This commit is contained in:
2026-08-04 21:20:56 +08:00
parent 3359483dfe
commit 8e475e6ab2
14 changed files with 823 additions and 171 deletions
+389
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@@ -0,0 +1,389 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using Unity.Profiling;
using UnityEditor;
using UnityEditor.Profiling;
using UnityEditorInternal;
using UnityEngine;
using UnityEngine.Profiling;
/// <summary>
/// Profiler .data 文件导出器
/// 使用 ProfilerDriver.GetHierarchyFrameDataView API 提取函数级 GC Alloc / CPU 耗时 / 调用次数
/// 菜单: Tools > Profiler Data Exporter
/// </summary>
public class ProfilerDataExporter : EditorWindow
{
[MenuItem("Tools/Profiler Data Exporter")]
public static void ShowWindow()
{
GetWindow<ProfilerDataExporter>("Profiler Exporter");
}
private string dataFilePath = "";
private string outputDir = "";
private bool includeAllThreads = false;
void OnEnable()
{
if (string.IsNullOrEmpty(outputDir))
outputDir = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
}
void OnGUI()
{
GUILayout.Label("Profiler Data Exporter", EditorStyles.boldLabel);
GUILayout.Label("用 ProfilerDriver API 提取函数级 GC/CPU 数据", EditorStyles.miniLabel);
GUILayout.Space(10);
// 数据文件选择
GUILayout.Label("1. 选择 .data 文件:");
GUILayout.BeginHorizontal();
dataFilePath = EditorGUILayout.TextField(dataFilePath);
if (GUILayout.Button("浏览", GUILayout.Width(60)))
{
string picked = EditorUtility.OpenFilePanel("选择 Profiler .data 文件", "", "data");
if (!string.IsNullOrEmpty(picked))
dataFilePath = picked;
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
// 输出目录
GUILayout.Label("2. 输出目录:");
GUILayout.BeginHorizontal();
outputDir = EditorGUILayout.TextField(outputDir);
if (GUILayout.Button("浏览", GUILayout.Width(60)))
{
string picked = EditorUtility.OpenFolderPanel("选择输出目录", outputDir, "");
if (!string.IsNullOrEmpty(picked))
outputDir = picked;
}
GUILayout.EndHorizontal();
GUILayout.Space(5);
includeAllThreads = EditorGUILayout.Toggle("包含所有线程(否则仅主线程)", includeAllThreads);
GUILayout.Space(15);
if (GUILayout.Button("导出函数级数据 (GC + CPU)", GUILayout.Height(35)))
{
ExportFunctionLevelData();
}
GUILayout.Space(5);
if (GUILayout.Button("导出逐帧摘要 (帧时间 + GC)", GUILayout.Height(35)))
{
ExportPerFrameSummary();
}
GUILayout.Space(5);
if (GUILayout.Button("一键全量导出 (两个CSV)", GUILayout.Height(35)))
{
ExportFunctionLevelData();
ExportPerFrameSummary();
}
}
// ================================================================
// 加载 .data 并等待帧就绪(LoadProfile 是异步的,首次调用 firstFrameIndex 可能为 -1)
// 返回 false 表示加载失败
// ================================================================
bool LoadAndValidate(out int firstFrame, out int lastFrame)
{
firstFrame = -1;
lastFrame = -1;
ProfilerDriver.LoadProfile(dataFilePath, false);
// LoadProfile 异步,轮询等待帧索引就绪(最多 10 秒)
DateTime deadline = DateTime.Now.AddSeconds(10);
int retry = 0;
while (DateTime.Now < deadline)
{
firstFrame = ProfilerDriver.firstFrameIndex;
lastFrame = ProfilerDriver.lastFrameIndex;
if (firstFrame >= 0 && lastFrame >= 0 && lastFrame >= firstFrame)
return true;
retry++;
if (EditorUtility.DisplayCancelableProgressBar("加载 Profiler 数据",
$"等待帧数据就绪... ({retry})", 0f))
{
EditorUtility.ClearProgressBar();
return false;
}
// 让编辑器处理一帧,使 LoadProfile 继续推进
System.Threading.Thread.Sleep(50);
}
EditorUtility.ClearProgressBar();
Debug.LogError($"[ProfilerExport] 加载超时 firstFrame={firstFrame} lastFrame={lastFrame}");
return false;
}
// ================================================================
// 函数级导出:每个函数的 GC Alloc / Self Time / Total Time / Calls
// ================================================================
void ExportFunctionLevelData()
{
if (!ValidateFile()) return;
string baseName = Path.GetFileNameWithoutExtension(dataFilePath);
string csvPath = Path.Combine(outputDir, baseName + "_functions.csv");
if (!LoadAndValidate(out int firstFrame, out int lastFrame))
{
EditorUtility.DisplayDialog("错误", "数据文件加载失败或没有帧数据", "OK");
return;
}
// 聚合:函数名 -> 统计
var stats = new Dictionary<string, FuncStats>();
int totalFrames = lastFrame - firstFrame + 1;
int processed = 0;
int threadCount = includeAllThreads ? 16 : 1; // 最多扫16个线程
for (int frame = firstFrame; frame <= lastFrame; frame++)
{
if (EditorUtility.DisplayCancelableProgressBar("导出函数级数据",
$"帧 {frame} ({processed}/{totalFrames})",
(float)processed / totalFrames))
break;
for (int thread = 0; thread < threadCount; thread++)
{
using (var frameData = ProfilerDriver.GetHierarchyFrameDataView(
frame, thread,
HierarchyFrameDataView.ViewModes.MergeSamplesWithTheSameName,
