yyl
7 天以前 180b2a2b590814b0b0e247199175e19a3eb52c24
18 子 2D卡牌客户端搭建 / 2D卡牌客户端搭建 配置表问题
2个文件已修改
165 ■■■■ 已修改文件
Main/Config/ConfigBase.cs 6 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/ConfigManager.cs 159 ●●●● 补丁 | 查看 | 原始文档 | blame | 历史
Main/Config/ConfigBase.cs
@@ -78,7 +78,11 @@
    public static void Init(string[] lines)
    {
        m_dic.Clear();
        if (isInit)
        {
            Debug.LogError("重复加载表格  类型 " + typeof(T).Name);
            return;
        }
        for (int i = 3; i < lines.Length; i++)
        {
Main/Config/ConfigManager.cs
@@ -3,7 +3,11 @@
using UnityEngine;
using Cysharp.Threading.Tasks;
using System.Reflection;
using System.Linq;
#if UNITY_EDITOR
using UnityEditor;
#endif
public class ConfigManager : ManagerBase<ConfigManager>
{
@@ -33,24 +37,15 @@
        isLoadFinished = false;
        // 加载配置文件
        int totalConfigs = 11;
        List<Type> configTypes = new List<Type>() {
        HashSet<Type> configTypes = new HashSet<Type>() {
            typeof(DirtyWordConfig),
            typeof(EquipGSParamConfig),
            typeof(EquipPlaceMapConfig),
            typeof(FaceConfig),
            typeof(HeroConfig),
            typeof(MainChapterConfig),
            typeof(MainLevelConfig),
            typeof(NPCLineupConfig),
            typeof(PlayerLVConfig),
            typeof(TitleStarUpConfig),
            typeof(TreeLVConfig)
            typeof(TitleStarUpConfig)
        };
#if UNITY_EDITOR
        HashSet<Type> configHashSet = new HashSet<Type>();
        if (System.IO.File.Exists(Application.dataPath + "/fastConfig.txt"))
        if (System.IO.File.Exists(Application.dataPath + "/fastConfig.txt") && Launch.Instance.isOpenConfigTesting)
        {
            string[] strConfgsArr = System.IO.File.ReadAllLines(Application.dataPath + "/fastConfig.txt");
            foreach (string str in strConfgsArr)
@@ -60,29 +55,40 @@
            }
        }
        //  编辑器下加入 评估加载时常
        configTypes.AddRange(configHashSet);
        foreach (var config in configHashSet)
        {
            if (!configTypes.Add(config))
            {
                Debug.LogWarning($"配置 {config.Name} 已经存在于 configTypes 中,跳过添加。");
            }
        }
        List<string> fastName = new List<string>();
#endif
        int iterator = 0;
        int totalConfigs = configTypes.Count;
        // 逐个加载配置并更新进度
        for (int i = 0; i < configTypes.Count; i++)
        foreach (var configType in configTypes)
        {
            var sw = System.Diagnostics.Stopwatch.StartNew();
            LoadConfigByType(configTypes[i]);
            LoadConfigByType(configType);
            sw.Stop();
#if UNITY_EDITOR
            if (sw.ElapsedMilliseconds >= 100)
            {
                Debug.LogError($"加载配置 {configTypes[i].Name} 耗时较长: {sw.ElapsedMilliseconds} ms");
                Debug.LogError($"加载配置 {configType.Name} 耗时较长: {sw.ElapsedMilliseconds} ms");
            }
            else if (sw.ElapsedMilliseconds <= 5)
            {
                fastName.Add(configTypes[i].Name);
                fastName.Add(configType.Name);
            }
            Debug.Log($"加载配置: {configTypes[i].Name} 用时: {sw.ElapsedMilliseconds} ms");
            Debug.Log($"加载配置: {configType.Name} 用时: {sw.ElapsedMilliseconds} ms");
#endif
            loadingProgress = (float)(i + 1) / totalConfigs;
            loadingProgress = (float)(iterator++ + 1) / totalConfigs;
        }
#if UNITY_EDITOR
        if (Launch.Instance.isOpenConfigTesting)
        {
        System.IO.File.WriteAllText(Application.dataPath + "/fastConfig.txt", string.Join("\n", fastName));
        //加载完后卸载
@@ -92,6 +98,7 @@
            if (methodInfo != null)
            {
                methodInfo.Invoke(null, null);
                }
            }
        }
#endif
@@ -187,23 +194,105 @@
        ClearConfigDictionary<DirtyWordConfig>();
        // 清空 EquipGSParamConfig 字典
        ClearConfigDictionary<EquipGSParamConfig>();
        // 清空 EquipPlaceMapConfig 字典
        ClearConfigDictionary<EquipPlaceMapConfig>();
        // 清空 FaceConfig 字典
        ClearConfigDictionary<FaceConfig>();
        // 清空 HeroConfig 字典
        ClearConfigDictionary<HeroConfig>();
