性时无需手动维护字段清单。 ++ /// 相同配置会得到相同指纹,从而可以共享同一个材质并参与合批。 ++ /// ++ public uint configId ++ { ++ get ++ { ++ unchecked ++ { ++ var h = (uint)2166136261; ++ var fields = s_ConfigFields; ++ for (var i = 0; i < fields.Length; i++) ++ { ++ var f = fields[i]; ++ h = Mix(h, (uint)f.Name.GetHashCode()); ++ h = Mix(h, HashValue(f.GetValue(this))); ++ } ++ ++ // Avalanche 混淆(MurmurHash3 终混),让相近配置散列到不同指纹。 ++ h ^= h >> 16; ++ h *= 0x85ebca6b; ++ h ^= h >> 13; ++ h *= 0xc2b2ae35; ++ h ^= h >> 16; ++ return h; ++ } ++ } ++ } ++ ++ private static uint Mix(uint h, uint v) ++ { ++ h ^= v; ++ h *= 16777619; ++ return h; ++ } ++ ++ /// ++ /// 对任意配置值做内容哈希。值类型会逐字段展开,嵌套结构体(Color、Vector2/3/4、MinMax01 等) ++ /// 无需单独写类型处理即可贡献全部数据。只有 UnityEngine.Object 和 Gradient 需要显式处理, ++ /// 因为它们的默认哈希基于引用而非内容。 ++ /// ++ private static uint HashValue(object value) ++ { ++ if (value == null) return 0u; ++ ++ if (value is UnityEngine.Object obj) ++ { ++ return obj ? (uint)obj.GetInstanceID() : 0u; ++ } ++ ++ if (value is Gradient gradient) ++ { ++ return GradientHash(gradient); ++ } ++ ++ var type = value.GetType(); ++ if (type.IsPrimitive || type.IsEnum) ++ { ++ return unchecked((uint)value.GetHashCode()); ++ } ++ ++ if (type.IsValueType) ++ { ++ return HashFields(value, type); ++ } ++ ++ return unchecked((uint)value.GetHashCode()); ++ } ++ ++ private static uint HashFields(object boxed, Type type) ++ { ++ unchecked ++ { ++ if (!s_FieldCache.TryGetValue(type, out var fields)) ++ { ++ fields = type.GetFields(BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance); ++ s_FieldCache[type] = fields; ++ } ++ ++ var h = (uint)2166136261; ++ for (var i = 0; i < fields.Length; i++) ++ { ++ h = Mix(h, HashValue(fields[i].GetValue(boxed))); ++ } ++ ++ return h; ++ } ++ } ++ ++ private static uint GradientHash(Gradient gradient) ++ { ++ unchecked ++ { ++ var h = (uint)2166136261; ++ ++ var colorKeys = gradient.colorKeys; ++ for (var i = 0; i < colorKeys.Length; i++) ++ { ++ h = Mix(h, HashValue(colorKeys[i].color)); ++ h = Mix(h, HashValue(colorKeys[i].time)); ++ } ++ ++ var alphaKeys = gradient.alphaKeys; ++ for (var i = 0; i < alphaKeys.Length; i++) ++ { ++ h = Mix(h, HashValue(alphaKeys[i].alpha)); ++ h = Mix(h, HashValue(alphaKeys[i].time)); ++ } ++ ++ return h; ++ } ++ } ++ ++ private static readonly FieldInfo[] s_ConfigFields = typeof(UIEffectContext) ++ .GetFields(BindingFlags.Public | BindingFlags.Instance); ++ ++ private static readonly Dictionary s_FieldCache = ++ new Dictionary(); ++ + private Texture2D _gradationRampTex; + private Texture2D _transitionRampTex; + private bool _isGradientDirty = true; diff --git a/Unity/DC优化/99_原始提交备查/T5_cdbbca4b_DC战役总提交.patch b/Unity/DC优化/99_原始提交备查/T5_cdbbca4b_DC战役总提交.patch new file mode 100644 index 0000000..7ab6988 --- /dev/null +++ b/Unity/DC优化/99_原始提交备查/T5_cdbbca4b_DC战役总提交.patch @@ -0,0 +1,26194 @@ +diff --git a/.gitignore b/.gitignore +index e828a708..15f9c1f4 100644 +--- a/.gitignore ++++ b/.gitignore +@@ -70,3 +70,7 @@ unity/.vsconfig + + + unity/.com-unity-codely.json ++ ++# Codegraph(代码知识图谱索引与缓存,禁止提交) ++.codegraph/ ++.codegraph* +diff --git a/unity/Assets/Editor/FullScreenCoverTool.cs b/unity/Assets/Editor/FullScreenCoverTool.cs +new file mode 100644 +index 00000000..ca2a1e59 +--- /dev/null ++++ b/unity/Assets/Editor/FullScreenCoverTool.cs +@@ -0,0 +1,316 @@ ++using System.Collections.Generic; ++using System.IO; ++using UnityEditor; ++using UnityEngine; ++using MFrame; ++using Object = UnityEngine.Object; ++ ++/// ++/// 全屏面板遮挡工具:查找/添加/移除面板预制体上的 FullScreenCover 组件。 ++/// 挂有该组件的面板 = 全屏面板(打开时自动隐藏下层 UI 省去 DrawCall,关闭/销毁自动恢复)。 ++/// 策划可在此窗口自助管理,无需改代码。 ++/// 说明:Project 窗口的 t: 搜索只能按资源类型过滤,搜不到“预制体里挂了某组件”,故提供本工具。 ++/// ++public class FullScreenCoverTool : EditorWindow ++{ ++ private sealed class CoverInfo ++ { ++ public Object prefab; // 预制体资产引用(用于 Ping/打开) ++ public string prefabPath; // 资源路径 ++ public string nodeName; // 组件所在节点名 ++ public bool enabled; // 组件是否启用 ++ public bool keepShow; // 被遮挡时保持显示 ++ } ++ ++ private readonly List results = new List(); ++ private Vector2 scroll; ++ private GameObject addTarget; ++ private bool scanned; ++ private string statusText = "尚未扫描,点击“扫描全工程”查找挂载 FullScreenCover 组件的面板预制体"; ++ ++ [MenuItem("Tools/UI/全屏面板遮挡工具")] ++ private static void ShowWindow() ++ { ++ var win = GetWindow("全屏面板遮挡"); ++ win.minSize = new Vector2(540f, 320f); ++ } ++ ++ private void OnEnable() ++ { ++ // 打开窗口时自动扫描一次 ++ EditorApplication.delayCall += ScanAll; ++ } ++ ++ private void OnGUI() ++ { ++ EditorGUILayout.HelpBox( ++ "挂有 FullScreenCover 组件的面板 = 全屏面板:打开时自动隐藏下层 UI(省去被遮住的 DrawCall),关闭/销毁自动恢复。\n" + ++ "注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。", MessageType.Info); ++ ++ // —— 添加区 —— ++ EditorGUILayout.LabelField("添加组件(拖入面板预制体)", EditorStyles.boldLabel); ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ addTarget = (GameObject)EditorGUILayout.ObjectField(addTarget, typeof(GameObject), false); ++ using (new EditorGUI.DisabledScope(addTarget == null)) ++ { ++ if (GUILayout.Button("添加组件", GUILayout.Width(80f))) ++ { ++ AddComponentToPrefab(AssetDatabase.GetAssetPath(addTarget)); ++ addTarget = null; ++ } ++ } ++ } ++ ++ EditorGUILayout.Space(4f); ++ ++ // —— 扫描区 —— ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ if (GUILayout.Button("扫描全工程", GUILayout.Height(24f))) ++ { ++ ScanAll(); ++ } ++ GUILayout.Label(statusText, EditorStyles.miniLabel); ++ } ++ ++ EditorGUILayout.Space(4f); ++ ++ // —— 结果列表 —— ++ if (!scanned) ++ { ++ return; ++ } ++ if (results.Count == 0) ++ { ++ EditorGUILayout.HelpBox("没有找到任何挂载 FullScreenCover 的面板。可用上方“添加组件”为全屏面板配置。", MessageType.Warning); ++ return; ++ } ++ ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ for (int i = 0; i < results.Count; i++) ++ { ++ DrawResultItem(results[i]); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawResultItem(CoverInfo info) ++ { ++ using (new EditorGUILayout.VerticalScope("box")) ++ { ++ using (new EditorGUILayout.HorizontalScope()) ++ { ++ // 点击名称定位资源 ++ string title = info.prefab != null ? info.prefab.name : Path.GetFileName(info.prefabPath); ++ if (GUILayout.Button(title, EditorStyles.boldLabel, GUILayout.Width(170f))) ++ { ++ EditorGUIUtility.PingObject(info.prefab); ++ } ++ ++ GUILayout.Label(info.enabled ? "已启用" : "已禁用", ++ info.enabled ? EditorStyles.miniLabel : EditorStyles.whiteMiniLabel, GUILayout.Width(46f)); ++ ++ GUILayout.FlexibleSpace(); ++ ++ // 被遮挡时保持显示(勾选即写回预制体) ++ bool newKeep = GUILayout.Toggle(info.keepShow, "被遮挡时保持显示", GUILayout.Width(132f)); ++ if (newKeep != info.keepShow) ++ { ++ info.keepShow = newKeep; ++ SetKeepShow(info.prefabPath, newKeep); ++ } ++ ++ if (GUILayout.Button("打开", GUILayout.Width(46f))) ++ { ++ AssetDatabase.OpenAsset(info.prefab); ++ } ++ if (GUILayout.Button("移除组件", GUILayout.Width(68f))) ++ { ++ if (EditorUtility.DisplayDialog("移除 FullScreenCover", ++ $"确定从 {Path.GetFileName(info.prefabPath)} 移除 FullScreenCover 组件?\n该面板将不再自动隐藏下层。", ++ "移除", "取消")) ++ { ++ RemoveComponent(info.prefabPath); ++ ScanAll(); ++ } ++ } ++ } ++ EditorGUILayout.LabelField(info.prefabPath, EditorStyles.miniLabel); ++ if (!info.enabled) ++ { ++ EditorGUILayout.LabelField("⚠ 组件处于禁用状态,不会生效(在预制体根节点 Inspector 勾选启用)。", EditorStyles.miniLabel); ++ } ++ } ++ } ++ ++ // —— 扫描 —— ++ ++ private void ScanAll() ++ { ++ string scriptGuid = GetScriptGuid(); ++ if (string.IsNullOrEmpty(scriptGuid)) ++ { ++ EditorUtility.DisplayDialog("错误", "无法获取 FullScreenCover 脚本 GUID,请确认脚本已编译无报错。", "确定"); ++ return; ++ } ++ ++ string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { "Assets" }); ++ results.Clear(); ++ try ++ { ++ for (int i = 0; i < prefabGuids.Length; i++) ++ { ++ if (EditorUtility.DisplayCancelableProgressBar("全屏面板遮挡工具", ++ $"扫描预制体中... ({i + 1}/{prefabGuids.Length})", (float)i / prefabGuids.Length)) ++ { ++ break; // 用户取消 ++ } ++ ++ string path = AssetDatabase.GUIDToAssetPath(prefabGuids[i]); ++ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) ++ { ++ continue; ++ } ++ ++ // 文本快筛:只有包含组件脚本 guid 的预制体才真正加载,避免逐个解析 ++ if (!ContainsGuidFast(path, scriptGuid)) ++ { ++ continue; ++ } ++ ++ GameObject prefab = AssetDatabase.LoadAssetAtPath(path); ++ if (prefab == null) ++ { ++ continue; ++ } ++ FullScreenCover[] comps = prefab.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ results.Add(new CoverInfo ++ { ++ prefab = prefab, ++ prefabPath = path, ++ nodeName = comp.gameObject.name, ++ enabled = comp.enabled, ++ keepShow = comp.isKeepShowWhenCovered ++ }); ++ } ++ } ++ } ++ finally ++ { ++ EditorUtility.ClearProgressBar(); ++ } ++ ++ scanned = true; ++ statusText = $"扫描完成:{results.Count} 个面板预制体挂载 FullScreenCover"; ++ Repaint(); ++ } ++ ++ /// 动态获取 FullScreenCover 脚本资产的 guid,避免硬编码。 ++ private static string GetScriptGuid() ++ { ++ GameObject probe = new GameObject("FullScreenCoverGuidProbe"); ++ try ++ { ++ MonoScript ms = MonoScript.FromMonoBehaviour(probe.AddComponent()); ++ if (ms == null) ++ { ++ return null; ++ } ++ return AssetDatabase.AssetPathToGUID(AssetDatabase.GetAssetPath(ms)); ++ } ++ finally ++ { ++ Object.DestroyImmediate(probe); ++ } ++ } ++ ++ /// 逐行读取文件快速判断是否包含 guid(找到即中断),比加载预制体快一个量级。 ++ private static bool ContainsGuidFast(string path, string guid) ++ { ++ try ++ { ++ foreach (string line in File.ReadLines(path)) ++ { ++ if (line.Contains(guid)) ++ { ++ return true; ++ } ++ } ++ } ++ catch (IOException) ++ { ++ // 文件被占用等情况按未命中处理 ++ } ++ return false; ++ } ++ ++ // —— 修改预制体 —— ++ ++ /// 以“加载内容-修改-保存-卸载”的标准流程安全修改预制体资产。 ++ private static void EditPrefab(string path, System.Action edit) ++ { ++ GameObject root = PrefabUtility.LoadPrefabContents(path); ++ try ++ { ++ edit(root); ++ PrefabUtility.SaveAsPrefabAsset(root, path); ++ } ++ finally ++ { ++ PrefabUtility.UnloadPrefabContents(root); ++ } ++ AssetDatabase.SaveAssets(); ++ } ++ ++ private void AddComponentToPrefab(string path) ++ { ++ if (string.IsNullOrEmpty(path) || !path.EndsWith(".prefab")) ++ { ++ EditorUtility.DisplayDialog("无法添加", "请拖入一个预制体资产(.prefab),而不是场景对象或模型。", "确定"); ++ return; ++ } ++ ++ bool already = false; ++ EditPrefab(path, root => ++ { ++ if (root.GetComponent() != null) ++ { ++ already = true; ++ } ++ else ++ { ++ root.AddComponent(); ++ } ++ }); ++ ++ ShowNotification(new GUIContent(already ? "该预制体已挂载组件" : "已添加 FullScreenCover")); ++ ScanAll(); ++ } ++ ++ private void RemoveComponent(string path) ++ { ++ EditPrefab(path, root => ++ { ++ FullScreenCover[] comps = root.