HierarchyFrameDataView.columnGcMemory, false))
{
if (!frameData.valid) break; // 线程不存在,跳出
int rootId = frameData.GetRootItemID();
ProcessItemRecursive(frameData, rootId, stats);
}
}
processed++;
}
EditorUtility.ClearProgressBar();
// 按 GC Alloc 降序排列
var sorted = new List<FuncStats>(stats.Values);
sorted.Sort((a, b) => b.totalGcAlloc.CompareTo(a.totalGcAlloc));
using (var writer = new StreamWriter(csvPath, false, Encoding.UTF8))
{
writer.WriteLine("FunctionName,TotalGcAllocBytes,AvgGcPerCall,TotalCalls,SelfTimeMs,TotalTimeMs,FrameCount");
foreach (var s in sorted)
{
long avgGc = s.totalCalls > 0 ? s.totalGcAlloc / s.totalCalls : 0;
writer.WriteLine($"{EscapeCsv(s.name)},{s.totalGcAlloc},{avgGc},{s.totalCalls},{s.selfTimeMs:F4},{s.totalTimeMs:F4},{s.frameCount}");
}
}
// 打印 Top 20 GC 分配函数
Debug.Log($"[ProfilerExport] 函数级数据已导出: {csvPath}");
Debug.Log($"[ProfilerExport] 共 {sorted.Count} 个函数,处理 {processed}/{totalFrames} 帧");
Debug.Log("[ProfilerExport] ====== GC Alloc Top 20 ======");
int topN = Math.Min(20, sorted.Count);
for (int i = 0; i < topN; i++)
{
var s = sorted[i];
Debug.Log($" {i + 1}. {s.name} | GC={s.totalGcAlloc:N0}B | Calls={s.totalCalls} | Self={s.selfTimeMs:F2}ms");
}
EditorUtility.DisplayDialog("完成",
$"导出 {sorted.Count} 个函数到:\n{csvPath}\n\nTop 20 GC 函数已打印到 Console", "OK");
}
// ================================================================
// 逐帧摘要:每帧的总时间、GC、DrawCall 等
// ================================================================
void ExportPerFrameSummary()
{
if (!ValidateFile()) return;
string baseName = Path.GetFileNameWithoutExtension(dataFilePath);
string csvPath = Path.Combine(outputDir, baseName + "_frames.csv");
if (!LoadAndValidate(out int firstFrame, out int lastFrame))
{
EditorUtility.DisplayDialog("错误", "数据文件加载失败或没有帧数据", "OK");
return;
}
int totalFrames = lastFrame - firstFrame + 1;
int processed = 0;
using (var writer = new StreamWriter(csvPath, false, Encoding.UTF8))
{
writer.WriteLine("FrameIndex,FrameTimeMs,Fps,TotalGcAllocBytes,DrawCalls,Batches,SetPassCalls,Triangles,Vertices");
for (int frame = firstFrame; frame <= lastFrame; frame++)
{
if (EditorUtility.DisplayCancelableProgressBar("导出逐帧摘要",
$"帧 {frame} ({processed}/{totalFrames})",
(float)processed / totalFrames))
break;
float frameTimeMs = 0f;
long frameGc = 0;
int drawCalls = 0, batches = 0, setPass = 0, triangles = 0, vertices = 0;
using (var frameData = ProfilerDriver.GetHierarchyFrameDataView(
frame, 0,
HierarchyFrameDataView.ViewModes.MergeSamplesWithTheSameName,
HierarchyFrameDataView.columnGcMemory, false))
{
if (frameData.valid)
{
frameTimeMs = frameData.frameTimeMs;
// 遍历根节点找 GC Alloc 总量和渲染统计
int rootId = frameData.GetRootItemID();
var children = new List<int>();
frameData.GetItemChildren(rootId, children);
foreach (int childId in children)
{
string name = frameData.GetItemName(childId);
float gc = frameData.GetItemColumnDataAsFloat(childId, HierarchyFrameDataView.columnGcMemory);
frameGc += (long)gc;
// 渲染相关
if (name == "Render")
{
var renderChildren = new List<int>();
frameData.GetItemChildren(childId, renderChildren);
foreach (int rid in renderChildren)
{
string rname = frameData.GetItemName(rid);
float val = frameData.GetItemColumnDataAsFloat(rid, HierarchyFrameDataView.columnTotalTime);
// 渲染统计需要用 ProfilerRecorder 获取
}
}
}
}
}
// 用 ProfilerRecorder 获取渲染数据
using (var rec = ProfilerRecorder.StartNew(ProfilerCategory.Render, "Draw Calls Count", 1))
drawCalls = (int)rec.LastValue;
using (var rec = ProfilerRecorder.StartNew(ProfilerCategory.Render, "Batches Count", 1))
batches = (int)rec.LastValue;
using (var rec = ProfilerRecorder.StartNew(ProfilerCategory.Render, "SetPass Calls Count", 1))
setPass = (int)rec.LastValue;
using (var rec = ProfilerRecorder.StartNew(ProfilerCategory.Render, "Triangles Count", 1))
triangles = (int)rec.LastValue;
using (var rec = ProfilerRecorder.StartNew(ProfilerCategory.Render, "Vertices Count", 1))
vertices = (int)rec.LastValue;
float fps = frameTimeMs > 0 ? 1000f / frameTimeMs : 0;
writer.WriteLine($"{frame},{frameTimeMs:F2},{fps:F1},{frameGc},{drawCalls},{batches},{setPass},{triangles},{vertices}");
processed++;
}
}
EditorUtility.ClearProgressBar();
Debug.Log($"[ProfilerExport] 逐帧摘要已导出: {csvPath}");
EditorUtility.DisplayDialog("完成", $"逐帧摘要已导出到:\n{csvPath}", "OK");
}
// ================================================================
// 递归遍历 hierarchy,累加每个函数的统计
// 每层递归用独立 List,避免 GetItemChildren 修改正在枚举的集合
// ================================================================