        // 清空 MainChapterConfig 字典
        ClearConfigDictionary<MainChapterConfig>();
        // 清空 MainLevelConfig 字典
        ClearConfigDictionary<MainLevelConfig>();
        // 清空 NPCLineupConfig 字典
        ClearConfigDictionary<NPCLineupConfig>();
        // 清空 PlayerLVConfig 字典
        ClearConfigDictionary<PlayerLVConfig>();
        // 清空 TitleStarUpConfig 字典
        ClearConfigDictionary<TitleStarUpConfig>();
        // 清空 TreeLVConfig 字典
        ClearConfigDictionary<TreeLVConfig>();
    }
#if UNITY_EDITOR
    [MenuItem("Tools/Config/自检")]
    public static void CheckAndGenerateFastConfig()
    {
        // 获取 Editor Assembly
        var editorAsm = System.AppDomain.CurrentDomain.GetAssemblies()
            .FirstOrDefault(a => a.FullName.Contains("Editor"));
        if (editorAsm == null)
        {
            Debug.LogError("[自检] 未找到 Editor Assembly,无法自检。");
            return;
        }
        // 反射获取 ConfigGenerater 类型
        var configGeneraterType = editorAsm.GetType("ConfigGenerater");
        if (configGeneraterType == null)
        {
            Debug.LogError("[自检] 未找到 ConfigGenerater 类型。");
            return;
        }
        // 调用 GetAllConfigClasses 静态方法
        var getAllConfigClassesMethod = configGeneraterType.GetMethod("GetAllConfigClasses", BindingFlags.Public | BindingFlags.Static);
        var allConfigClasses = getAllConfigClassesMethod?.Invoke(null, null) as List<string>;
        if (allConfigClasses == null)
        {
            Debug.LogError("[自检] 获取全部配置类失败。");
            return;
        }
        // 获取 ExcludeClassList 字段
        var excludeField = configGeneraterType.GetField("ExcludeClassList", BindingFlags.Public | BindingFlags.Static);
        var excludeClassList = excludeField?.GetValue(null) as List<string> ?? new List<string>();
        // 排除不需要的类
        var checkClasses = allConfigClasses.Where(c => !excludeClassList.Contains(c)).ToList();
        List<string> fastName = new List<string>();
        foreach (var className in checkClasses)
        {
            // 这里也要用 Editor Assembly 获取类型
            var configType = editorAsm.GetType(className) ?? Type.GetType(className);
            if (configType == null)
            {
                Debug.LogWarning($"[自检] 未找到类型: {className}");
                continue;
            }
            var sw = System.Diagnostics.Stopwatch.StartNew();
            // 反射调用静态Init方法
            string configName = configType.Name;
            if (configName.EndsWith("Config"))
                configName = configName.Substring(0, configName.Length - 6);
            string[] texts = ResManager.Instance.LoadConfig(configName);
            if (texts != null)
            {
                string[] lines = texts;
                var methodInfo = configType.GetMethod("Init", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.FlattenHierarchy);
                if (methodInfo != null)
                {
                    methodInfo.Invoke(null, new object[] { lines });
                }
            }
            sw.Stop();
            if (sw.ElapsedMilliseconds >= 100)
            {
                Debug.LogError($"[自检] 加载配置 {configType.Name} 耗时较长: {sw.ElapsedMilliseconds} ms");
            }
            else if (sw.ElapsedMilliseconds <= 5)
            {
                fastName.Add(configType.Name);
            }
            Debug.Log($"[自检] 加载配置: {configType.Name} 用时: {sw.ElapsedMilliseconds} ms");
        }
        // 释放所有已加载的配置
        foreach (var className in checkClasses)
        {
            var configType = editorAsm.GetType(className) ?? Type.GetType(className);
            if (configType == null) continue;
            var methodInfo = configType.GetMethod("ForceRelease", System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Static | System.Reflection.BindingFlags.FlattenHierarchy);
            if (methodInfo != null)
            {
                methodInfo.Invoke(null, null);
            }
        }
        System.IO.File.WriteAllText(Application.dataPath + "/fastConfig.txt", string.Join("\n", fastName));
        Debug.Log($"[自检] fastConfig.txt 生成完毕,快速表有:{string.Join(", ", fastName)}");
    }
#endif
}