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ Object.DestroyImmediate(comp, true); ++ } ++ }); ++ } ++ ++ private void SetKeepShow(string path, bool value) ++ { ++ EditPrefab(path, root => ++ { ++ FullScreenCover[] comps = root.GetComponentsInChildren(true); ++ foreach (FullScreenCover comp in comps) ++ { ++ comp.isKeepShowWhenCovered = value; ++ } ++ }); ++ } ++} +diff --git a/unity/Assets/Editor/FullScreenCoverTool.cs.meta b/unity/Assets/Editor/FullScreenCoverTool.cs.meta +new file mode 100644 +index 00000000..81b1e52c +--- /dev/null ++++ b/unity/Assets/Editor/FullScreenCoverTool.cs.meta +@@ -0,0 +1,11 @@ ++fileFormatVersion: 2 ++guid: XisXtCOsWnJ3mmp7AJzIePwjvxYMKbfbtNstYG28Jz8z/OpjEKrPl4Y= ++MonoImporter: ++ externalObjects: {} ++ serializedVersion: 2 ++ defaultReferences: [] ++ executionOrder: 0 ++ icon: {instanceID: 0} ++ userData: ++ assetBundleName: ++ assetBundleVariant: +diff --git a/unity/Assets/Editor/UIPrefabCheck.cs b/unity/Assets/Editor/UIPrefabCheck.cs +new file mode 100644 +index 00000000..d8abc10f +--- /dev/null ++++ b/unity/Assets/Editor/UIPrefabCheck.cs +@@ -0,0 +1,1433 @@ ++using System; ++using System.Collections.Generic; ++using System.IO; ++using System.Linq; ++using UnityEditor; ++using UnityEngine; ++using UnityEngine.UI; ++using UnityEngine.U2D; ++using Unity.Profiling; ++using MFrame; ++using Object = UnityEngine.Object; ++ ++/// ++/// Runs in a Play Mode test account and measures registered panels one at a time. ++/// It intentionally does not run while editing because most panels require initialized game services. ++/// ++internal static class UIRuntimePerformanceAudit ++{ ++ private const int WarmupFrameCount = 10; ++ private const int SampleFrameCount = 60; ++ private const int CloseVerificationFrameCount = 5; ++ private const float OpenTimeoutSeconds = 10f; ++ ++ private enum AuditState { Idle, Opening, AwaitingOpen, Warmup, Sampling, Closing, Finished } ++ ++ private sealed class PanelEntry ++ { ++ public string ConstType; ++ public string PanelName; ++ public string Category; ++ public GameObject Prefab; ++ public string PrefabPath; ++ public bool Selected; ++ public bool DefaultSafe; ++ } ++ ++ private sealed class PanelResult ++ { ++ public string PanelName; ++ public GameObject Prefab; ++ public string Status; ++ public float OpenMs; ++ public float StaySeconds; ++ public float AverageFrameMs; ++ public float P95FrameMs; ++ public float MaxFrameMs; ++ public long PeakGcBytes; ++ public int ResidualObjectCount; ++ public string Reason; ++ } ++ ++ private sealed class ManualSession ++ { ++ public PanelEntry Entry; ++ public float StartTime; ++ public float EndTime; ++ public float DetectedOpenMs; ++ public long PeakGcBytes; ++ public readonly List FrameSamples = new List(); ++ } ++ ++ private static readonly List Entries = new List(); ++ private static readonly List Results = new List(); ++ private static readonly List FrameSamples = new List(); ++ private static Vector2 scroll; ++ private static AuditState state; ++ private static int currentIndex; ++ private static int frameCount; ++ private static float requestTime; ++ private static float openedTime; ++ private static PanelEntry activeEntry; ++ private static PanelResult activeResult; ++ private static ProfilerRecorder gcRecorder; ++ private static bool recorderStarted; ++ private static bool isSubscribed; ++ private static Dictionary baselineActiveObjects = new Dictionary(); ++ private static readonly List ManualSessions = new List(); ++ private static readonly Dictionary ActiveManualSessions = new Dictionary(); ++ private static readonly Dictionary ManualPanelNameLookup = new Dictionary(StringComparer.Ordinal); ++ private static bool isManualRecording; ++ private static float lastManualPollTime; ++ ++ public static void DrawEmbedded() ++ { ++ EditorGUILayout.HelpBox( ++ "在已进入游戏、使用测试账号且停留在安全主界面时执行。工具会按勾选项依次 Show/Close 面板;会触发面板的正常初始化,请勿在正式账号或战斗中运行。\n" + ++ "采样指标:首次打开耗时、稳定 60 帧的平均/P95/最大帧耗时、单帧 GC 峰值。手动录制的“打开 ms*”为发现 UI 激活的单帧近似值。关闭后会额外等待 5 帧,检查本次新增且仍激活的 UI 对象。编辑器 Play Mode 仅用于筛查,最终请在目标真机复测。", ++ MessageType.Warning); ++ ++ EditorGUILayout.BeginHorizontal(); ++ if (GUILayout.Button("发现已注册界面", GUILayout.Width(130))) DiscoverPanels(); ++ using (new EditorGUI.DisabledScope(Entries.Count == 0 || isManualRecording || state != AuditState.Idle && state != AuditState.Finished)) ++ { ++ if (GUILayout.Button("选择默认安全项", GUILayout.Width(120))) SelectDefaultSafe(); ++ if (GUILayout.Button("全选", GUILayout.Width(60))) SetSelection(true); ++ if (GUILayout.Button("全不选", GUILayout.Width(70))) SetSelection(false); ++ if (GUILayout.Button("开始巡检", GUILayout.Width(90))) Start(); ++ } ++ using (new EditorGUI.DisabledScope(state == AuditState.Idle || state == AuditState.Finished)) ++ { ++ if (GUILayout.Button("停止", GUILayout.Width(60))) Stop("已由用户停止"); ++ } ++ if (GUILayout.Button("导出 CSV", GUILayout.Width(80))) ExportCsv(); ++ EditorGUILayout.EndHorizontal(); ++ ++ EditorGUILayout.BeginHorizontal(); ++ using (new EditorGUI.DisabledScope(Entries.Count == 0 || isManualRecording || state != AuditState.Idle && state != AuditState.Finished)) ++ { ++ if (GUILayout.Button("开始手动录制", GUILayout.Width(120))) StartManualRecording(); ++ } ++ using (new EditorGUI.DisabledScope(!isManualRecording)) ++ { ++ if (GUILayout.Button("停止并生成报告", GUILayout.Width(130))) StopManualRecording(); ++ } ++ GUILayout.Label(isManualRecording ? "录制中:请正常操作游戏,结束后点击停止。" : "手动录制:自动记录实际打开的已注册 UI。", EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ ++ string stateText = isManualRecording ? "手动录制中" : state == AuditState.Idle ? "未开始" : state.ToString(); ++ EditorGUILayout.LabelField($"已发现 {Entries.Count} 个注册界面;已勾选 {Entries.Count(x => x.Selected)} 个;状态:{stateText}"); ++ if (!EditorApplication.isPlaying) ++ EditorGUILayout.HelpBox("请先进入 Play Mode,等待登录和主界面完全初始化后再点击“开始巡检”。", MessageType.Info); ++ ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ EditorGUILayout.LabelField("待测界面", EditorStyles.boldLabel); ++ foreach (PanelEntry entry in Entries) ++ { ++ EditorGUILayout.BeginHorizontal(); ++ entry.Selected = EditorGUILayout.Toggle(entry.Selected, GUILayout.Width(22)); ++ GUILayout.Label(entry.PanelName, GUILayout.Width(260)); ++ GUILayout.Label(entry.Category, EditorStyles.miniLabel, GUILayout.Width(150)); ++ GUILayout.Label(entry.ConstType, EditorStyles.miniLabel, GUILayout.Width(220)); ++ GUILayout.Label(entry.DefaultSafe ? "默认勾选" : "需人工确认", EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ } ++ ++ if (Results.Count > 0) ++ { ++ GUILayout.Space(8); ++ EditorGUILayout.LabelField("巡检结果(按 P95 帧耗时降序)", EditorStyles.boldLabel); ++ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); ++ GUILayout.Label("界面", EditorStyles.miniBoldLabel, GUILayout.Width(150)); ++ GUILayout.Label("Prefab(可点击定位)", EditorStyles.miniBoldLabel, GUILayout.Width(230)); ++ GUILayout.Label("状态", EditorStyles.miniBoldLabel, GUILayout.Width(100)); ++ GUILayout.Label("打开 ms*", EditorStyles.miniBoldLabel, GUILayout.Width(70)); ++ GUILayout.Label("停留 s", EditorStyles.miniBoldLabel, GUILayout.Width(55)); ++ GUILayout.Label("平均 / P95 / 最大 ms", EditorStyles.miniBoldLabel, GUILayout.Width(165)); ++ GUILayout.Label("GC", EditorStyles.miniBoldLabel, GUILayout.Width(65)); ++ GUILayout.Label("原因", EditorStyles.miniBoldLabel); ++ EditorGUILayout.EndHorizontal(); ++ foreach (PanelResult result in Results.OrderByDescending(x => x.P95FrameMs)) ++ { ++ EditorGUILayout.BeginHorizontal(); ++ if (GUILayout.Button(result.PanelName, EditorStyles.miniButton, GUILayout.Width(150))) { Selection.activeObject = result.Prefab; if (result.Prefab != null) EditorGUIUtility.PingObject(result.Prefab); } ++ EditorGUILayout.ObjectField(result.Prefab, typeof(GameObject), false, GUILayout.Width(230)); ++ GUILayout.Label(result.Status, EditorStyles.miniLabel, GUILayout.Width(100)); ++ GUILayout.Label(result.OpenMs > 0 ? result.OpenMs.ToString("F1") : "-", EditorStyles.miniLabel, GUILayout.Width(70)); ++ GUILayout.Label(result.StaySeconds > 0 ? result.StaySeconds.ToString("F1") : "-", EditorStyles.miniLabel, GUILayout.Width(55)); ++ GUILayout.Label(result.AverageFrameMs > 0 ? $"{result.AverageFrameMs:F1} / {result.P95FrameMs:F1} / {result.MaxFrameMs:F1}" : "-", EditorStyles.miniLabel, GUILayout.Width(165)); ++ GUILayout.Label((result.PeakGcBytes / 1024f).ToString("F1") + " KB", EditorStyles.miniLabel, GUILayout.Width(65)); ++ GUILayout.Label(result.Reason ?? string.Empty, EditorStyles.wordWrappedMiniLabel); ++ EditorGUILayout.EndHorizontal(); ++ } ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private static void DiscoverPanels() ++ { ++ Entries.Clear(); ++ Results.Clear(); ++ ManualPanelNameLookup.Clear(); ++ string[] wrapperGuids = AssetDatabase.FindAssets("GameInitWrapper t:Script"); ++ if (wrapperGuids.Length == 0) return; ++ string wrapperPath = AssetDatabase.GUIDToAssetPath(wrapperGuids[0]); ++ string wrapperSource = File.ReadAllText(GetAbsolutePath(wrapperPath)); ++ System.Text.RegularExpressions.MatchCollection matches = System.Text.RegularExpressions.Regex.Matches(wrapperSource, @"AddItem<(?[A-Za-z0-9_]+)>"); ++ HashSet seen = new HashSet(StringComparer.Ordinal); ++ foreach (System.Text.RegularExpressions.Match match in matches) ++ { ++ string typeName = match.Groups["type"].Value; ++ if (!seen.Add(typeName)) continue; ++ string panelName; ++ GameObject prefab; ++ string prefabPath; ++ if (!TryFindPanelDefinition(typeName, out panelName, out prefab, out prefabPath)) continue; ++ if (string.IsNullOrEmpty(panelName)) continue; ++ string category = ClassifyPanel(panelName); ++ bool defaultSafe = category == "常规界面"; ++ Entries.Add(new PanelEntry { ConstType = typeName, PanelName = panelName, Category = category, Prefab = prefab, PrefabPath = prefabPath, DefaultSafe = defaultSafe, Selected = defaultSafe }); ++ ManualPanelNameLookup[panelName] = panelName; ++ if (prefab != null) ManualPanelNameLookup[prefab.name] = panelName; ++ } ++ Entries.Sort((a, b) => string.Compare(a.PanelName, b.PanelName, StringComparison.Ordinal)); ++ } ++ ++ private static bool TryFindPanelDefinition(string constType, out string panelName, out GameObject prefab, out string prefabPath) ++ { ++ panelName = null; prefab = null; prefabPath = null; ++ foreach (string guid in AssetDatabase.FindAssets(constType + " t:Script")) ++ { ++ string path = AssetDatabase.GUIDToAssetPath(guid); ++ if (!string.Equals(Path.GetFileNameWithoutExtension(path), constType, StringComparison.Ordinal)) continue; ++ string source = File.ReadAllText(GetAbsolutePath(path)); ++ System.Text.RegularExpressions.Match nameMatch = System.Text.RegularExpressions.Regex.Match(source, @"const\s+string\s+ui_name\s*=\s*""(?[^""]+)"""); ++ if (!nameMatch.Success) continue; ++ panelName = nameMatch.Groups["name"].Value; ++ System.Text.RegularExpressions.Match pathMatch = System.Text.RegularExpressions.Regex.Match(source, @"const\s+string\s+path\s*=\s*""(?