void ProcessItemRecursive(HierarchyFrameDataView frameData, int itemId,
Dictionary<string, FuncStats> stats)
{
ProcessItem(frameData, itemId, stats);
// 递归子节点:每层新建 list,避免递归间共享集合被修改导致枚举异常
var children = new List<int>();
frameData.GetItemChildren(itemId, children);
foreach (int childId in children)
{
ProcessItemRecursive(frameData, childId, stats);
}
}
void ProcessItem(HierarchyFrameDataView frameData, int itemId, Dictionary<string, FuncStats> stats)
{
string name = frameData.GetItemName(itemId);
if (string.IsNullOrEmpty(name)) return;
float totalTime = frameData.GetItemColumnDataAsFloat(itemId, HierarchyFrameDataView.columnTotalTime);
float selfTime = frameData.GetItemColumnDataAsFloat(itemId, HierarchyFrameDataView.columnSelfTime);
float gcAlloc = frameData.GetItemColumnDataAsFloat(itemId, HierarchyFrameDataView.columnGcMemory);
int calls = itemId >= 0 ? 1 : 0; // calls 列可能不直接可用,用出现次数代替
// 尝试获取 calls 列(如果该列存在)
try
{
// 某些 Unity 版本支持 GetItemColumnDataAsInt
var method = typeof(HierarchyFrameDataView).GetMethod("GetItemColumnDataAsInt",
System.Reflection.BindingFlags.Public | System.Reflection.BindingFlags.Instance);
if (method != null)
{
calls = (int)method.Invoke(frameData, new object[] { itemId, HierarchyFrameDataView.columnCalls });
}
}
catch { /* 忽略,用默认值 */ }
if (!stats.TryGetValue(name, out var s))
{
s = new FuncStats { name = name };
stats[name] = s;
}
s.totalTimeMs += totalTime;
s.selfTimeMs += selfTime;
s.totalGcAlloc += (long)gcAlloc;
s.totalCalls += calls;
s.frameCount++;
}
// ================================================================
// 工具方法
// ================================================================
bool ValidateFile()
{
if (string.IsNullOrEmpty(dataFilePath) || !File.Exists(dataFilePath))
{
EditorUtility.DisplayDialog("错误", "请选择有效的 .data 文件", "OK");
return false;
}
if (string.IsNullOrEmpty(outputDir) || !Directory.Exists(outputDir))
{
EditorUtility.DisplayDialog("错误", "请选择有效的输出目录", "OK");
return false;
}
return true;
}
string EscapeCsv(string field)
{
if (field.Contains(",") || field.Contains("\"") || field.Contains("\n"))
return "\"" + field.Replace("\"", "\"\"") + "\"";
return field;
}
class FuncStats
{
public string name;
public float totalTimeMs;
public float selfTimeMs;
public long totalGcAlloc;
public int totalCalls;
public int frameCount;
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: 36fb1e0e209a62f478f5019e12f38d9d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
+21 -6
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@@ -23,6 +23,16 @@ public class EffectPool : Singleton<EffectPool>
/// <summary>从池中取一个特效(池空则 Instantiate),取出后自动播放并在播完时回池</summary>
public GameObject Get(GameObject prefab, Vector3 position, Quaternion rotation, Transform parent)
{
return Get(prefab, position, rotation, parent, autoReturn: true);
}
/// <summary>
/// 从池中取一个特效。
/// autoReturn=true: 粒子特效,EffectAutoReturn 检测粒子播完自动回池
/// autoReturn=false: 动画/UI 驱动特效(如 BJBase/DieEffect_TSY),由动画事件手动调用 Return()
/// </summary>
public GameObject Get(GameObject prefab, Vector3 position, Quaternion rotation, Transform parent, bool autoReturn)
{
if (prefab == null) return null;
@@ -55,12 +65,17 @@ public class EffectPool : Singleton<EffectPool>
activeMap[obj] = prefabID;
// 挂上自动回收组件(已挂则复用)
var autoReturn = obj.GetComponent<EffectAutoReturn>();
if (autoReturn == null)
autoReturn = obj.AddComponent<EffectAutoReturn>();
autoReturn.prefabID = prefabID;
autoReturn.Play();
if (autoReturn)
{
// 粒子特效:挂上自动回收组件(已挂则复用)
var auto = obj.GetComponent<EffectAutoReturn>();
if (auto == null)
auto = obj.AddComponent<EffectAutoReturn>();
auto.prefabID = prefabID;
auto.Play();
}
// autoReturn=false: 动画/UI 驱动特效,不挂自动回收组件
// 由动画事件(coinEvent/ScoreNumScrollEvent 等)调用 EffectPool.Instance.Return(gameObject) 回池
return obj;
}
+248 -116
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@@ -642,65 +642,137 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
if (data == null || data.fish == null || data.fish.Count == 0) return;
if (isFrozen) return; // 冰冻中不创建鱼
if (spawnDic == null) return; // 场景卸载后忽略
// ⭐ 分帧出鱼:普通鱼/黄金鱼分批生成(每帧5条),其他类型立即全出
// 避免一次出大量普通鱼导致单帧卡顿
var batchedQueue = new List<OnFishSpawnFishItem>(data.fish.Count);
foreach (var item in data.fish)
{
if (item == null) continue;
//BeijingTimeManager.Instance.SyncBeijingTime(() =>
//{
// Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt) / 1000);
// Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt));
// Debug.Log("差值:" + BeijingTimeManager.Instance.CurrentTimestampMs + "创建\n" + item.createdAt);
//});
Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt) / 1000);
Debug.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt));
Debug.Log("差值:" + BeijingTimeManager.Instance.CurrentTimestampMs + "创建\n" + item.createdAt);
// ⭐ 鱼阵时 fishNumber 为空,用 fishArrayNumber 作为配置 key;
// 单体鱼时 fishNumber 非空,直接用 fishNumber
string cfgKey = string.IsNullOrEmpty(item.fishNumber) ? item.fishArrayNumber : item.fishNumber;
if (string.IsNullOrEmpty(cfgKey)) continue;
// guid 用服务端 fishId
string guid = item.fishId.ToString();
// 判断是否需要分帧:普通鱼(1)和黄金鱼(3)且非鱼阵 → 分帧
bool shouldBatch = ShouldBatchSpawn(item);
// guid 去重:已有此 guid 的鱼跳过
// ⭐ 鱼阵鱼的 guid 是 baseGuid_pathId_i 格式,字典里没有 baseGuid 本身,
// 所以要额外检查是否有以 baseGuid+"_" 开头的 key,防止 sync 模式重复出鱼
// 导致 guid 冲突覆盖(旧鱼变野鱼无法销毁)
if (!string.IsNullOrEmpty(guid) &&
fishDatas_hashCodekey != null &&
(fishDatas_hashCodekey.ContainsKey(guid) ||
fishDatas_hashCodekey.Keys.Any(k => k.StartsWith(guid + "_"))))
continue;
// 构造 FrameData_CreateFish 复用 SpawnFishMainThread
var createFishData = new FrameData_CreateFish
if (shouldBatch)
{
fishNumber = cfgKey,
guid = guid,
moveLineId = item.routeId.ToString()
};
// ⭐ 根据 type 决定 moveTime:
// - spawn/init:新鱼,传当前时间 → moveTime≈0,鱼从曲线起点开始游
// (避免服务端/客户端时间差导致 moveTime>0,鱼瞬间出现在曲线中间)
// - sync:同步已有鱼,传 createdAt → moveTime=时间差,鱼出现在路径正确位置
long spawnTime;
//if (data.type == "sync")
spawnTime = item.createdAt;
//else
// spawnTime = BeijingTimeManager.Instance.CurrentTimestampMs;
SpawnFishMainThread(createFishData, spawnTime);
// ⭐ expireAt 过期自动移除暂不启用:
// - 走路线的鱼:OnMoveUpdata 里 moveTime>=moveLine.moveTime 时自动 Id_DieFish_NotFX
// - 原点不动的鱼(Boss):正常播放结束动画后销毁
// 后续若需要服务端强制过期销毁,再启用此协程
// if (item.remainingSeconds > 0)
// StartCoroutine(ExpireFishCoroutine(guid, item.remainingSeconds));
batchedQueue.Add(item);
}
else
{
// Boss/特殊鱼/鱼阵等:立即生成
TrySpawnSingleFish(item);
}
}
Debug.Log($"[CreateFishManager] OnFishSpawn type={data.type}, count={data.fish.Count}");
// 分帧组:启动协程逐帧生成
if (batchedQueue.Count > 0)
{
StartCoroutine(SpawnFishBatchedCoroutine(batchedQueue));
}
NetLog.Log($"[CreateFishManager] OnFishSpawn type={data.type}, count={data.fish.Count}, batched={batchedQueue.Count}");
}
/// <summary>
/// 判断该鱼是否需要分帧生成。
/// 普通鱼(1)和黄金鱼(3)且非鱼阵 → 分帧;其他(Boss/特殊鱼/特殊Boss/鱼阵) → 立即出。
/// </summary>
private bool ShouldBatchSpawn(OnFishSpawnFishItem item)
{
// 鱼阵一次性全出(fishArrayNumber 非空表示鱼阵)
if (!string.IsNullOrEmpty(item.fishArrayNumber)) return false;
// 通过 fishNumber 查 FishTypeConfig 判断鱼类型
if (string.IsNullOrEmpty(item.fishNumber)) return false;
if (FishDatas != null && FishDatas.TryGetValue(item.fishNumber, out var cfg))
{
int ft = cfg.fishType;
// 普通鱼=1, 黄金鱼=3 → 分帧
return ft == (int)FishTypeEnum.普通鱼 || ft == (int)FishTypeEnum.黄金鱼;
}
// 查不到配置,默认分帧(保守处理,避免未知类型一次大量生成)
return true;
}
/// <summary>
/// 分帧出鱼协程:每帧生成 batchSize 条,避免单帧卡顿。
/// </summary>
private IEnumerator SpawnFishBatchedCoroutine(List<OnFishSpawnFishItem> queue)
{
const int batchSize = 5; // 每帧生成5条
int index = 0;
while (index < queue.Count)
{
// 冰冻中持续等待解冻,避免冰冻期间继续生成鱼
while (isFrozen) yield return null;
int end = Mathf.Min(index + batchSize, queue.Count);
for (int i = index; i < end; i++)
{
TrySpawnSingleFish(queue[i]);
}
index = end;
yield return null; // 等待下一帧
}
}
/// <summary>
/// 尝试生成单条鱼(含去重检查)。返回是否成功生成。
/// </summary>
private bool TrySpawnSingleFish(OnFishSpawnFishItem item)
{
if (item == null) return false;
NetLog.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt) / 1000);
NetLog.Log("差值:" + (BeijingTimeManager.Instance.CurrentTimestampMs - item.createdAt));
NetLog.Log("差值:" + BeijingTimeManager.Instance.CurrentTimestampMs + "创建\n" + item.createdAt);
// ⭐ 鱼阵时 fishNumber 为空,用 fishArrayNumber 作为配置 key;
// 单体鱼时 fishNumber 非空,直接用 fishNumber
string cfgKey = string.IsNullOrEmpty(item.fishNumber) ? item.fishArrayNumber : item.fishNumber;
if (string.IsNullOrEmpty(cfgKey)) return false;
// guid 用服务端 fishId
string guid = item.fishId.ToString();
// guid 去重:已有此 guid 的鱼跳过
// ⭐ 鱼阵鱼的 guid 是 baseGuid_pathId_i 格式,字典里没有 baseGuid 本身,
// 所以要额外检查是否有以 baseGuid+"_" 开头的 key,防止 sync 模式重复出鱼
// 导致 guid 冲突覆盖(旧鱼变野鱼无法销毁)
// ⭐ 优化:用 foreach 代替 LINQ Any(StartsWith),消除 Lambda 闭包和迭代器 GC
if (!string.IsNullOrEmpty(guid) && fishDatas_hashCodekey != null)
{
if (fishDatas_hashCodekey.ContainsKey(guid)) return false;
string guidPrefix = guid + "_";
bool hasPrefixMatch = false;
foreach (var key in fishDatas_hashCodekey.Keys)
{
if (key != null && key.StartsWith(guidPrefix))
{
hasPrefixMatch = true;
break;
}
}
if (hasPrefixMatch) return false;
}
// 构造 FrameData_CreateFish 复用 SpawnFishMainThread