[^""]+)"""); ++ if (pathMatch.Success) ++ { ++ prefabPath = "Assets/Resources/Resources_moved/" + pathMatch.Groups["path"].Value; ++ prefab = AssetDatabase.LoadAssetAtPath(prefabPath); ++ } ++ return true; ++ } ++ return false; ++ } ++ ++ private static string ClassifyPanel(string panelName) ++ { ++ string value = panelName.ToLowerInvariant(); ++ if (value.IndexOf("tip", StringComparison.Ordinal) >= 0 || value.IndexOf("confirm", StringComparison.Ordinal) >= 0) return "提示/确认(手动关闭)"; ++ if (value.IndexOf("fight", StringComparison.Ordinal) >= 0 || value.IndexOf("result", StringComparison.Ordinal) >= 0 || value.IndexOf("fb", StringComparison.Ordinal) >= 0) return "场景/结算依赖"; ++ if (value.IndexOf("loading", StringComparison.Ordinal) >= 0 || value.IndexOf("login", StringComparison.Ordinal) >= 0 || value.IndexOf("guide", StringComparison.Ordinal) >= 0) return "启动/引导依赖"; ++ return "常规界面"; ++ } ++ ++ private static void SelectDefaultSafe() { foreach (PanelEntry entry in Entries) entry.Selected = entry.DefaultSafe; } ++ private static void SetSelection(bool value) { foreach (PanelEntry entry in Entries) entry.Selected = value; } ++ ++ private static void StartManualRecording() ++ { ++ if (!EditorApplication.isPlaying) ++ { ++ EditorUtility.DisplayDialog("需要 Play Mode", "请进入 Play Mode,等待游戏初始化完成后再开始手动录制。", "确定"); ++ return; ++ } ++ Results.Clear(); ++ ManualSessions.Clear(); ++ ActiveManualSessions.Clear(); ++ lastManualPollTime = Time.realtimeSinceStartup; ++ StartRecorder(); ++ isManualRecording = true; ++ Subscribe(); ++ } ++ ++ private static void StopManualRecording() ++ { ++ if (!isManualRecording) return; ++ float now = Time.realtimeSinceStartup; ++ foreach (ManualSession session in ActiveManualSessions.Values) session.EndTime = now; ++ ActiveManualSessions.Clear(); ++ isManualRecording = false; ++ Results.Clear(); ++ foreach (ManualSession session in ManualSessions) Results.Add(CreateManualResult(session)); ++ if (state == AuditState.Idle || state == AuditState.Finished) Finish(); ++ } ++ ++ private static void TickManualRecording() ++ { ++ if (!isManualRecording) return; ++ if (!EditorApplication.isPlaying) { StopManualRecording(); return; } ++ float now = Time.realtimeSinceStartup; ++ float detectionIntervalMs = Math.Max(0f, now - lastManualPollTime) * 1000f; ++ lastManualPollTime = now; ++ HashSet visiblePanels = GetVisibleRegisteredPanels(); ++ foreach (PanelEntry entry in Entries) ++ { ++ bool visible = visiblePanels.Contains(entry.PanelName); ++ bool recording = ActiveManualSessions.TryGetValue(entry.PanelName, out ManualSession session); ++ if (visible && !recording) ++ { ++ session = new ManualSession { Entry = entry, StartTime = now, DetectedOpenMs = detectionIntervalMs }; ++ ManualSessions.Add(session); ++ ActiveManualSessions.Add(entry.PanelName, session); ++ } ++ if (visible && session != null) ++ { ++ session.FrameSamples.Add(Time.unscaledDeltaTime * 1000f); ++ if (recorderStarted && gcRecorder.Valid) session.PeakGcBytes = Math.Max(session.PeakGcBytes, gcRecorder.LastValue); ++ } ++ if (!visible && recording) ++ { ++ session.EndTime = now; ++ ActiveManualSessions.Remove(entry.PanelName); ++ } ++ } ++ } ++ ++ private static HashSet GetVisibleRegisteredPanels() ++ { ++ HashSet visible = new HashSet(StringComparer.Ordinal); ++ foreach (GameObject item in Resources.FindObjectsOfTypeAll()) ++ { ++ if (item == null || !item.activeInHierarchy || !item.scene.IsValid() || !item.scene.isLoaded) continue; ++ string name = item.name.EndsWith("(Clone)", StringComparison.Ordinal) ? item.name.Substring(0, item.name.Length - 7) : item.name; ++ if (ManualPanelNameLookup.TryGetValue(name, out string panelName)) visible.Add(panelName); ++ } ++ return visible; ++ } ++ ++ // TODO(精确手动录制耗时):在 MFrame.PanelMgr 中增加 UI 生命周期事件。 ++ // 1. 在 Show(name, data, completeHandler) 入口记录 startTime,并触发 OnPanelShowRequested(name, startTime)。 ++ // 2. 在资源加载完成且 PanelBase._OnShow 执行完成后的 completeHandler 中,触发 OnPanelShown(name, startTime, elapsedMs)。 ++ // 3. 在 Close(name) 成功后触发 OnPanelClosed(name)。 ++ // 4. 本工具订阅上述事件,以 name 关联会话,便可得到真实的“请求 Show 到可见”耗时, ++ // 不再依赖当前轮询 GameObject 激活状态所得的一帧近似值。 ++ ++ private static PanelResult CreateManualResult(ManualSession session) ++ { ++ List samples = session.FrameSamples.OrderBy(x => x).ToList(); ++ PanelResult result = new PanelResult ++ { ++ PanelName = session.Entry.PanelName, ++ Prefab = session.Entry.Prefab, ++ Status = "手动录制", ++ // 近似值:两次轮询之间首次发现 UI 激活的间隔,不代表真实的资源加载耗时。 ++ OpenMs = session.DetectedOpenMs, ++ StaySeconds = Math.Max(0f, session.EndTime - session.StartTime), ++ PeakGcBytes = session.PeakGcBytes, ++ Reason = "实际操作录制" ++ }; ++ if (samples.Count > 0) ++ { ++ result.AverageFrameMs = samples.Average(); ++ result.P95FrameMs = samples[Mathf.Clamp(Mathf.CeilToInt(samples.Count * 0.95f) - 1, 0, samples.Count - 1)]; ++ result.MaxFrameMs = samples[samples.Count - 1]; ++ } ++ return result; ++ } ++ ++ private static void Start() ++ { ++ if (!EditorApplication.isPlaying) ++ { ++ EditorUtility.DisplayDialog("需要 Play Mode", "请进入 Play Mode 并等待游戏初始化完成后再执行巡检。", "确定"); ++ return; ++ } ++ if (!Entries.Any(x => x.Selected)) return; ++ Results.Clear(); currentIndex = 0; state = AuditState.Opening; activeEntry = null; activeResult = null; ++ StartRecorder(); ++ Subscribe(); ++ } ++ ++ private static void Subscribe() ++ { ++ if (isSubscribed) return; ++ EditorApplication.update += Tick; ++ isSubscribed = true; ++ } ++ ++ private static void Tick() ++ { ++ if (isManualRecording) { TickManualRecording(); return; } ++ if (!EditorApplication.isPlaying) { Stop("已退出 Play Mode"); return; } ++ if (state == AuditState.Opening) ++ { ++ while (currentIndex < Entries.Count && !Entries[currentIndex].Selected) currentIndex++; ++ if (currentIndex >= Entries.Count) { Finish(); return; } ++ activeEntry = Entries[currentIndex++]; ++ activeResult = new PanelResult { PanelName = activeEntry.PanelName, Prefab = activeEntry.Prefab, Status = "打开中" }; ++ Results.Add(activeResult); FrameSamples.Clear(); frameCount = 0; requestTime = Time.realtimeSinceStartup; ++ baselineActiveObjects = CaptureActiveSceneObjects(); ++ state = AuditState.AwaitingOpen; ++ try ++ { ++ PanelMgr.Instance.Show(activeEntry.PanelName, null, panel => ++ { ++ if (state != AuditState.AwaitingOpen || activeEntry == null) return; ++ openedTime = Time.realtimeSinceStartup; ++ activeResult.OpenMs = (openedTime - requestTime) * 1000f; ++ activeResult.Status = "预热中"; ++ state = AuditState.Warmup; ++ }); ++ } ++ catch (Exception exception) { FailCurrent("打开异常: " + exception.GetType().Name, "缺少运行时数据或初始化条件不满足"); } ++ return; ++ } ++ if (state == AuditState.AwaitingOpen && Time.realtimeSinceStartup - requestTime > OpenTimeoutSeconds) { FailCurrent("打开超时", "未完成初始化:请检查运行时数据、参数或资源加载。"); return; } ++ if (state == AuditState.Warmup) ++ { ++ if (++frameCount >= WarmupFrameCount) { frameCount = 0; activeResult.Status = "采样中"; state = AuditState.Sampling; } ++ return; ++ } ++ if (state == AuditState.Sampling) ++ { ++ FrameSamples.Add(Time.unscaledDeltaTime * 1000f); ++ if (recorderStarted && gcRecorder.Valid) activeResult.PeakGcBytes = Math.Max(activeResult.PeakGcBytes, gcRecorder.LastValue); ++ if (++frameCount >= SampleFrameCount) ++ { ++ CompleteCurrent(); ++ return; ++ } ++ } ++ if (state == AuditState.Closing && ++frameCount >= CloseVerificationFrameCount) FinishClosing(); ++ } ++ ++ private static void CompleteCurrent() ++ { ++ FrameSamples.Sort(); ++ activeResult.AverageFrameMs = FrameSamples.Count == 0 ? 0f : FrameSamples.Average(); ++ activeResult.P95FrameMs = FrameSamples.Count == 0 ? 0f : FrameSamples[Mathf.Clamp(Mathf.CeilToInt(FrameSamples.Count * 0.95f) - 1, 0, FrameSamples.Count - 1)]; ++ activeResult.MaxFrameMs = FrameSamples.Count == 0 ? 0f : FrameSamples[FrameSamples.Count - 1]; ++ activeResult.Status = "完成"; ++ CloseCurrent(); ++ } ++ ++ private static void FailCurrent(string reason, string detail = null) { if (activeResult != null) { activeResult.Status = reason; activeResult.Reason = detail; } CloseCurrent(); } ++ private static void CloseCurrent() ++ { ++ try { if (activeEntry != null) PanelMgr.Instance.Close(activeEntry.PanelName); } ++ catch (Exception exception) { if (activeResult != null) { activeResult.Status += ";关闭异常"; activeResult.Reason = "关闭接口执行失败。"; } } ++ frameCount = 0; ++ state = AuditState.Closing; ++ } ++ ++ private static void FinishClosing() ++ { ++ Dictionary currentActiveObjects = CaptureActiveSceneObjects(); ++ int residualCount = currentActiveObjects.Count(x => !baselineActiveObjects.ContainsKey(x.Key)); ++ if (residualCount > 0 && activeResult != null) ++ { ++ activeResult.ResidualObjectCount = residualCount; ++ activeResult.Status += ";疑似未关闭"; ++ activeResult.Reason = "关闭后仍有新增 UI 保持激活;提示类可能需要点击空白处关闭。"; ++ } ++ activeEntry = null; activeResult = null; baselineActiveObjects.Clear(); state = AuditState.Opening; ++ } ++ ++ private static void Stop(string reason) ++ { ++ if (activeResult != null && activeResult.Status != "完成") activeResult.Status = reason; ++ try { if (activeEntry != null) PanelMgr.Instance.Close(activeEntry.PanelName); } catch { } ++ Finish(); ++ } ++ ++ private static void Finish() ++ { ++ state = AuditState.Finished; activeEntry = null; activeResult = null; ++ if (isSubscribed) { EditorApplication.update -= Tick; isSubscribed = false; } ++ if (recorderStarted) { gcRecorder.Dispose(); recorderStarted = false; } ++ } ++ ++ private static void StartRecorder() ++ { ++ if (recorderStarted) gcRecorder.Dispose(); ++ gcRecorder = ProfilerRecorder.StartNew(ProfilerCategory.Memory, "GC Allocated In Frame"); ++ recorderStarted = true; ++ } ++ ++ private static void ExportCsv() ++ { ++ if (Results.Count == 0) { EditorUtility.DisplayDialog("没有数据", "请先完成一次巡检。", "确定"); return; } ++ string path = EditorUtility.SaveFilePanel("导出界面性能报告", Application.dataPath, "UI性能巡检报告", "csv"); ++ if (string.IsNullOrEmpty(path)) return; ++ List lines = new List { "界面,Prefab,状态,打开耗时ms,停留秒,平均帧耗时ms,P95帧耗时ms,最大帧耗时ms,GC峰值KB,疑似残留对象数,原因" }; ++ foreach (PanelResult item in Results.OrderByDescending(x => x.P95FrameMs)) ++ lines.Add(Csv(item.PanelName) + "," + Csv(item.Prefab == null ? string.Empty : AssetDatabase.GetAssetPath(item.Prefab)) + "," + Csv(item.Status) + "," + item.OpenMs.ToString("F2") + "," + item.StaySeconds.ToString("F2") + "," + item.AverageFrameMs.ToString("F2") + "," + item.P95FrameMs.ToString("F2") + "," + item.MaxFrameMs.ToString("F2") + "," + (item.PeakGcBytes / 1024f).ToString("F2") + "," + item.ResidualObjectCount + "," + Csv(item.Reason)); ++ File.WriteAllLines(path, lines, new System.Text.UTF8Encoding(true)); ++ EditorUtility.RevealInFinder(path); ++ } ++ ++ private static string GetAbsolutePath(string assetPath) => Path.Combine(Directory.GetParent(Application.dataPath).FullName, assetPath); ++ private static string Csv(string text) => "\"" + (text ?? string.Empty).Replace("\"", "\"\"") + "\""; ++ private static Dictionary CaptureActiveSceneObjects() ++ { ++ Dictionary result = new Dictionary(); ++ foreach (GameObject item in Resources.FindObjectsOfTypeAll()) ++ { ++ if (item == null || !item.activeInHierarchy || !item.scene.IsValid() || !item.scene.isLoaded) continue; ++ result[item.GetInstanceID()] = item.name; ++ } ++ return result; ++ } ++} ++ ++/// ++/// Read-only UI resource reference scanner. It is deliberately kept in this ++/// already-imported Editor script so the current project imports its menu. ++/// ++public class UIPrefabCheck : EditorWindow ++{ ++ private const string DefaultPrefabRoot = "Assets/Resources/Resources_moved/gui/panel"; ++ private const int PageSize = 100; ++ private const long LargeImageFileSizeBytes = 500L * 1024L; ++ private const int LargeImageDimension = 1024; ++ private const int SimilarImageMaxHashDistance = 6; ++ private static readonly string[] UnusedImageRoots = ++ { ++ "Assets/Resources/Resources_moved/gui", ++ "Assets/PSD2UI/UI" ++ }; ++ ++ private class Record ++ { ++ public string PrefabPath; ++ public GameObject Prefab; ++ public string ObjectPath; ++ public string Component; ++ public UnityEngine.Object Asset; ++ public string AssetPath; ++ public string Atlases; ++ public string Warning; ++ } ++ ++ private class SharedRecord ++ { ++ public UnityEngine.Object Asset; ++ public string AssetPath; ++ public string Atlases; ++ public List PrefabPaths; ++ } ++ ++ private class UnusedImageRecord ++ { ++ public Texture2D Asset; ++ public string AssetPath; ++ public string Reason; ++ } ++ ++ private class PrefabNodeRecord ++ { ++ public GameObject Prefab; ++ public string PrefabPath; ++ public int NodeCount; ++ public string Type; ++ public int SuggestedNodeCount; ++ public string Suggestion; ++ public bool NeedsOptimization; ++ } ++ ++ private class LargeImageRecord ++ { ++ public Texture2D Asset; ++ public string AssetPath; ++ public long FileSizeBytes; ++ public int Width; ++ public int Height; ++ public string Reason; ++ } ++ ++ private class ImageFingerprint ++ { ++ public Texture2D Asset; ++ public string AssetPath; ++ public long FileSizeBytes; ++ public int Width; ++ public int Height; ++ public float AspectRatio; ++ public ulong DifferenceHash; ++ } ++ ++ private class SimilarImagePair ++ { ++ public ImageFingerprint Left; ++ public ImageFingerprint Right; ++ public int HashDistance; ++ } ++ ++ private enum ViewTab ++ { ++ 引用明细, ++ 多预制体共用, ++ 疑似无用图片, ++ 节点统计, ++ 大图标记, ++ 相似图, ++ 界面性能 ++ } ++ ++ private readonly List records = new List(); ++ private readonly List filteredRecords = new List(); ++ private readonly List sharedRecords = new List(); ++ private readonly List filteredSharedRecords = new List(); ++ private readonly List unusedImageRecords = new List(); ++ private readonly List filteredUnusedImageRecords = new List(); ++ private readonly List prefabNodeRecords = new List(); ++ private readonly List filteredPrefabNodeRecords = new List(); ++ private readonly List largeImageRecords = new List(); ++ private readonly List filteredLargeImageRecords = new List(); ++ private readonly List similarImagePairs = new List(); ++ private readonly List filteredSimilarImagePairs = new List(); ++ private readonly List atlases = new List(); ++ private readonly Dictionary atlasCache = new Dictionary(); ++ private readonly Dictionary prefabCache = new Dictionary(); ++ private readonly Dictionary prefabLastWriteTimesUtc = new Dictionary(StringComparer.OrdinalIgnoreCase); ++ private readonly HashSet prefabDependencies = new HashSet(StringComparer.OrdinalIgnoreCase); ++ private string prefabRoot = DefaultPrefabRoot; ++ private string filter = string.Empty; ++ private Vector2 scroll; ++ private bool warningsOnly; ++ private int prefabCount; ++ private int duplicateGroups; ++ private int skippedSimilarImageCount; ++ private int page; ++ private ViewTab activeTab; ++ private string lastFilter = string.Empty; ++ private bool lastWarningsOnly; ++ ++ [MenuItem("Tools/UI/Prefab 和图片优化扫描工具")] ++ private static void OpenScanner() ++ { ++ UIPrefabCheck window = GetWindow(); ++ window.titleContent = new GUIContent("Prefab 和图片优化扫描工具"); ++ window.minSize = new Vector2(960, 500); ++ } ++ ++ [MenuItem("Tools/UI/界面性能巡检")] ++ private static void OpenPerformanceAudit() ++ { ++ UIPrefabCheck window = GetWindow(); ++ window.titleContent = new GUIContent("界面性能巡检"); ++ window.minSize = new Vector2(960, 500); ++ window.activeTab = ViewTab.界面性能; ++ window.Repaint(); ++ } ++ ++ private void OnGUI() ++ { ++ EditorGUILayout.LabelField("Prefab 和图片优化扫描工具(只读)", EditorStyles.boldLabel); ++ EditorGUILayout.HelpBox("扫描 Image、RawImage、SpriteRenderer;不会修改任何图片、预制体或图集。", MessageType.Info); ++ EditorGUILayout.BeginHorizontal(); ++ prefabRoot = EditorGUILayout.TextField("Prefab 扫描目录", prefabRoot); ++ if (GUILayout.Button("扫描", GUILayout.Width(90))) Scan(); ++ if (GUILayout.Button("导出 CSV", GUILayout.Width(90))) ExportCsv(); ++ EditorGUILayout.EndHorizontal(); ++ EditorGUILayout.LabelField($"Prefab:{prefabCount} 图片引用:{records.Count} 图集:{atlases.Count} 同名跨目录组:{duplicateGroups}"); ++ EditorGUILayout.BeginHorizontal(); ++ string newFilter = EditorGUILayout.TextField("筛选", filter); ++ bool newWarningsOnly = EditorGUILayout.ToggleLeft("仅显示需确认项", warningsOnly, GUILayout.Width(130)); ++ EditorGUILayout.EndHorizontal(); ++ if (newFilter != filter || newWarningsOnly != warningsOnly) ++ { ++ filter = newFilter; ++ warningsOnly = newWarningsOnly; ++ page = 0; ++ } ++ ViewTab newTab = (ViewTab)GUILayout.Toolbar((int)activeTab, new[] { "引用明细", "多预制体共用", "疑似无用图片", "节点统计", "大图标记", "相似图", "界面性能" }); ++ if (newTab != activeTab) ++ { ++ activeTab = newTab; ++ page = 0; ++ scroll = Vector2.zero; ++ } ++ if (activeTab == ViewTab.界面性能) ++ { ++ UIRuntimePerformanceAudit.DrawEmbedded(); ++ } ++ else if (activeTab == ViewTab.引用明细) ++ { ++ DrawReferencePage(); ++ } ++ else ++ { ++ if (activeTab == ViewTab.多预制体共用) DrawSharedPage(); ++ else if (activeTab == ViewTab.疑似无用图片) DrawUnusedImagePage(); ++ else if (activeTab == ViewTab.节点统计) DrawNodeStatisticsPage(); ++ else if (activeTab == ViewTab.大图标记) DrawLargeImagePage(); ++ else DrawSimilarImagePage(); ++ } ++ } ++ ++ private void DrawReferencePage() ++ { ++ RefreshFilteredRecordsIfNeeded(); ++ DrawPager(filteredRecords.Count); ++ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); ++ GUILayout.Label("Prefab(最近修改优先)", EditorStyles.miniBoldLabel, GUILayout.Width(210)); ++ GUILayout.Label("节点 / 组件", EditorStyles.miniBoldLabel, GUILayout.Width(230)); ++ GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(280)); ++ GUILayout.Label("图集", EditorStyles.miniBoldLabel, GUILayout.Width(140)); ++ GUILayout.Label("需确认", EditorStyles.miniBoldLabel); ++ EditorGUILayout.EndHorizontal(); ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ int start = page * PageSize; ++ int end = Math.Min(start + PageSize, filteredRecords.Count); ++ string previousPrefabPath = null; ++ for (int i = start; i < end; i++) ++ { ++ Record record = filteredRecords[i]; ++ if (previousPrefabPath != null && previousPrefabPath != record.PrefabPath) ++ { ++ EditorGUILayout.LabelField($"──────────────────── {Path.GetFileNameWithoutExtension(record.PrefabPath)} ────────────────────", EditorStyles.centeredGreyMiniLabel); ++ } ++ EditorGUILayout.BeginHorizontal(); ++ EditorGUILayout.ObjectField(record.Prefab, typeof(GameObject), false, GUILayout.Width(210)); ++ GUILayout.Label(record.ObjectPath + "\n" + record.Component, EditorStyles.miniLabel, GUILayout.Width(230)); ++ EditorGUILayout.ObjectField(record.Asset, typeof(UnityEngine.Object), false, GUILayout.Width(280)); ++ DrawAtlasLink(record.Atlases); ++ GUILayout.Label(record.Warning, EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ previousPrefabPath = record.PrefabPath; ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawSharedPage() ++ { ++ RefreshFilteredSharedRecords(); ++ DrawPager(filteredSharedRecords.Count); ++ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); ++ GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(300)); ++ GUILayout.Label("图集", EditorStyles.miniBoldLabel, GUILayout.Width(160)); ++ GUILayout.Label("引用 Prefab 数", EditorStyles.miniBoldLabel, GUILayout.Width(100)); ++ GUILayout.Label("引用它的 Prefab", EditorStyles.miniBoldLabel); ++ EditorGUILayout.EndHorizontal(); ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ int start = page * PageSize; ++ int end = Math.Min(start + PageSize, filteredSharedRecords.Count); ++ for (int i = start; i < end; i++) ++ { ++ SharedRecord record = filteredSharedRecords[i]; ++ EditorGUILayout.BeginHorizontal(); ++ EditorGUILayout.ObjectField(record.Asset, typeof(UnityEngine.Object), false, GUILayout.Width(300)); ++ GUILayout.Label(record.Atlases, EditorStyles.miniLabel, GUILayout.Width(160)); ++ GUILayout.Label(record.PrefabPaths.Count.ToString(), EditorStyles.miniLabel, GUILayout.Width(100)); ++ GUILayout.Label(string.Join("\n", record.PrefabPaths), EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawUnusedImagePage() ++ { ++ EditorGUILayout.HelpBox( ++ "只检查标准 UI 图片目录。结果表示未发现 Prefab 依赖或静态 C# 引用;配置表、字符串拼接、反射和运行时下载资源无法可靠识别,因此请人工确认后再处理。", ++ MessageType.Warning); ++ if (prefabCount == 0) ++ { ++ EditorGUILayout.HelpBox("请先点击“扫描”,建立当前 Prefab 范围的依赖清单。", MessageType.Info); ++ return; ++ } ++ if (GUILayout.Button("扫描疑似无用图片", GUILayout.Height(28))) ScanPotentiallyUnusedImages(); ++ if (unusedImageRecords.Count == 0) ++ { ++ EditorGUILayout.LabelField("尚未扫描,或未发现疑似无用图片。", EditorStyles.miniLabel); ++ return; ++ } ++ RefreshFilteredUnusedImages(); ++ DrawPager(filteredUnusedImageRecords.Count); ++ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); ++ GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(320)); ++ GUILayout.Label("资源路径", EditorStyles.miniBoldLabel, GUILayout.Width(390)); ++ GUILayout.Label("判定", EditorStyles.miniBoldLabel); ++ EditorGUILayout.EndHorizontal(); ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ int start = page * PageSize; ++ int end = Math.Min(start + PageSize, filteredUnusedImageRecords.Count); ++ for (int i = start; i < end; i++) ++ { ++ UnusedImageRecord record = filteredUnusedImageRecords[i]; ++ EditorGUILayout.BeginHorizontal(); ++ EditorGUILayout.ObjectField(record.Asset, typeof(Texture2D), false, GUILayout.Width(320)); ++ GUILayout.Label(record.AssetPath, EditorStyles.miniLabel, GUILayout.Width(390)); ++ GUILayout.Label(record.Reason, EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawNodeStatisticsPage() ++ { ++ EditorGUILayout.HelpBox( ++ "节点数包含所有激活和未激活的子节点。类型与建议值是基于常见移动游戏 Prefab 的经验阈值,用于优先定位复杂 Prefab,而非强制限制。", ++ MessageType.Info); ++ if (prefabNodeRecords.Count == 0) ++ { ++ EditorGUILayout.HelpBox("请先点击“扫描”。", MessageType.Info); ++ return; ++ } ++ RefreshFilteredNodeRecords(); ++ DrawPager(filteredPrefabNodeRecords.Count); ++ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); ++ GUILayout.Label("Prefab", EditorStyles.miniBoldLabel, GUILayout.Width(270)); ++ GUILayout.Label("类型", EditorStyles.miniBoldLabel, GUILayout.Width(110)); ++ GUILayout.Label("节点数", EditorStyles.miniBoldLabel, GUILayout.Width(65)); ++ GUILayout.Label("建议节点数", EditorStyles.miniBoldLabel, GUILayout.Width(90)); ++ GUILayout.Label("建议", EditorStyles.miniBoldLabel); ++ EditorGUILayout.EndHorizontal(); ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ int start = page * PageSize; ++ int end = Math.Min(start + PageSize, filteredPrefabNodeRecords.Count); ++ for (int i = start; i < end; i++) ++ { ++ PrefabNodeRecord record = filteredPrefabNodeRecords[i]; ++ EditorGUILayout.BeginHorizontal(); ++ EditorGUILayout.ObjectField(record.Prefab, typeof(GameObject), false, GUILayout.Width(270)); ++ GUILayout.Label(record.Type, EditorStyles.miniLabel, GUILayout.Width(110)); ++ GUILayout.Label(record.NodeCount.ToString(), EditorStyles.miniLabel, GUILayout.Width(65)); ++ GUILayout.Label("≤ " + record.SuggestedNodeCount, EditorStyles.miniLabel, GUILayout.Width(90)); ++ GUILayout.Label(record.Suggestion, EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawLargeImagePage() ++ { ++ EditorGUILayout.HelpBox("标记源文件大于 500 KB,或导入后宽和高均不小于 1024 像素的 UI 图片。", MessageType.Info); ++ if (GUILayout.Button("扫描大图", GUILayout.Height(28))) ScanLargeImages(); ++ if (largeImageRecords.Count == 0) ++ { ++ EditorGUILayout.LabelField("尚未扫描,或未发现满足条件的图片。", EditorStyles.miniLabel); ++ return; ++ } ++ RefreshFilteredLargeImages(); ++ DrawPager(filteredLargeImageRecords.Count); ++ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); ++ GUILayout.Label("图片资源", EditorStyles.miniBoldLabel, GUILayout.Width(300)); ++ GUILayout.Label("源文件大小", EditorStyles.miniBoldLabel, GUILayout.Width(95)); ++ GUILayout.Label("导入分辨率", EditorStyles.miniBoldLabel, GUILayout.Width(100)); ++ GUILayout.Label("标记原因", EditorStyles.miniBoldLabel, GUILayout.Width(190)); ++ GUILayout.Label("资源路径", EditorStyles.miniBoldLabel); ++ EditorGUILayout.EndHorizontal(); ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ int start = page * PageSize; ++ int end = Math.Min(start + PageSize, filteredLargeImageRecords.Count); ++ for (int i = start; i < end; i++) ++ { ++ LargeImageRecord record = filteredLargeImageRecords[i]; ++ EditorGUILayout.BeginHorizontal(); ++ EditorGUILayout.ObjectField(record.Asset, typeof(Texture2D), false, GUILayout.Width(300)); ++ GUILayout.Label(FormatFileSize(record.FileSizeBytes), EditorStyles.miniLabel, GUILayout.Width(95)); ++ GUILayout.Label(record.Width + " × " + record.Height, EditorStyles.miniLabel, GUILayout.Width(100)); ++ GUILayout.Label(record.Reason, EditorStyles.miniLabel, GUILayout.Width(190)); ++ GUILayout.Label(record.AssetPath, EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void DrawSimilarImagePage() ++ { ++ EditorGUILayout.HelpBox( ++ "仅比较 PNG/JPG/JPEG 图片。