var createFishData = new FrameData_CreateFish
{
fishNumber = cfgKey,
guid = guid,
moveLineId = item.routeId.ToString()
};
// ⭐ 根据 type 决定 moveTime:
// - spawn/init:新鱼,传当前时间 → moveTime≈0,鱼从曲线起点开始游
// (避免服务端/客户端时间差导致 moveTime>0,鱼瞬间出现在曲线中间)
// - sync:同步已有鱼,传 createdAt → moveTime=时间差,鱼出现在路径正确位置
long spawnTime = item.createdAt;
SpawnFishMainThread(createFishData, spawnTime);
return true;
}
/// <summary>
@@ -1203,6 +1275,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
Destroy(bjEffectRoot.gameObject);
bjEffectRoot = null;
}
// ⭐ 清理特效池:bjEffectRoot 销毁后池内对象失效,清空避免复用已销毁对象
EffectPool.Instance.ClearAll();
//for (int i = fishDatas_hashCodekey.childCount - 1; i >= 0; i--)
// Destroy(fishRoot.GetChild(i).gameObject);
}
@@ -1221,50 +1295,77 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// 随机工具方法
// ================================================================
// ⭐ 静态复用 Random 实例,避免每次调用 new System.Random() 产生 GC
private static readonly System.Random _sharedRand = new System.Random();
// ⭐ 预分配结果 List,避免调用方反复 new List<int>
private static readonly List<int> _reusableIntResult = new List<int>(64);
/// <summary>
/// 从 [min, max) 区间随机取 count 个不重复整数。
/// 若 min==max 返回空列表。
/// ⭐ 优化:复用静态 Random + 预分配 List,零 GC 分配。
/// 注意:返回的 List 是内部复用对象,调用方用完前不要再次调用本方法。
/// </summary>
public static List<int> RandomUniqueNumbers(int count, int min, int max)
{
_reusableIntResult.Clear();
if (min >= max)
{
Debug.LogWarning("[CreateFishManager] RandomUniqueNumbers: min >= max,返回空列表");
return new List<int>();
return _reusableIntResult;
}
count = Mathf.Min(count, max - min); // 不能超过范围
var result = new HashSet<int>();
var rand = new System.Random();
// ⭐ 用 HashSet 去重,但复用静态实例避免每次 new
_reusableIntSet.Clear();
while (_reusableIntSet.Count < count)
_reusableIntSet.Add(_sharedRand.Next(min, max));
foreach (var v in _reusableIntSet)
_reusableIntResult.Add(v);
return _reusableIntResult;
}
private static readonly HashSet<int> _reusableIntSet = new HashSet<int>(64);
while (result.Count < count)
result.Add(rand.Next(min, max));
return result.ToList();
// ⭐ 预分配 string 结果 List,避免每次调用 new List<string>
private static readonly List<string> _reusableStrResult = new List<string>(64);
// ⭐ 预分配 key 缓冲,避免 keyCollection.ToList() 产生 GC
private static readonly List<string> _reusableKeyBuf = new List<string>(128);
// ⭐ 预分配索引 HashSet,避免每次 new HashSet
private static readonly HashSet<int> _reusableIdxSet = new HashSet<int>(64);
// ⭐ 缓存 uiRoot.Canvas,避免每次杀鱼特效都 GetComponent<Canvas>()(5处复用)
private static Canvas _cachedUiCanvas;
private static Canvas GetUiCanvas()
{
if (_cachedUiCanvas == null && UIManager.Instance != null && UIManager.Instance.uiRoot != null)
_cachedUiCanvas = UIManager.Instance.uiRoot.GetComponent<Canvas>();
return _cachedUiCanvas;
}
/// <summary>
/// 从 KeyCollection 中随机取 count 个不重复的 string key。
/// ⭐ 优化:复用静态 Random + 预分配缓冲,零 GC 分配。
/// 注意:返回的 List 是内部复用对象,调用方用完前不要再次调用本方法。
/// </summary>
public static List<string> RandomUniqueNumbers(int count, int min, int max,
Dictionary<string, List<RoomFishDetailConfig>>.KeyCollection keyCollection)
{
if (min >= max) return new List<string>();
_reusableStrResult.Clear();
if (min >= max) return _reusableStrResult;
count = Mathf.Min(count, max - min);
var keyList = keyCollection.ToList();
var indices = new HashSet<int>();
var rand = new System.Random();
var result = new List<string>(count);
// ⭐ 用 foreach 拷贝到复用缓冲,避免 keyCollection.ToList() 的 GC
_reusableKeyBuf.Clear();
foreach (var k in keyCollection) _reusableKeyBuf.Add(k);
_reusableIdxSet.Clear();
while (indices.Count < count)
while (_reusableIdxSet.Count < count)
{
int idx = rand.Next(min, max);
if (indices.Add(idx))
result.Add(keyList[idx]);
int idx = _sharedRand.Next(min, max);
if (_reusableIdxSet.Add(idx))
_reusableStrResult.Add(_reusableKeyBuf[idx]);
}
return result;
return _reusableStrResult;
}
#endregion
@@ -1312,20 +1413,28 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
int count, List<RedPacketRecord> coinNum, Vector3 v3Point, int killerSitPos = -1)
{
var guids = new List<string>(count);
var tempKeys = fishDatas_hashCodekey_Small.Keys.ToList();
// ⭐ 优化:用 Fisher-Yates 洗牌索引代替 Keys.ToList()+RemoveAt,零 GC
// 将 keys 拷贝到复用缓冲
_reusableKeyBuf.Clear();
foreach (var k in fishDatas_hashCodekey_Small.Keys) _reusableKeyBuf.Add(k);
// 若存活鱼不足 count,全部选取
if (tempKeys.Count <= count)
int keyCount = _reusableKeyBuf.Count;
if (keyCount <= count)
{
guids.AddRange(tempKeys);
// 若存活鱼不足 count,全部选取
for (int i = 0; i < keyCount; i++) guids.Add(_reusableKeyBuf[i]);
}
else
{