工具会先去除透明边缘、统一缩放,再计算感知差异哈希;距离越小,视觉内容越接近。结果仅供人工确认。", ++ MessageType.Info); ++ if (GUILayout.Button("扫描相似图", GUILayout.Height(28))) ScanSimilarImages(); ++ EditorGUILayout.LabelField($"相似候选对:{similarImagePairs.Count} 跳过不支持格式或无法读取的图片:{skippedSimilarImageCount}", EditorStyles.miniLabel); ++ if (similarImagePairs.Count == 0) ++ { ++ EditorGUILayout.LabelField("尚未扫描,或未发现相似候选。", EditorStyles.miniLabel); ++ return; ++ } ++ RefreshFilteredSimilarImagePairs(); ++ DrawPager(filteredSimilarImagePairs.Count); ++ EditorGUILayout.BeginHorizontal(EditorStyles.toolbar); ++ GUILayout.Label("图片 A", EditorStyles.miniBoldLabel, GUILayout.Width(180)); ++ GUILayout.Label("A 大小 / 尺寸", EditorStyles.miniBoldLabel, GUILayout.Width(125)); ++ GUILayout.Label("图片 B", EditorStyles.miniBoldLabel, GUILayout.Width(180)); ++ GUILayout.Label("B 大小 / 尺寸", EditorStyles.miniBoldLabel, GUILayout.Width(125)); ++ GUILayout.Label("相似度", EditorStyles.miniBoldLabel, GUILayout.Width(60)); ++ GUILayout.Label("距离", EditorStyles.miniBoldLabel, GUILayout.Width(45)); ++ GUILayout.Label("路径", EditorStyles.miniBoldLabel); ++ EditorGUILayout.EndHorizontal(); ++ scroll = EditorGUILayout.BeginScrollView(scroll); ++ int start = page * PageSize; ++ int end = Math.Min(start + PageSize, filteredSimilarImagePairs.Count); ++ for (int i = start; i < end; i++) ++ { ++ SimilarImagePair pair = filteredSimilarImagePairs[i]; ++ EditorGUILayout.BeginHorizontal(); ++ EditorGUILayout.ObjectField(pair.Left.Asset, typeof(Texture2D), false, GUILayout.Width(180)); ++ GUILayout.Label(FormatFileSize(pair.Left.FileSizeBytes) + "\n" + pair.Left.Width + " × " + pair.Left.Height, EditorStyles.miniLabel, GUILayout.Width(125)); ++ EditorGUILayout.ObjectField(pair.Right.Asset, typeof(Texture2D), false, GUILayout.Width(180)); ++ GUILayout.Label(FormatFileSize(pair.Right.FileSizeBytes) + "\n" + pair.Right.Width + " × " + pair.Right.Height, EditorStyles.miniLabel, GUILayout.Width(125)); ++ GUILayout.Label(GetSimilarityPercentage(pair.HashDistance), EditorStyles.miniLabel, GUILayout.Width(60)); ++ GUILayout.Label(pair.HashDistance.ToString(), EditorStyles.miniLabel, GUILayout.Width(45)); ++ GUILayout.Label(pair.Left.AssetPath + "\n" + pair.Right.AssetPath, EditorStyles.miniLabel); ++ EditorGUILayout.EndHorizontal(); ++ } ++ EditorGUILayout.EndScrollView(); ++ } ++ ++ private void Scan() ++ { ++ if (!AssetDatabase.IsValidFolder(prefabRoot)) ++ { ++ EditorUtility.DisplayDialog("扫描失败", "请输入 Assets 下有效的 Prefab 目录。", "确定"); ++ return; ++ } ++ records.Clear(); filteredRecords.Clear(); sharedRecords.Clear(); filteredSharedRecords.Clear(); unusedImageRecords.Clear(); filteredUnusedImageRecords.Clear(); prefabNodeRecords.Clear(); filteredPrefabNodeRecords.Clear(); largeImageRecords.Clear(); filteredLargeImageRecords.Clear(); similarImagePairs.Clear(); filteredSimilarImagePairs.Clear(); atlasCache.Clear(); prefabCache.Clear(); prefabLastWriteTimesUtc.Clear(); prefabDependencies.Clear(); atlases.Clear(); duplicateGroups = 0; skippedSimilarImageCount = 0; page = 0; ++ foreach (string guid in AssetDatabase.FindAssets("t:SpriteAtlas")) ++ { ++ SpriteAtlas atlas = AssetDatabase.LoadAssetAtPath(AssetDatabase.GUIDToAssetPath(guid)); ++ if (atlas != null) atlases.Add(atlas); ++ } ++ string[] prefabGuids = AssetDatabase.FindAssets("t:Prefab", new[] { prefabRoot }); ++ prefabCount = prefabGuids.Length; ++ try ++ { ++ for (int i = 0; i < prefabGuids.Length; i++) ++ { ++ string path = AssetDatabase.GUIDToAssetPath(prefabGuids[i]); ++ EditorUtility.DisplayProgressBar("扫描 UI 图片引用", path, prefabGuids.Length == 0 ? 1f : (float)i / prefabGuids.Length); ++ ScanPrefab(path); ++ foreach (string dependency in AssetDatabase.GetDependencies(path, true)) prefabDependencies.Add(dependency); ++ } ++ } ++ finally { EditorUtility.ClearProgressBar(); } ++ MarkDuplicateNames(); ++ SortReferenceRecords(); ++ BuildSharedRecords(); ++ RefreshFilteredRecords(); ++ Repaint(); ++ } ++ ++ private void ScanPrefab(string prefabPath) ++ { ++ GameObject root = PrefabUtility.LoadPrefabContents(prefabPath); ++ try ++ { ++ prefabNodeRecords.Add(BuildNodeRecord(prefabPath, root)); ++ foreach (Image item in root.GetComponentsInChildren(true)) Add(prefabPath, item.transform, "Image.sprite", item.sprite); ++ foreach (RawImage item in root.GetComponentsInChildren(true)) Add(prefabPath, item.transform, "RawImage.texture", item.texture); ++ foreach (SpriteRenderer item in root.GetComponentsInChildren(true)) Add(prefabPath, item.transform, "SpriteRenderer.sprite", item.sprite); ++ } ++ finally { PrefabUtility.UnloadPrefabContents(root); } ++ } ++ ++ private PrefabNodeRecord BuildNodeRecord(string prefabPath, GameObject root) ++ { ++ string type = GetPrefabType(root, prefabPath); ++ int suggestedCount = GetSuggestedNodeCount(type); ++ int nodeCount = root.GetComponentsInChildren(true).Length; ++ bool needsOptimization = nodeCount > suggestedCount; ++ string suggestion = !needsOptimization ? "节点数在建议范围内" : nodeCount <= suggestedCount * 1.5f ? "建议关注:可合并静态节点或复用组件" : "建议拆分:检查层级、重复节点与可复用组件"; ++ return new PrefabNodeRecord { Prefab = GetPrefab(prefabPath), PrefabPath = prefabPath, NodeCount = nodeCount, Type = type, SuggestedNodeCount = suggestedCount, Suggestion = suggestion, NeedsOptimization = needsOptimization }; ++ } ++ ++ private static string GetPrefabType(GameObject root, string prefabPath) ++ { ++ bool hasUi = root.transform is RectTransform || root.GetComponentInChildren(true) != null; ++ if (hasUi) ++ { ++ bool isPanel = prefabPath.IndexOf("/panel/", StringComparison.OrdinalIgnoreCase) >= 0 || root.name.IndexOf("Panel", StringComparison.OrdinalIgnoreCase) >= 0; ++ return isPanel ? "UI 面板" : "UI 组件"; ++ } ++ if (root.GetComponentInChildren(true) != null) return "特效"; ++ if (root.GetComponentInChildren(true) != null || root.GetComponentInChildren(true) != null) return "角色/动态对象"; ++ return "通用对象"; ++ } ++ ++ private static int GetSuggestedNodeCount(string type) ++ { ++ switch (type) ++ { ++ case "UI 面板": return 150; ++ case "UI 组件": return 50; ++ case "特效": return 80; ++ case "角色/动态对象": return 100; ++ default: return 80; ++ } ++ } ++ ++ private void Add(string prefabPath, Transform transform, string component, UnityEngine.Object asset) ++ { ++ if (asset == null) return; ++ string assetPath = AssetDatabase.GetAssetPath(asset); ++ if (string.IsNullOrEmpty(assetPath)) return; ++ records.Add(new Record { PrefabPath = prefabPath, Prefab = GetPrefab(prefabPath), ObjectPath = TransformPath(transform), Component = component, Asset = asset, AssetPath = assetPath, Atlases = FindAtlases(asset, assetPath), Warning = IsStandardUiPath(assetPath) ? string.Empty : "非标准 UI 资源目录" }); ++ } ++ ++ private string FindAtlases(UnityEngine.Object asset, string assetPath) ++ { ++ Sprite sprite = asset as Sprite; ++ if (sprite == null) return "—"; ++ if (atlasCache.TryGetValue(assetPath, out string result)) return result; ++ List names = new List(); ++ foreach (SpriteAtlas atlas in atlases) if (atlas.CanBindTo(sprite)) names.Add(atlas.name); ++ result = names.Count == 0 ? "未加入图集" : string.Join("; ", names); ++ atlasCache.Add(assetPath, result); ++ return result; ++ } ++ ++ private void DrawAtlasLink(string atlasNames) ++ { ++ if (atlasNames == "—" || atlasNames == "未加入图集") ++ { ++ GUILayout.Label(atlasNames, EditorStyles.miniLabel, GUILayout.Width(140)); ++ return; ++ } ++ ++ if (!GUILayout.Button(new GUIContent(atlasNames, "点击定位图集"), EditorStyles.miniButton, GUILayout.Width(140))) return; ++ ++ string[] names = atlasNames.Split(new[] { "; " }, StringSplitOptions.RemoveEmptyEntries); ++ List linkedAtlases = atlases.Where(atlas => names.Any(name => string.Equals(name, atlas.name, StringComparison.OrdinalIgnoreCase))).ToList(); ++ if (linkedAtlases.Count == 0) return; ++ if (linkedAtlases.Count == 1) ++ { ++ SelectAndPingAtlas(linkedAtlases[0]); ++ return; ++ } ++ ++ GenericMenu menu = new GenericMenu(); ++ foreach (SpriteAtlas atlas in linkedAtlases) ++ { ++ SpriteAtlas target = atlas; ++ menu.AddItem(new GUIContent(AssetDatabase.GetAssetPath(target)), false, () => SelectAndPingAtlas(target)); ++ } ++ menu.ShowAsContext(); ++ } ++ ++ private static void SelectAndPingAtlas(SpriteAtlas atlas) ++ { ++ Selection.activeObject = atlas; ++ EditorGUIUtility.PingObject(atlas); ++ } ++ ++ private void MarkDuplicateNames() ++ { ++ foreach (IGrouping group in records.GroupBy(x => Path.GetFileName(x.AssetPath), StringComparer.OrdinalIgnoreCase)) ++ { ++ if (group.Select(x => x.AssetPath).Distinct(StringComparer.OrdinalIgnoreCase).Count() <= 1) continue; ++ duplicateGroups++; ++ foreach (Record record in group) record.Warning = string.IsNullOrEmpty(record.Warning) ? "同名跨目录" : record.Warning + "; 同名跨目录"; ++ } ++ } ++ ++ private void SortReferenceRecords() ++ { ++ records.Sort((left, right) => ++ { ++ int modifiedTimeComparison = GetPrefabLastWriteTimeUtc(right.PrefabPath).CompareTo(GetPrefabLastWriteTimeUtc(left.PrefabPath)); ++ if (modifiedTimeComparison != 0) return modifiedTimeComparison; ++ ++ int prefabComparison = string.Compare(left.PrefabPath, right.PrefabPath, StringComparison.OrdinalIgnoreCase); ++ if (prefabComparison != 0) return prefabComparison; ++ ++ int atlasComparison = string.Compare(AtlasSortKey(left.Atlases), AtlasSortKey(right.Atlases), StringComparison.OrdinalIgnoreCase); ++ if (atlasComparison != 0) return atlasComparison; ++ ++ int assetComparison = string.Compare(left.AssetPath, right.AssetPath, StringComparison.OrdinalIgnoreCase); ++ if (assetComparison != 0) return assetComparison; ++ ++ return string.Compare(left.ObjectPath, right.ObjectPath, StringComparison.OrdinalIgnoreCase); ++ }); ++ } ++ ++ private DateTime GetPrefabLastWriteTimeUtc(string prefabPath) ++ { ++ if (prefabLastWriteTimesUtc.TryGetValue(prefabPath, out DateTime lastWriteTimeUtc)) return lastWriteTimeUtc; ++ ++ string absolutePath = GetAbsoluteAssetPath(prefabPath); ++ lastWriteTimeUtc = File.Exists(absolutePath) ? File.GetLastWriteTimeUtc(absolutePath) : DateTime.MinValue; ++ prefabLastWriteTimesUtc.Add(prefabPath, lastWriteTimeUtc); ++ return lastWriteTimeUtc; ++ } ++ ++ private static string AtlasSortKey(string atlasName) ++ { ++ return atlasName == "未加入图集" ? "~" : atlasName; ++ } ++ ++ private bool Matches(Record record) ++ { ++ if (warningsOnly && string.IsNullOrEmpty(record.Warning)) return false; ++ if (string.IsNullOrEmpty(filter)) return true; ++ string text = record.PrefabPath + record.ObjectPath + record.Component + record.AssetPath + record.Atlases + record.Warning; ++ return text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0; ++ } ++ ++ private GameObject GetPrefab(string prefabPath) ++ { ++ if (!prefabCache.TryGetValue(prefabPath, out GameObject prefab)) ++ { ++ prefab = AssetDatabase.LoadAssetAtPath(prefabPath); ++ prefabCache.Add(prefabPath, prefab); ++ } ++ return prefab; ++ } ++ ++ private void RefreshFilteredRecordsIfNeeded() ++ { ++ if (lastFilter == filter && lastWarningsOnly == warningsOnly) return; ++ RefreshFilteredRecords(); ++ } ++ ++ private void RefreshFilteredRecords() ++ { ++ filteredRecords.Clear(); ++ foreach (Record record in records) if (Matches(record)) filteredRecords.Add(record); ++ lastFilter = filter; ++ lastWarningsOnly = warningsOnly; ++ int maxPage = Math.Max(0, (filteredRecords.Count - 1) / PageSize); ++ page = Math.Min(page, maxPage); ++ } ++ ++ private void BuildSharedRecords() ++ { ++ sharedRecords.Clear(); ++ foreach (IGrouping group in records.GroupBy(x => x.AssetPath, StringComparer.OrdinalIgnoreCase)) ++ { ++ List prefabPaths = group.Select(x => x.PrefabPath).Distinct(StringComparer.OrdinalIgnoreCase).OrderBy(x => x).ToList(); ++ if (prefabPaths.Count < 2) continue; ++ Record first = group.First(); ++ sharedRecords.Add(new SharedRecord { Asset = first.Asset, AssetPath = first.AssetPath, Atlases = first.Atlases, PrefabPaths = prefabPaths }); ++ } ++ sharedRecords.Sort((left, right) => right.PrefabPaths.Count.CompareTo(left.PrefabPaths.Count)); ++ } ++ ++ private void RefreshFilteredSharedRecords() ++ { ++ filteredSharedRecords.Clear(); ++ foreach (SharedRecord record in sharedRecords) ++ { ++ string text = record.AssetPath + record.Atlases + string.Join(" ", record.PrefabPaths); ++ if (string.IsNullOrEmpty(filter) || text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredSharedRecords.Add(record); ++ } ++ int maxPage = Math.Max(0, (filteredSharedRecords.Count - 1) / PageSize); ++ page = Math.Min(page, maxPage); ++ } ++ ++ private void ScanPotentiallyUnusedImages() ++ { ++ unusedImageRecords.Clear(); ++ filteredUnusedImageRecords.Clear(); ++ page = 0; ++ string codeText = ReadAllProjectCode(); ++ string[] imageGuids = AssetDatabase.FindAssets("t:Texture2D", UnusedImageRoots); ++ try ++ { ++ for (int i = 0; i < imageGuids.Length; i++) ++ { ++ string assetPath = AssetDatabase.GUIDToAssetPath(imageGuids[i]); ++ EditorUtility.DisplayProgressBar("扫描疑似无用图片", assetPath, imageGuids.Length == 0 ? 1f : (float)i / imageGuids.Length); ++ if (prefabDependencies.Contains(assetPath) || HasStaticCodeReference(assetPath, imageGuids[i], codeText)) continue; ++ Texture2D image = AssetDatabase.LoadAssetAtPath(assetPath); ++ if (image != null) unusedImageRecords.Add(new UnusedImageRecord { Asset = image, AssetPath = assetPath, Reason = "未发现 Prefab 依赖或静态代码引用" }); ++ } ++ } ++ finally { EditorUtility.ClearProgressBar(); } ++ unusedImageRecords.Sort((left, right) => string.Compare(left.AssetPath, right.AssetPath, StringComparison.OrdinalIgnoreCase)); ++ RefreshFilteredUnusedImages(); ++ Repaint(); ++ } ++ ++ private static string ReadAllProjectCode() ++ { ++ List code = new List(); ++ foreach (string file in Directory.GetFiles(Application.dataPath, "*.cs", SearchOption.AllDirectories)) ++ { ++ try { code.Add(File.ReadAllText(file)); } ++ catch (IOException) { } ++ catch (UnauthorizedAccessException) { } ++ } ++ return string.Join("\n", code); ++ } ++ ++ private static bool HasStaticCodeReference(string assetPath, string guid, string codeText) ++ { ++ if (codeText.IndexOf(guid, StringComparison.OrdinalIgnoreCase) >= 0) return true; ++ if (codeText.IndexOf(assetPath, StringComparison.OrdinalIgnoreCase) >= 0) return true; ++ const string ResourcesMarker = "/Resources/"; ++ int markerIndex = assetPath.IndexOf(ResourcesMarker, StringComparison.OrdinalIgnoreCase); ++ if (markerIndex < 0) return false; ++ string resourcePath = assetPath.Substring(markerIndex + ResourcesMarker.Length); ++ resourcePath = Path.ChangeExtension(resourcePath, null).Replace('\\', '/'); ++ return codeText.IndexOf(resourcePath, StringComparison.OrdinalIgnoreCase) >= 0; ++ } ++ ++ private void RefreshFilteredUnusedImages() ++ { ++ filteredUnusedImageRecords.Clear(); ++ foreach (UnusedImageRecord record in unusedImageRecords) ++ { ++ if (string.IsNullOrEmpty(filter) || record.AssetPath.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredUnusedImageRecords.Add(record); ++ } ++ int maxPage = Math.Max(0, (filteredUnusedImageRecords.Count - 1) / PageSize); ++ page = Math.Min(page, maxPage); ++ } ++ ++ private void RefreshFilteredNodeRecords() ++ { ++ filteredPrefabNodeRecords.Clear(); ++ foreach (PrefabNodeRecord record in prefabNodeRecords) ++ { ++ if (warningsOnly && !record.NeedsOptimization) continue; ++ string text = record.PrefabPath + record.Type + record.Suggestion; ++ if (string.IsNullOrEmpty(filter) || text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredPrefabNodeRecords.Add(record); ++ } ++ filteredPrefabNodeRecords.Sort((left, right) => right.NodeCount.CompareTo(left.NodeCount)); ++ int maxPage = Math.Max(0, (filteredPrefabNodeRecords.Count - 1) / PageSize); ++ page = Math.Min(page, maxPage); ++ } ++ ++ private void ScanLargeImages() ++ { ++ largeImageRecords.Clear(); ++ filteredLargeImageRecords.Clear(); ++ page = 0; ++ string[] imageGuids = AssetDatabase.FindAssets("t:Texture2D", UnusedImageRoots); ++ try ++ { ++ for (int i = 0; i < imageGuids.Length; i++) ++ { ++ string assetPath = AssetDatabase.GUIDToAssetPath(imageGuids[i]); ++ EditorUtility.DisplayProgressBar("扫描大图", assetPath, imageGuids.Length == 0 ? 1f : (float)i / imageGuids.Length); ++ Texture2D image = AssetDatabase.LoadAssetAtPath(assetPath); ++ if (image == null) continue; ++ long fileSize = GetAssetFileSize(assetPath); ++ bool isLargeFile = fileSize > LargeImageFileSizeBytes; ++ bool isLargeDimension = image.width >= LargeImageDimension && image.height >= LargeImageDimension; ++ if (!isLargeFile && !isLargeDimension) continue; ++ List reasons = new List(); ++ if (isLargeFile) reasons.Add("源文件 > 500 KB"); ++ if (isLargeDimension) reasons.Add("分辨率 ≥ 1024 × 1024"); ++ largeImageRecords.Add(new LargeImageRecord { Asset = image, AssetPath = assetPath, FileSizeBytes = fileSize, Width = image.width, Height = image.height, Reason = string.Join(";", reasons) }); ++ } ++ } ++ finally { EditorUtility.ClearProgressBar(); } ++ largeImageRecords.Sort((left, right) => right.FileSizeBytes.CompareTo(left.FileSizeBytes)); ++ RefreshFilteredLargeImages(); ++ Repaint(); ++ } ++ ++ private static long GetAssetFileSize(string assetPath) ++ { ++ string absolutePath = GetAbsoluteAssetPath(assetPath); ++ return File.Exists(absolutePath) ? new FileInfo(absolutePath).Length : 0; ++ } ++ ++ private static string GetAbsoluteAssetPath(string assetPath) ++ { ++ string projectRoot = Directory.GetParent(Application.dataPath).FullName; ++ return Path.Combine(projectRoot, assetPath); ++ } ++ ++ private void RefreshFilteredLargeImages() ++ { ++ filteredLargeImageRecords.Clear(); ++ foreach (LargeImageRecord record in largeImageRecords) ++ { ++ if (string.IsNullOrEmpty(filter) || record.AssetPath.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredLargeImageRecords.Add(record); ++ } ++ int maxPage = Math.Max(0, (filteredLargeImageRecords.Count - 1) / PageSize); ++ page = Math.Min(page, maxPage); ++ } ++ ++ private static string FormatFileSize(long sizeInBytes) ++ { ++ return (sizeInBytes / 1024f).ToString("F1") + " KB"; ++ } ++ ++ private void ScanSimilarImages() ++ { ++ similarImagePairs.Clear(); ++ filteredSimilarImagePairs.Clear(); ++ skippedSimilarImageCount = 0; ++ page = 0; ++ List fingerprints = new List(); ++ string[] imageGuids = AssetDatabase.FindAssets("t:Texture2D", UnusedImageRoots); ++ try ++ { ++ for (int i = 0; i < imageGuids.Length; i++) ++ { ++ string assetPath = AssetDatabase.GUIDToAssetPath(imageGuids[i]); ++ EditorUtility.DisplayProgressBar("生成图片感知指纹", assetPath, imageGuids.Length == 0 ? 1f : (float)i / imageGuids.Length); ++ if (TryCreateFingerprint(assetPath, out ImageFingerprint fingerprint)) fingerprints.Add(fingerprint); ++ else skippedSimilarImageCount++; ++ } ++ FindSimilarImagePairs(fingerprints); ++ } ++ finally { EditorUtility.ClearProgressBar(); } ++ similarImagePairs.Sort((left, right) => ++ { ++ long leftMaxSize = Math.Max(left.Left.FileSizeBytes, left.Right.FileSizeBytes); ++ long rightMaxSize = Math.Max(right.Left.FileSizeBytes, right.Right.FileSizeBytes); ++ int sizeComparison = rightMaxSize.CompareTo(leftMaxSize); ++ if (sizeComparison != 0) return sizeComparison; ++ long leftMaxPixels = Math.Max((long)left.Left.Width * left.Left.Height, (long)left.Right.Width * left.Right.Height); ++ long rightMaxPixels = Math.Max((long)right.Left.Width * right.Left.Height, (long)right.Right.Width * right.Right.Height); ++ int dimensionComparison = rightMaxPixels.CompareTo(leftMaxPixels); ++ return dimensionComparison != 0 ? dimensionComparison : left.HashDistance.CompareTo(right.HashDistance); ++ }); ++ RefreshFilteredSimilarImagePairs(); ++ Repaint(); ++ } ++ ++ private bool TryCreateFingerprint(string assetPath, out ImageFingerprint fingerprint) ++ { ++ fingerprint = null; ++ string extension = Path.GetExtension(assetPath).ToLowerInvariant(); ++ if (extension != ".png" && extension != ".jpg" && extension != ".jpeg") return false; ++ string absolutePath = GetAbsoluteAssetPath(assetPath); ++ if (!File.Exists(absolutePath)) return false; ++ Texture2D decoded = new Texture2D(2, 2, TextureFormat.RGBA32, false); ++ try ++ { ++ if (!ImageConversion.LoadImage(decoded, File.ReadAllBytes(absolutePath), false)) return false; ++ if (!TryGetDifferenceHash(decoded, out ulong differenceHash)) return false; ++ Texture2D asset = AssetDatabase.LoadAssetAtPath(assetPath); ++ if (asset == null) return false; ++ fingerprint = new ImageFingerprint ++ { ++ Asset = asset, ++ AssetPath = assetPath, ++ FileSizeBytes = GetAssetFileSize(assetPath), ++ Width = decoded.width, ++ Height = decoded.height, ++ AspectRatio = decoded.height == 0 ? 