// ⭐ Fisher-Yates 洗牌:只洗前 count 个位置,避免全量洗牌
for (int i = 0; i < count; i++)
{
int idx = Random.Range(0, tempKeys.Count);
guids.Add(tempKeys[idx]);
tempKeys.RemoveAt(idx);
int j = Random.Range(i, keyCount);
// 交换 i 和 j
var tmp = _reusableKeyBuf[i];
_reusableKeyBuf[i] = _reusableKeyBuf[j];
_reusableKeyBuf[j] = tmp;
guids.Add(_reusableKeyBuf[i]);
}
}
@@ -1359,13 +1468,24 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
{
if (!fishDatas_hashCodekey.TryGetValue(fishId, out var monster))
{
#if UNITY_EDITOR
// ⭐ 优化:调试日志用 #if UNITY_EDITOR 包裹,Release 包零 GC
// 原代码 Where().Take().ToList() + string.Join + $"" 每次 NotFound 都产生大量 GC
Debug.LogWarning($"[CreateFishManager] Id_DieFish_NotFX 找不到鱼: fishId={fishId}, 字典数量={fishDatas_hashCodekey.Count}");
// ⭐ 记录找不到鱼日志:这是bug的核心症状。附带 baseGuid 前缀匹配,看是否存在 guid 格式不一致
string baseGuid = fishId.Contains("_") ? fishId.Split('_')[0] : fishId;
var similarKeys = fishDatas_hashCodekey.Keys.Where(k => k.StartsWith(baseGuid)).Take(10).ToList();
string similarStr = similarKeys.Count > 0 ? string.Join(",", similarKeys) : "(无)";
GameManager.LogFishFlow("NOT_FOUND", fishId,
$"dictCount={fishDatas_hashCodekey.Count} baseGuid={baseGuid} 相似key={similarStr}");
int matchCount = 0;
foreach (var k in fishDatas_hashCodekey.Keys)
{
if (k.StartsWith(baseGuid))
{
matchCount++;
if (matchCount <= 10) GameManager.LogFishFlow("NOT_FOUND", fishId, $"similarKey={k}");
}
}
if (matchCount == 0) GameManager.LogFishFlow("NOT_FOUND", fishId, "(无相似key)");
#else
GameManager.LogFishFlow("NOT_FOUND", fishId, fishDatas_hashCodekey.Count.ToString());
#endif
return;
}
Pool.Instance.Return(monster.gameObject);
@@ -1435,22 +1555,24 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
}
// 死亡粒子特效
Instantiate(
// 死亡粒子特效(池化,粒子播完自动回池)
EffectPool.Instance.Get(
monster.effect_Die != null ? monster.effect_Die : dieFXPrefab,
monster.transform.position, Quaternion.identity, transform.parent);
// 非 Boss 鱼:金币飞向炮台
if (monster.fishenum != FishTypeEnum.Boss鱼 && monster.fishenum != FishTypeEnum.特殊Boss)
{
var award = Instantiate(
// ⭐ 池化:动画事件(coinEvent/ScoreNumScrollEvent)播完手动回池
var award = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
currGameType.subPanelParent.parent);
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
autoReturn: false);
award.GetComponent<RectTransform>().anchoredPosition =
CoordinateTransformation.WorldPos_ToCanvas(
monster.transform.position,
UIManager.Instance.uiRoot.GetComponent<Canvas>());
GetUiCanvas());
var coinScript = award.GetComponent<BJBase>();
if (coinScript != null)
@@ -1518,12 +1640,13 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
// 2. 屏幕坐标 → Canvas 坐标(跟你原来金币飞行逻辑保持一致)
Vector2 canvasPos = CoordinateTransformation.ScreenPoint_ToCanvas(
screenPos,
UIManager.Instance.uiRoot.GetComponent<Canvas>());
GetUiCanvas());
// 3. 实例化金币特效(沿用你原来的 award 逻辑)
var award = Instantiate(
dieFXPrefabAward, // 或者用某个专门的"掉金币" prefab
currGameType.subPanelParent.parent);
// 3. 实例化金币特效(池化,动画事件播完手动回池)
var award = EffectPool.Instance.Get(
dieFXPrefabAward,
targetWorldPos, Quaternion.identity, currGameType.subPanelParent.parent,
autoReturn: false);
var rect = award.GetComponent<RectTransform>();
rect.anchoredPosition = canvasPos;
@@ -1547,7 +1670,7 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
var killFish = JsonConvert.DeserializeObject<WebSocketResponseBase<RoomKillNotice>>(msg)
.arguments[0];
Debug.Log($"[CreateFishManager] 杀鱼延迟:{DateTimeOffset.Now.ToUnixTimeSeconds() - killFish.timespan}s");
NetLog.Log($"[CreateFishManager] 杀鱼延迟:{DateTimeOffset.Now.ToUnixTimeSeconds() - killFish.timespan}s");
SitPosData sitData = null; //击杀玩家座位数据
foreach (var item in currGameType.list_Sits)
{
@@ -1565,8 +1688,8 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
if (!fishDatas_hashCodekey.TryGetValue(killFish.fishId, out var monster)) return;
// 死亡粒子特效
Instantiate(
// 死亡粒子特效(池化,粒子播完自动回池)
EffectPool.Instance.Get(
monster.effect_Die != null ? monster.effect_Die : dieFXPrefab,
monster.transform.position, Quaternion.identity, transform.parent);
int goldToAdd = killFish.gold; // 立即复制需要的数据
@@ -1594,16 +1717,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
{
case FishTypeEnum.普通鱼:
{
// 普通鱼:金币飞向炮台
var award = Instantiate(
// 普通鱼:金币飞向炮台(池化,动画事件播完手动回池)
var award = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
currGameType.subPanelParent.parent);
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
autoReturn: false);
try
{
award.GetComponent<RectTransform>().anchoredPosition =
CoordinateTransformation.WorldPos_ToCanvas(
monster.transform.position,
UIManager.Instance.uiRoot.GetComponent<Canvas>());
GetUiCanvas());
}
catch
{
@@ -1658,16 +1782,19 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
if (bossCtrl.isToUI)
{
bossCtrl.currEffect_DieAward = Instantiate(
// ⭐ 池化:UI 空间 Boss 爆奖,动画事件播完手动回池
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
currGameType.subPanelParent.parent);
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
autoReturn: false);
}
else
{
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理
bossCtrl.currEffect_DieAward = Instantiate(
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理(池化)
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
bjEffectRoot);
monster.transform.position, Quaternion.identity, bjEffectRoot,
autoReturn: false);
}
bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
@@ -1676,16 +1803,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
break;
case FishTypeEnum.黄金鱼:
{
// 普通鱼:金币飞向炮台
var award = Instantiate(
// 黄金鱼:金币飞向炮台(池化,动画事件播完手动回池)
var award = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
currGameType.subPanelParent.parent);
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
autoReturn: false);
try
{
award.GetComponent<RectTransform>().anchoredPosition =
CoordinateTransformation.WorldPos_ToCanvas(
monster.transform.position,
UIManager.Instance.uiRoot.GetComponent<Canvas>());
GetUiCanvas());
}
catch
{
@@ -1741,16 +1869,17 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
}
}
// 普通鱼:金币飞向炮台
var award = Instantiate(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward);
// 特殊鱼:金币飞向炮台(池化,动画事件播完手动回池)
var award = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAward,
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
autoReturn: false);
try
{
award.GetComponent<RectTransform>().anchoredPosition =
CoordinateTransformation.WorldPos_ToCanvas(
monster.transform.position,
UIManager.Instance.uiRoot.GetComponent<Canvas>());
award.transform.SetParent(currGameType.subPanelParent.parent);
GetUiCanvas());
}
catch
{
@@ -1852,16 +1981,19 @@ public class CreateFishManager : MonoSingleton<CreateFishManager>
if (bossCtrl.isToUI)
{
bossCtrl.currEffect_DieAward = Instantiate(
// ⭐ 池化:UI 空间 Boss 爆奖,动画事件播完手动回池
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
currGameType.subPanelParent.parent);
monster.transform.position, Quaternion.identity, currGameType.subPanelParent.parent,
autoReturn: false);
}
else
{
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理
bossCtrl.currEffect_DieAward = Instantiate(
// isToUI=false:世界空间特效,无 UI 父对象 → 挂 bjEffectRoot 统一管理(池化)
bossCtrl.currEffect_DieAward = EffectPool.Instance.Get(
monster.effect_DieAward != null ? monster.effect_DieAward : dieFXPrefabAwardTmp,
bjEffectRoot);
monster.transform.position, Quaternion.identity, bjEffectRoot,
autoReturn: false);
}
bossCtrl.action_effect_DieAward?.Invoke(bossCtrl.currEffect_DieAward);
+33
View File
@@ -0,0 +1,33 @@
using System.Diagnostics;
using UnityEngine;
namespace Assets.MyGame.Scripts.Net
{
/// <summary>
/// 网络热路径日志封装。
/// 用 [Conditional("ENABLE_VERBOSE_LOG")] 控制:
/// - 默认不定义 ENABLE_VERBOSE_LOG → 编辑器和 Release 包都不输出,参数评估也被移除,零 GC
/// - 需要调试时: Player Settings → Scripting Define Symbols 添加 ENABLE_VERBOSE_LOG
/// 只用于 WebSocket 消息处理/出鱼等高频热路径,避免每帧/每消息产生日志 GC。
/// </summary>
public static class NetLog
{
[Conditional("ENABLE_VERBOSE_LOG")]
public static void Log(string msg)
{
Debug.Log(msg);
}
[Conditional("ENABLE_VERBOSE_LOG")]
public static void Log(string prefix, string msg)
{
Debug.Log(prefix + msg);
}
[Conditional("ENABLE_VERBOSE_LOG")]
public static void LogWarning(string msg)
{
Debug.LogWarning(msg);
}
}
}
+11
View File
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: f95bc88c8c9c2e84890df4a61aefcf75
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -3,6 +3,7 @@ using Best.WebSockets;
using Newtonsoft.Json;
using System;
using System.Collections.Generic;
using System.IO;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
@@ -15,53 +16,64 @@ namespace Assets.MyGame.Scripts.Net
{
public void OnMessage(WebSocket web, string msg, SocketType type)
{
#if UNITY_EDITOR
Debug.Log($"[WebSocket] {type} 收到消息: {msg}");
#endif
string[] msgs = msg.Split('\u001e');
foreach (var item in msgs)
NetLog.Log($"[WebSocket] {type} 收到消息: {msg}");
// ⭐ 优化:用 char 分割避免 Split 产生 string[] 数组 GC
// 单条消息通常只有 1-2 个分隔段,直接手动解析
int start = 0;
int sep;
while ((sep = msg.IndexOf('\u001e', start)) >= 0)
{
if (string.IsNullOrWhiteSpace(item))
continue;
ProcessSingleMessage(msg, start, sep - start, type);
start = sep + 1;
}
// 处理最后一段(或没有分隔符的整条消息)