0f : (float)decoded.width / decoded.height, ++ DifferenceHash = differenceHash ++ }; ++ return true; ++ } ++ finally { Object.DestroyImmediate(decoded); } ++ } ++ ++ private static bool TryGetDifferenceHash(Texture2D image, out ulong hash) ++ { ++ hash = 0; ++ Color32[] pixels = image.GetPixels32(); ++ int minX = image.width, minY = image.height, maxX = -1, maxY = -1; ++ for (int y = 0; y < image.height; y++) ++ { ++ for (int x = 0; x < image.width; x++) ++ { ++ if (pixels[y * image.width + x].a <= 10) continue; ++ minX = Math.Min(minX, x); minY = Math.Min(minY, y); maxX = Math.Max(maxX, x); maxY = Math.Max(maxY, y); ++ } ++ } ++ if (maxX < minX || maxY < minY) return false; ++ int cropWidth = maxX - minX + 1; ++ int cropHeight = maxY - minY + 1; ++ byte[,] luminance = new byte[8, 9]; ++ for (int y = 0; y < 8; y++) ++ { ++ int sourceY = minY + Mathf.RoundToInt((cropHeight - 1) * y / 7f); ++ for (int x = 0; x < 9; x++) ++ { ++ int sourceX = minX + Mathf.RoundToInt((cropWidth - 1) * x / 8f); ++ Color32 color = pixels[sourceY * image.width + sourceX]; ++ luminance[y, x] = (byte)((77 * color.r + 150 * color.g + 29 * color.b) / 256); ++ } ++ } ++ int bitIndex = 0; ++ for (int y = 0; y < 8; y++) ++ { ++ for (int x = 0; x < 8; x++) ++ { ++ if (luminance[y, x] > luminance[y, x + 1]) hash |= 1UL << bitIndex; ++ bitIndex++; ++ } ++ } ++ return true; ++ } ++ ++ private void FindSimilarImagePairs(List fingerprints) ++ { ++ Dictionary> buckets = new Dictionary>(); ++ HashSet comparedPairs = new HashSet(); ++ for (int i = 0; i < fingerprints.Count; i++) ++ { ++ ImageFingerprint left = fingerprints[i]; ++ for (int chunk = 0; chunk < 8; chunk++) ++ { ++ int bucketKey = (chunk << 8) | (int)((left.DifferenceHash >> (chunk * 8)) & 0xFF); ++ if (buckets.TryGetValue(bucketKey, out List candidates)) ++ { ++ foreach (int candidateIndex in candidates) ++ { ++ ulong pairKey = ((ulong)(uint)candidateIndex << 32) | (uint)i; ++ if (!comparedPairs.Add(pairKey)) continue; ++ ImageFingerprint right = fingerprints[candidateIndex]; ++ if (Mathf.Abs(left.AspectRatio - right.AspectRatio) > 0.05f) continue; ++ int distance = GetBitDistance(left.DifferenceHash, right.DifferenceHash); ++ if (distance <= SimilarImageMaxHashDistance) similarImagePairs.Add(new SimilarImagePair { Left = left, Right = right, HashDistance = distance }); ++ } ++ } ++ else ++ { ++ candidates = new List(); ++ buckets.Add(bucketKey, candidates); ++ } ++ candidates.Add(i); ++ } ++ } ++ } ++ ++ private static int GetBitDistance(ulong left, ulong right) ++ { ++ ulong value = left ^ right; ++ int count = 0; ++ while (value != 0) { value &= value - 1; count++; } ++ return count; ++ } ++ ++ private static string GetSimilarityPercentage(int hashDistance) ++ { ++ return ((64 - hashDistance) * 100f / 64f).ToString("F0") + "%"; ++ } ++ ++ private void RefreshFilteredSimilarImagePairs() ++ { ++ filteredSimilarImagePairs.Clear(); ++ foreach (SimilarImagePair pair in similarImagePairs) ++ { ++ string text = pair.Left.AssetPath + pair.Right.AssetPath; ++ if (string.IsNullOrEmpty(filter) || text.IndexOf(filter, StringComparison.OrdinalIgnoreCase) >= 0) filteredSimilarImagePairs.Add(pair); ++ } ++ int maxPage = Math.Max(0, (filteredSimilarImagePairs.Count - 1) / PageSize); ++ page = Math.Min(page, maxPage); ++ } ++ ++ private void DrawPager(int resultCount) ++ { ++ int pageCount = Math.Max(1, (resultCount + PageSize - 1) / PageSize); ++ EditorGUILayout.BeginHorizontal(); ++ using (new EditorGUI.DisabledScope(page == 0)) ++ { ++ if (GUILayout.Button("上一页", GUILayout.Width(70))) { page--; scroll = Vector2.zero; } ++ } ++ EditorGUILayout.LabelField($"第 {page + 1} / {pageCount} 页(每页 {PageSize} 条,筛选结果 {resultCount} 条)", GUILayout.Width(310)); ++ using (new EditorGUI.DisabledScope(page >= pageCount - 1)) ++ { ++ if (GUILayout.Button("下一页", GUILayout.Width(70))) { page++; scroll = Vector2.zero; } ++ } ++ EditorGUILayout.EndHorizontal(); ++ } ++ ++ private void ExportCsv() ++ { ++ if (records.Count == 0) { EditorUtility.DisplayDialog("没有数据", "请先执行扫描。", "确定"); return; } ++ string path = EditorUtility.SaveFilePanel("导出 UI 图片引用报告", Application.dataPath, "UI图片引用报告", "csv"); ++ if (string.IsNullOrEmpty(path)) return; ++ List lines = new List { "Prefab,节点,组件,图片路径,图集,需确认" }; ++ foreach (Record record in records) lines.Add(Csv(record.PrefabPath) + "," + Csv(record.ObjectPath) + "," + Csv(record.Component) + "," + Csv(record.AssetPath) + "," + Csv(record.Atlases) + "," + Csv(record.Warning)); ++ File.WriteAllLines(path, lines, new System.Text.UTF8Encoding(true)); ++ EditorUtility.RevealInFinder(path); ++ } ++ ++ private static string Csv(string text) { return "\"" + (text ?? string.Empty).Replace("\"", "\"\"") + "\""; } ++ private static bool IsStandardUiPath(string path) { return path.StartsWith("Assets/Resources/Resources_moved/gui/", StringComparison.OrdinalIgnoreCase) || path.StartsWith("Assets/PSD2UI/UI/", StringComparison.OrdinalIgnoreCase); } ++ private static string TransformPath(Transform transform) { List names = new List(); while (transform != null) { names.Add(transform.name); transform = transform.parent; } names.Reverse(); return string.Join("/", names); } ++} +diff --git a/unity/Assets/Editor/UIPrefabCheck.cs.meta b/unity/Assets/Editor/UIPrefabCheck.cs.meta +new file mode 100644 +index 00000000..78fa917e +--- /dev/null ++++ b/unity/Assets/Editor/UIPrefabCheck.cs.meta +@@ -0,0 +1,11 @@ ++fileFormatVersion: 2 ++guid: W3Ie4SipVXvQA/GOF9HzkOSQg+C68bAYDIfNWxxTZvkrXTMlZSFpGgg= ++MonoImporter: ++ externalObjects: {} ++ serializedVersion: 2 ++ defaultReferences: [] ++ executionOrder: 0 ++ icon: {instanceID: 0} ++ userData: ++ assetBundleName: ++ assetBundleVariant: +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_ArenaPanel/textures/bg.png b/unity/Assets/Resources/Resources_moved/gui/panel/UI_ArenaPanel/textures/bg.png +deleted file mode 100644 +index 2b346de8..00000000 +Binary files a/unity/Assets/Resources/Resources_moved/gui/panel/UI_ArenaPanel/textures/bg.png and /dev/null differ +diff --git a/unity/Assets/Resources/Resources_moved/gui/panel/UI_ArenaPanel/textures/bg.png.meta b/unity/Assets/Resources/Resources_moved/gui/panel/UI_ArenaPanel/textures/bg.png.meta +deleted file mode 100644 +index fac6e9c2..00000000 +--- a/unity/Assets/Resources/Resources_moved/gui/panel/UI_ArenaPanel/textures/bg.png.meta ++++ /dev/null +@@ -1,189 +0,0 @@ +-fileFormatVersion: 2 +-guid: CXgbsymuBS9m2uTQqZAquoMidmW8+1LqUy7rr//YAcf7wFiRZp1Z07E= +-TextureImporter: +- internalIDToNameTable: [] +- externalObjects: {} +- serializedVersion: 13 +- mipmaps: +- mipMapMode: 0 +- enableMipMap: 0 +- sRGBTexture: 1 +- linearTexture: 0 +- fadeOut: 0 +- borderMipMap: 0 +- mipMapsPreserveCoverage: 0 +- alphaTestReferenceValue: 0.5 +- mipMapFadeDistanceStart: 1 +- mipMapFadeDistanceEnd: 3 +- bumpmap: +- convertToNormalMap: 0 +- externalNormalMap: 0 +- heightScale: 0.25 +- normalMapFilter: 0 +- flipGreenChannel: 0 +- isReadable: 0 +- webStreaming: 0 +- priorityLevel: 0 +- uploadedMode: 2 +- streamingMipmaps: 0 +- streamingMipmapsPriority: 0 +- vTOnly: 0 +- ignoreMipmapLimit: 0 +- grayScaleToAlpha: 0 +- generateCubemap: 6 +- cubemapConvolution: 0 +- seamlessCubemap: 0 +- textureFormat: 1 +- maxTextureSize: 2048 +- textureSettings: +- serializedVersion: 2 +- filterMode: 1 +- aniso: 1 +- mipBias: 0 +- wrapU: 1 +- wrapV: 1 +- wrapW: 1 +- nPOTScale: 0 +- lightmap: 0 +- compressionQuality: 50 +- spriteMode: 1 +- spriteExtrude: 1 +- spriteMeshType: 1 +- alignment: 0 +- spritePivot: {x: 0.5, y: 0.5} +- spritePixelsToUnits: 100 +- spriteBorder: {x: 0, y: 0, z: 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serializedVersion: 2 +- m_ClearFlags: 1 +- m_BackGroundColor: {r: 0.19215687, g: 0.3019608, b: 0.4745098, a: 0} ++ m_ClearFlags: 2 ++ m_BackGroundColor: {r: 0, g: 0, b: 0, a: 0} + m_projectionMatrixMode: 1 + m_GateFitMode: 2 + m_FOVAxisMode: 0 +diff --git a/unity/Assets/Scripts/mgame/module/moduleUI/PassPanel/PassPanel.cs b/unity/Assets/Scripts/mgame/module/moduleUI/PassPanel/PassPanel.cs +index 17ccdaa6..faedcfe2 100644 +--- a/unity/Assets/Scripts/mgame/module/moduleUI/PassPanel/PassPanel.cs ++++ b/unity/Assets/Scripts/mgame/module/moduleUI/PassPanel/PassPanel.cs +@@ -26,6 +26,8 @@ public class PassPanel : PanelBase + this.AddChildCtr(_rewardContent); + + } ++ // 全屏遮挡以组件形式配置:在 UI_PassPanel.prefab 根节点 Add Component 添加 FullScreenCover 组件即生效 ++ + protected override void _OnShow() + { + base._OnShow(); +@@ -67,11 +69,6 @@ public class PassPanel : PanelBase + // } + // } + +- protected override void _OnClose() +- { +- base._OnClose(); +- } +- + protected override void _Destroy() + { + base._Destroy(); +diff --git a/unity/Assets/Scripts/mgame/module/moduleUI/ShopPanel/ShopPanel.cs b/unity/Assets/Scripts/mgame/module/moduleUI/ShopPanel/ShopPanel.cs +index 5000a4cb..8585c387 100644 +--- a/unity/Assets/Scripts/mgame/module/moduleUI/ShopPanel/ShopPanel.cs ++++ b/unity/Assets/Scripts/mgame/module/moduleUI/ShopPanel/ShopPanel.cs +@@ -109,6 +109,8 @@ public class ShopPanel : PanelBase + } + } + ++ // 全屏遮挡以组件形式配置:在 UI_ShopPanel.prefab 根节点 Add Component 添加 FullScreenCover 组件即生效 ++ + protected override void _OnShow() + { + base._OnShow(); +diff --git a/unity/Assets/Settings/URP-Balanced-Renderer.asset b/unity/Assets/Settings/URP-Balanced-Renderer.asset +index ef0bb8d5..b94cfcc4 100644 +--- a/unity/Assets/Settings/URP-Balanced-Renderer.asset ++++ b/unity/Assets/Settings/URP-Balanced-Renderer.asset +@@ -12,7 +12,7 @@ MonoBehaviour: + m_Script: {fileID: 11500000, guid: f62c9c65cf3354c93be831c8bc075510, type: 3} + m_Name: SSAO + m_EditorClassIdentifier: +- m_Active: 1 ++ m_Active: 0 + m_Settings: + AOMethod: 1 + Downsample: 1 +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs +new file mode 100644 +index 00000000..48f6aaf3 +--- /dev/null ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs +@@ -0,0 +1,16 @@ ++using UnityEngine; ++ ++namespace MFrame ++{ ++ /// ++ /// 全屏遮挡组件:挂到面板预制体根节点(与 UI_PanelBase 同节点)即生效,移除组件即关闭。 ++ /// 打开本面板时自动隐藏下方层级中正在显示的面板(省去被遮住的 DrawCall), ++ /// 关闭/销毁时自动恢复。由策划在编辑器中添加/移除本组件即可配置,无需改代码。 ++ /// 注意:仅用于完全铺满屏幕的面板(如通行证、商店、活动大页),半屏弹窗不要挂。 ++ /// ++ public class FullScreenCover : MonoBehaviour ++ { ++ [Tooltip("勾选后:本面板被上层全屏面板遮挡时仍保持显示(仅用于必须常驻可见的特殊面板)。")] ++ public bool isKeepShowWhenCovered = false; ++ } ++} +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs.meta b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs.meta +new file mode 100644 +index 00000000..a94b8da5 +--- /dev/null ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/FullScreenCover.cs.meta +@@ -0,0 +1,11 @@ ++fileFormatVersion: 2 ++guid: Dysd4X//V3yyisRZkbBdkO/Yqfm+oXtw45Vx0v70tF8fEn5k7g7wkdI= ++MonoImporter: ++ externalObjects: {} ++ serializedVersion: 2 ++ defaultReferences: [] ++ executionOrder: 0 ++ icon: {instanceID: 0} ++ userData: ++ assetBundleName: ++ assetBundleVariant: +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs +index 98c6d79f..657a4024 100644 +--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/PanelBase.cs +@@ -1,3 +1,4 @@ ++using System.Collections.Generic; + using UnityEngine; + + namespace MFrame +@@ -56,6 +57,54 @@ namespace MFrame + return _autoDestroy; + } + ++ // 全屏遮挡以组件形式配置:在面板预制体根节点挂 FullScreenCover 组件即生效(策划可自助添加/移除) ++ /// ++ /// 面板预制体根节点上的 FullScreenCover 组件(未挂则为 null,即非全屏面板) ++ /// ++ private FullScreenCover _fullScreenCover; ++ ++ /// ++ /// 是否正被上层全屏面板隐藏 ++ /// ++ private bool _hiddenByCover; ++ /// ++ /// 被本面板(全屏遮挡)隐藏的下层面板列表 ++ /// ++ private readonly List _panelsHiddenByMe = new List(); ++ ++ // —— 全屏遮挡:IPanelBase 接口实现 —— ++ UILayerIdx IPanelBase.panelLayerIdx => _layerIdx; ++ bool IPanelBase.isKeepShowWhenCovered => _fullScreenCover != null && _fullScreenCover.enabled && _fullScreenCover.isKeepShowWhenCovered; ++ bool IPanelBase.isHiddenByCover => _hiddenByCover; ++ ++ /// ++ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板(省去被盖住的 DrawCall) ++ /// ++ public void SetCoverHidden() ++ { ++ _hiddenByCover = true; ++ if (_view != null) ++ { ++ _view.gameObject.SetActive(false); ++ } ++ } ++ ++ /// ++ /// 全屏遮挡优化:恢复本面板显示(幂等;面板视图已销毁时自动跳过) ++ /// ++ public void RestoreFromCover() ++ { ++ if (!_hiddenByCover) ++ { ++ return; ++ } ++ _hiddenByCover = false; ++ if (_view != null) ++ { ++ _view.gameObject.SetActive(true); ++ } ++ } ++ + + /// + /// 尝试异步加载UI预制体 +@@ -101,6 +150,8 @@ namespace MFrame + transform = go.transform; + // 获取视图组件并完成初始化 + _view = transform.GetComponent(); ++ // 缓存全屏遮挡组件(策划在预制体根节点上挂载,未挂则为 null) ++ _fullScreenCover = transform.GetComponent(); + _view.AddUpdateHandler(this.Update); + _OnLoadComplete(); + Show(data, completeHandler); +@@ -150,8 +201,22 @@ namespace MFrame + { + _data = data; + if (this._view != null) ++ { ++ // 若此前被上层全屏面板隐藏,主动 Show 视为恢复显示 ++ //(隐藏者列表中的遗留记录由 RestorePanelsHiddenByMe 的 isHiddenByCover 守卫失效,无需清理) ++ if (_hiddenByCover) ++ { ++ RestoreFromCover(); ++ } + this._view.gameObject.SetActive(true); ++ } + _OnShow(); ++ // 全屏遮挡面板(预制体根节点挂 FullScreenCover 组件且处于启用状态): ++ // 打开时隐藏下层正在显示的面板,省去被盖住的 DrawCall ++ if (_fullScreenCover != null && _fullScreenCover.enabled) ++ { ++ HidePanelsUnderThis(); ++ } + _view.Show(() => + { + completeHandler?.Invoke(this); +@@ -168,7 +233,8 @@ namespace MFrame + { + return false; + } +- return _view.gameObject.activeSelf; ++ // 被上层全屏面板隐藏时仍视为“打开中”,保持业务语义不变 ++ return _view.gameObject.activeSelf || _hiddenByCover; + } + public bool isLoading() + { +@@ -193,6 +259,8 @@ namespace MFrame + { + _view.Close(() => + { ++ // 关闭完成后恢复被本面板隐藏的下层面板 ++ RestorePanelsHiddenByMe(); + _OnClose(); + complete?.Invoke(); + }); +@@ -204,6 +272,53 @@ namespace MFrame + + } + ++ /// ++ /// 全屏遮挡优化:隐藏本面板下方所有层级中正在显示的面板, ++ /// 被完全遮住的 UI 不再提交 DrawCall(关闭/销毁时由 RestorePanelsHiddenByMe 恢复)。 ++ /// ++ private void HidePanelsUnderThis() ++ { ++ Dictionary items = PanelMgr.Instance.items; ++ if (items == null) ++ { ++ return; ++ } ++ foreach (KeyValuePair kvp in items) ++ { ++ PanelMsgItem item = kvp.Value; ++ if (item.panel == null || ReferenceEquals(item.panel, this)) ++ { ++ continue; ++ } ++ IPanelBase panel = item.panel; ++ if (panel.panelLayerIdx < _layerIdx ++ && !panel.isKeepShowWhenCovered ++ && !panel.isHiddenByCover ++ && panel.isShowing()) ++ { ++ _panelsHiddenByMe.Add(panel); ++ panel.SetCoverHidden(); ++ } ++ } ++ } ++ ++ /// ++ /// 恢复被本面板隐藏的下层面板(幂等,可重复调用) ++ /// ++ private void RestorePanelsHiddenByMe() ++ { ++ int len = _panelsHiddenByMe.Count; ++ for (int i = 0; i < len; i++) ++ { ++ IPanelBase panel = _panelsHiddenByMe[i]; ++ if (panel != null && panel.isHiddenByCover) ++ { ++ panel.RestoreFromCover(); ++ } ++ } ++ _panelsHiddenByMe.Clear(); ++ } ++ + + + /// +@@ -211,8 +326,8 @@ namespace MFrame + /// + protected override void _Destroy() + { +- +- ++ // 兼容未走 Close 直接销毁的路径,确保下层面板一定被恢复 ++ RestorePanelsHiddenByMe(); + + base._Destroy(); + +@@ -221,6 +336,7 @@ namespace MFrame + + // 清除面板数据 + _data = null; ++ _fullScreenCover = null; + if (_view != null) + { + _view.RemoveUpdateHandler(this.Update); +diff --git a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs +index c0a2283c..48cd4d14 100644 +--- a/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs ++++ b/unity/my_libs/unityLib/GameFrame/Runtime/frame/module/moduleUI/iface/IPanelBase.cs +@@ -31,7 +31,30 @@ namespace MFrame + /// + bool isLoading(); + ++ /// ++ /// 面板所在 UI 层级(全屏遮挡判定用:仅隐藏低于本层面板层级的面板) ++ /// ++ UILayerIdx panelLayerIdx { get; } + ++ /// ++ /// 被上层全屏面板遮挡时是否仍保持显示(常驻特殊面板为 true) ++ /// ++ bool isKeepShowWhenCovered { get; } ++ ++ /// ++ /// 是否正被上层全屏面板隐藏 ++ /// ++ bool isHiddenByCover { get; } ++ ++ /// ++ /// 全屏遮挡优化:由上层全屏面板调用,隐藏本面板,省去被盖住的 DrawCall ++ /// ++ void SetCoverHidden(); ++ ++ /// ++ /// 全屏遮挡优化:由隐藏者关闭/销毁时调用,恢复本面板显示(幂等) ++ /// ++ void RestoreFromCover(); + + } + } diff --git a/Unity/DC优化/README.md b/Unity/DC优化/README.md new file mode 100644 index 0000000..11e6f93 --- /dev/null +++ b/Unity/DC优化/README.md @@ -0,0 +1,181 @@ +# Unity UI 降 DC 优化包(可移植归档) + +> 归档时间:2026-09-10 | 来源工程:T5(`d:\Project\T5`)、T11(`d:\Project\T11`) +> 一句话:**四条互相独立的降 DrawCall 路线 + 配套巡检工具 + 排查方法论,全部来自 T5/T11 实战并已验证生效,业务代码零改动。** + +--- + +## 一、这个包解决什么问题 + +Unity UI 的 DrawCall 高,通常是四个不同原因叠加。本包按**功能**分成四个目录,可以单独取用,互不依赖: + +| 路线 | 病因 | 药方 | 目录 | +| --- | --- | --- | --- | +| **① UIEffect 材质共享** | Coffee.UIEffect 5.x 给每个组件建独立材质实例(缓存 key 用实例唯一的 `effectId`)→ 100 个同配置图标 = 100 个材质 = 完全无法合批 | 把缓存 key 换成**配置内容指纹 `configId`** → N 个同配置特效共享 1 个材质 → 可被 UGUI 动态合批 | `01_` | +| **② 全屏面板遮挡** | 全屏界面打开时,被完全盖住的下层界面**照样提交 DC**(GPU 白画一遍) | 挂 `FullScreenCover` 组件 → 打开时把下层 `SetActive(false)`,关闭时自动恢复 | `02_` | +| **③ 渲染设置与资源清理** | URP Renderer 里 SSAO 等 Feature 在 2D/UI 场景纯属浪费;超大散图撑包体 | 关掉 SSAO(省 4 个 DC)、Skybox 改纯色、删无用大图 | `03_` | +| **④ 巡检工具** | 靠人眼在几百个 prefab 里找问题不现实 | Prefab/图片/图集静态扫描 + 界面性能巡检(含相似图 LSH、dHash) | `04_` | + +**T5 实测总收益**:大厅整帧批次数 **约 100 → 35**;等级礼包面板 **~101 → 30~40** 量级(①的贡献,具体取决于同面板内同配置特效数量)。 + +另外 `05_` 是排查方法论(Frame Debugger 看图、编辑器 FPS 乱跳、Profiler 三步法),`99_` 是原始提交全量 diff(仅供对照,**不建议直接 apply**,原因见第五章)。 + +--- + +## 二、目录结构与文件清单 + +> ★ = 必读/推荐入口。每个功能目录内都是「补丁 + 成品源码 + 说明文档」三件套,可单独取用。 + +``` +DC优化归档/ +├── README.md ← 本文件(总入口) +│ +├── 01_UIEffect材质共享降DC/ ← 路线①:同配置特效共享材质 +│ ├── 移植与验证手册.md ★必读 8 章:前提核对/安装/验证/回滚/坑 +│ ├── uieffect_configId.patch ★推荐 git 标准补丁(2 文件 +126 -2) +│ ├── UIEffectContext.cs 打完补丁的成品源码(兜底覆盖用) +│ ├── UIEffectBase.cs 打完补丁的成品源码(兜底覆盖用) +│ └── UIEffect降DC改动总结.md T11 原始技术文档(方案选型 + 指纹算法) +│ +├── 02_全屏面板遮挡省DC/ ← 路线②:盖住的界面不再出 DC +│ ├── FullScreenCover_使用方法与避坑.md ★必读 9 章:配置/原理/移植/★2 个真实陷阱/排查 +│ ├── fullscreen_cover_mechanism.patch ★推荐 git 标准补丁(4 文件 +474) +│ ├── FullScreenCover.cs 组件本体(17 行,挂预制体根节点) +│ ├── IPanelBase.cs 接口(新增 5 个成员) +│ ├── PanelBase.cs 核心实现(遮挡/恢复全部逻辑) +│ └── FullScreenCoverTool.cs 编辑器工具(Tools/UI/全屏面板遮挡工具) +│ +├── 03_渲染设置与资源清理/ ← 路线③:渲染管线开销 +│ └── urp_关闭SSAO.patch URP Renderer 的 SSAO m_Active 1→0(省 4 DC) +│ +├── 04_性能与图片巡检工具/ ← 路线④:批量找问题 +│ ├── UIPrefabCheck_能力与优化清单.md ★必读 7 个标签页能力表 + 4 个缺口 + 分级优化方案 +│ └── UIPrefabCheck.cs 工具源码副本(1434 行,只读归档) +│ +├── 05_排查方法论/ +│ └── DC与帧率排查经验.md Frame Debugger 看图/编辑器 FPS 乱跳/Profiler 三步法 +│ +└── 99_原始提交备查/ ← 仅供对照,不建议直接 apply + ├── T5_c61b9012_UIEffect补丁提交.patch 路线① 在 T5 的原始提交(混入了 prefab 改动) + └── T5_cdbbca4b_DC战役总提交.patch 路线②③ 的总提交(905 KB,含删 30MB 大图) +``` + +### 各路线的动手前必读 + +| 路线 | 必读文档 | 核心前提 | +| --- | --- | --- | +| ① UIEffect | `01_/移植与验证手册.md` | UIEffect 必须是**本地源码包**(`file:` 引用),不能是 PackageCache 只读包 | +| ② 全屏遮挡 | `02_/FullScreenCover_使用方法与避坑.md` | 必须用 MFrame 的 `PanelBase` + `PanelMgr` + `UILayerIdx` 体系;**第七章两个陷阱务必看** | +| ③ 渲染设置 | 无(补丁即说明) | URP;2D/UI 场景才有意义 | +| ④ 巡检工具 | `04_/UIPrefabCheck_能力与优化清单.md` | 静态扫描 6 页删 `using MFrame;` 即可搬走;性能巡检页**强绑 T5 框架需重写** | + +--- + +## 三、快速开始 + +四条路线**互相独立**,按需取用。建议顺序:③(改一个数字,风险最低)→ ② → ① → ④(工具,最后上)。 + +### 路线③ 渲染设置(最简单,先看这个) + +```powershell +cd <目标工程 git 根目录> +git apply --3way "<归档路径>\03_渲染设置与资源清理\urp_关闭SSAO.patch" +``` + +只改一个 `m_Active: 1 → 0`。也可以在 Unity 里手动做:选中 URP Renderer 资产 → 找到 SSAO Feature → 取消勾选。2D/UI 场景关掉无视觉损失。 + +### 路线② 全屏遮挡 + +```powershell +cd <目标工程 git 根目录> +git apply --check "<归档路径>\02_全屏面板遮挡省DC\fullscreen_cover_mechanism.patch" +git apply --3way "<归档路径>\02_全屏面板遮挡省DC\fullscreen_cover_mechanism.patch" +``` + +**动手前必须先读** `02_/FullScreenCover_使用方法与避坑.md` 第六章(前提核对)与**第七章(两个真实陷阱)**。编译通过后用菜单 `Tools/UI/全屏面板遮挡工具` 逐个挂组件,**一次只挂一个并立即验证**。 + +### 路线① UIEffect(3 步) + +前提:目标工程把 UIEffect 以**本地源码包**方式引入(`Packages/manifest.json` 里形如 +`"com.coffee.ui-effect": "file:../my_libs/unityLib/UIEffect-main/Packages/src"`)。 +如果它在 `Library/PackageCache/` 下(只读),先按手册第二章把它生成本地包,否则改了也白改。 + +```powershell +# 1) 进目标工程的 git 根目录(T5 是 <项目>/T5_game) +cd <目标工程 git 根目录> + +# 2) 应用补丁(--3way 允许三方合并,冲突时会在文件里留标记) +git apply --3way "<归档路径>\01_UIEffect材质共享降DC\uieffect_configId.patch" + +# 3) 回 Unity 编译,打开目标面板用 Frame Debugger 看批次是否下降 +``` + +apply 失败(版本不同、路径不同)就走兜底:把 `01_UIEffect材质共享降DC/` 里的两个 `.cs` 直接覆盖到目标工程的 +`.../UIEffect-main/Packages/src/Runtime/` 下;再不行就照 `移植与验证手册.md` 第三章手工贴代码块。 + +### 路线④ 巡检工具 + +把 `04_/UIPrefabCheck.cs` 拷到目标工程 `Assets/Editor/` 下即可。静态扫描 6 页可能需删 `using MFrame;`;性能巡检页强绑 T5 框架,详见 `UIPrefabCheck_能力与优化清单.md` 第五章。 + +--- + +## 四、路线① 改动核心(速览) + +**`UIEffectBase.cs` → `GetModifiedMaterial()`**,材质缓存 key 换掉: + +```csharp +// 改前:effectId = 组件实例唯一 → 永不共享 +var rootId = (uint)(transitionRoot != null ? transitionRoot.GetHashCode() : 0); +var hash = new Hash128((uint)baseMaterial.GetHashCode(), effectId, samplingScaleId, rootId); + +// 改后:configId = 配置内容指纹 → 同配置共享 +var configId = context.configId; +var rootId = context.useViewMatrix && transitionRoot ? (uint)transitionRoot.GetInstanceID() : 0u; +var hash = new Hash128((uint)baseMaterial.GetInstanceID(), configId, samplingScaleId, rootId); +``` + +**`UIEffectContext.cs`**,新增 121 行:`configId` 属性(反射遍历所有 public 序列化字段 → FNV-1a 混合 → MurmurHash3 终混雪崩),配套 `Mix` / `HashValue` / `HashFields` / `GradientHash` 与两个静态缓存 `s_ConfigFields`、`s_FieldCache`。 + +三个设计要点(细节见 `UIEffect降DC改动总结.md`): +1. **反射结果静态缓存**:`GetFields` 只在类型加载时跑一次,运行时无类型发现开销,避免批量刷新时的 GC 尖峰; +2. **`Gradient` 按内容哈希**:不同实例、内容相同的渐变得到相同指纹(否则按引用哈希会白拆批次); +3. **`rootId` 仅在需要视图矩阵时参与**(transition / gradation / detail / shiny),普通灰度不受 root 影响,**共享范围更大**。 + +--- + +## 五、来源与可追溯性 + +| 项目 | 提交 | 路线 | 说明 | +| --- | --- | --- | --- | +| T11 | `fa5f0cdb 降低DC的操作`(2026-08-26) | ① | 首次实现,产出 `UIEffect降DC改动总结.md` | +| T5 | `cdbbca4b 提交DC优化` | ②③ | FullScreenCover 整套机制 + 关 SSAO + 删 30MB 无用大图 | +| T5 | `c61b9012 优化DC`(2026-09-08) | ① | 从 T11 移植到 T5,验证生效(DC 确认下降) | +| T5 | `d9fc47e0 debug` | ② | 因副本异常把 `UI_RaidSelectPanel` 的 FullScreenCover **摘掉**(详见 02_ 文档第七章) | + +> **为何 `99_原始提交备查/` 里的补丁不建议直接 apply**:两个提交都是“搭车提交”,路线混在一起: +> - `c61b9012` 除了路线① 的 2 个源码文件,还捎带了 7 个面板 prefab 的 `isKeepShowWhenCovered: 1 → 0`(属路线②的配置); +> - `cdbbca4b` 除了路线②③,还含删图、prefab 改动等共 905 KB diff。 +> +> 所以各功能目录里提供的是**拆分后的纯净补丁**(`uieffect_configId.patch`、`fullscreen_cover_mechanism.patch`、`urp_关闭SSAO.patch`), +> 原始提交只用于事后对照“T5 当时到底改了什么”。 + +--- + +## 六、本包缺什么(诚实说明) + +- **⚠ 路线② 有一个已知隐患未修,随包一起交付**:`PanelBase.RestorePanelsHiddenByMe()` 只看“是否被遮挡隐藏”, + 不看“是否已被业务 Close”,导致已关闭的面板可能被 `SetActive(true)` 复活。T5 副本异常就是这么来的, + 当时的处置是**把 RaidSelectPanel 的组件摘掉**(保守做法),**框架层的 4 行守卫至今未实施**(已核实:PanelBase 全文搜 `_closed`/`isClosed` 零命中)。 + 归档的源码是 T5 当前真实状态(含隐患),修复代码已写在 `02_/FullScreenCover_使用方法与避坑.md` 第七章陷阱一,移植时建议一并补上。 +- **UI DC 体检工具(`UIDCProbeTool.cs`)没有归档进来**:该工具在 T5 里按需求删除时**从未提交进 git**, + 会话缓存中也没有源码副本,已不可恢复。它当时的能力是:运行时按 Canvas 采集真实批次 + 材质分组模式 + (按材质/纹理 hash 归组,定位"谁在拆批次")。如果新项目需要,可按 `05_/DC与帧率排查经验.md` 的思路重建, + 或直接用 Unity 自带的 Frame Debugger(多数场景够用)。 + **更推荐的替代路线**:`04_/UIPrefabCheck_能力与优化清单.md` 的 A1 + A2 两项——给界面性能巡检加 + DC/批次指标、再给静态扫描加一页"合批体检",即可覆盖 UIDCProbeTool 的核心价值,而且静态分析可批量、 + 可导表、不需要 Play Mode,比原来那个运行时版本更好用。 +- **`ShaderVariantRegistry.cs` 的 Profiler.EndSample 配对修复没有归档**:T11 文档提到过这个改动, + 但 T5 当前插件版本(5.11.3)里该文件的采样配对本身已是正确的,未做修改,因此无补丁可归档。 + 若目标工程控制台出现 `Non-matching Profiler.EndSample`,按 `01_/移植与验证手册.md` 第四章处理。 +- **路线③ 只归档了 SSAO 一项**:当时还做了 Skybox 改纯色、删三张超大图(map.png 30MB / bg.png ×2 各 ~2.5MB), + 这些属于具体工程的美术决策,不具可移植性,只在 `99_/T5_cdbbca4b` 里能看到完整 diff。