if (start < msg.Length)
ProcessSingleMessage(msg, start, msg.Length - start, type);
}
if (item.Trim() == "{}")
{
OnHandshakeCompleted(type);
continue;
}
private void ProcessSingleMessage(string msg, int start, int length, SocketType type)
{
// 跳过空白段
if (length <= 0) return;
var v = JsonConvert.DeserializeObject<WebSocketResponseBase<object>>(item);
if (v == null)
{
continue;
}
// TODO: 这里可以做统一消息分发
#region 消息处理
switch (type)
{
case SocketType.login:
LoginMSG(item, v);
break;
case SocketType.room:
case SocketType.game:
FishMSG(item, v);
break;
case SocketType.chess:
ChineseChess(item, v);
break;
case SocketType.customer:
CustomerMSG(item, v);
break;
default:
break;
}
// 快速检查 "{}"(握手包),避免 Substring + Trim
if (length == 2 && msg[start] == '{' && msg[start + 1] == '}')
{
OnHandshakeCompleted(type);
return;
}
// 提取子串(此处必须分配,后续反序列化需要)
string item = msg.Substring(start, length);
// ⭐ 优化:用 JsonTextReader 只读 type/target 做路由,跳过 arguments 反序列化
// 原代码:JsonConvert.DeserializeObject<WebSocketResponseBase<object>>(item)
// 会反序列化整个 arguments 数组(包含鱼数据等),但这些数据在路由阶段完全不需要,
// 具体处理方法内部会重新反序列化。这能消除预解析阶段 90%+ 的 GC。
var v = ParseHeader(item);
if (v == null) return;
#region 消息处理
switch (type)
{
case SocketType.login:
LoginMSG(item, v);
break;
case SocketType.room:
case SocketType.game:
FishMSG(item, v);
break;
case SocketType.chess:
ChineseChess(item, v);
break;
case SocketType.customer:
CustomerMSG(item, v);
break;
default:
break;
}
#endregion
}
private static void ChineseChess(string msg, WebSocketResponseBase<object> v)
{
@@ -687,5 +699,50 @@ namespace Assets.MyGame.Scripts.Net
break;
}
}
/// <summary>
/// 轻量解析:用 JsonTextReader 只读 type 和 target 字段做路由,
/// 跳过 arguments 数组反序列化(节省 90%+ 预解析 GC)。
/// arguments 在具体处理方法内部按需反序列化。
/// </summary>
private static WebSocketResponseBase<object> ParseHeader(string item)
{
if (string.IsNullOrEmpty(item)) return null;
try
{
using (var sr = new StringReader(item))
using (var reader = new JsonTextReader(sr))
{
var result = new WebSocketResponseBase<object>();
while (reader.Read())
{
if (reader.TokenType == JsonToken.PropertyName)
{
string propName = (string)reader.Value;
// 读到 arguments 就停止,不再解析后续(节省大量 GC)
if (propName == "arguments")
break;
reader.Read(); // 读值
if (propName == "type")
{
result.type = Convert.ToInt32(reader.Value);
}
else if (propName == "target")
{
result.target = reader.Value as string;
}
// invocationId 等字段跳过
}
}
return result;
}
}
catch
{
return null;
}
}
}
}
@@ -341,7 +341,7 @@ namespace Assets.MyGame.Scripts.Net
var data = JsonConvert.DeserializeObject<WebSocketResponseBase<OnFishSpawnData>>(msg).arguments[0];
if (data == null) return;
EventCenter.Instance.EventTrigger<OnFishSpawnData>(ConstEventString.OnFishSpawn, data);
Debug.Log("出鱼:"+msg);
NetLog.Log("出鱼:", msg);
}
/// <summary>鱼列表刷新</summary>
@@ -97,8 +97,9 @@ public partial class WebSocketSendList
timestamp,
sign
);
Debug.Log($"扣钱:发送打中鱼请求: {JsonConvert.SerializeObject(sendObj)}");
WebSocketManager.Instance.Send(SocketType.game, JsonConvert.SerializeObject(sendObj));
var jsonStr = JsonConvert.SerializeObject(sendObj);
NetLog.Log($"扣钱:发送打中鱼请求: {jsonStr}");
WebSocketManager.Instance.Send(SocketType.game, jsonStr);
}
/// <summary>
/// 真人玩家发射子弹(对接后端最新签名)
@@ -32,6 +32,7 @@ public class ScoreNumScrollEvent : MonoBehaviour
public void dieFen()
{
Destroy(gameObject);
// ⭐ 池化回收:若对象来自 EffectPool 则回池复用,否则销毁
EffectPool.Instance.Return(gameObject);
}
}
@@ -29,7 +29,8 @@ public class coinEvent : MonoBehaviour
}
Destroy(coinScript.gameObject);
// ⭐ 池化回收:若对象来自 EffectPool 则回池复用,否则销毁
EffectPool.Instance.Return(coinScript.gameObject);
});
}
}
@@ -222,7 +222,8 @@ public class BaoJiangTSSmallFish : MonoBehaviour
// 销毁GameObject
//Destroy(target.gameObject);
JiaFen?.Invoke();
Destroy(gameObject);
// ⭐ 池化回收:若对象来自 EffectPool 则回池复用,否则销毁
EffectPool.Instance.Return(gameObject);
}
@@ -66,7 +66,7 @@ public class HHWK_SDY_DieEvent : DieEffect_TSY
{
yield return new WaitForSeconds(0.3f);
CreateBaoJiangEffect();
Destroy(gameObject);
EffectPool.Instance.Return(gameObject);
yield break;
}
@@ -136,7 +136,7 @@ public class HHWK_SDY_DieEvent : DieEffect_TSY
yield return new WaitForSeconds(0.3f);
CreateBaoJiangEffect();
Destroy(gameObject);
EffectPool.Instance.Return(gameObject);
}
/// <summary>创建一根闪电 LineRenderer</summary>
@@ -63,7 +63,7 @@ public class HHWK_ZDX_DieEvent : DieEffect_TSY
yield return new WaitForSeconds(bombFlyTime + 0.5f);
// 在销毁前创建爆奖特效
CreateBaoJiangEffect();
Destroy(gameObject);
EffectPool.Instance.Return(gameObject);
}
/// <summary>炸弹飞行到目标点</summary>