优化Activator.CreateInstance, 已知类型优先使用new 代替反射,其次使用EmitHelper。耗时对比:直接new 1,EmitHelper 3, Activator 10。

This commit is contained in:
Alex-Rachel
2025-03-17 12:01:25 +08:00
parent a7b6d6f478
commit e4989425e8
11 changed files with 309 additions and 54 deletions

View File

@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using GameLogic;
using TEngine;
@@ -8,35 +9,43 @@ using UnityEngine.UI;
namespace GameLogic
{
/// <summary>
/// UI管理模块。
/// </summary>
public sealed partial class UIModule : Singleton<UIModule>, IUpdate
{
private static Transform _instanceRoot = null;
// 核心字段
private static Transform _instanceRoot = null; // UI根节点变换组件
private bool _enableErrorLog = true; // 是否启用错误日志
private Camera _uiCamera = null; // UI专用摄像机
private readonly List<UIWindow> _uiStack = new List<UIWindow>(128); // 窗口堆栈
private ErrorLogger _errorLogger; // 错误日志记录器
private bool _enableErrorLog = true;
private Camera _uiCamera = null;
private readonly List<UIWindow> _uiStack = new List<UIWindow>(100);
public const int LAYER_DEEP = 2000;
// 常量定义
public const int LAYER_DEEP = 2000;
public const int WINDOW_DEEP = 100;
public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
public const int WINDOW_SHOW_LAYER = 5; // UI
// 资源加载接口
public static IUIResourceLoader Resource;
/// <summary>
/// UI根节点
/// UI根节点访问属性
/// </summary>
public static Transform UIRoot => _instanceRoot;
/// <summary>
/// UI根节点。
/// UI摄像机访问属性
/// </summary>
public Camera UICamera => _uiCamera;
private ErrorLogger _errorLogger;
/// <summary>
/// 模块初始化(自动调用)。
/// 1. 查找场景中的UIRoot
/// 2. 初始化资源加载器
/// 3. 配置错误日志系统
/// </summary>
protected override void OnInit()
{
var uiRoot = GameObject.Find("UIRoot");
@@ -84,6 +93,12 @@ namespace GameLogic
}
}
/// <summary>
/// 模块释放(自动调用)。
/// 1. 清理错误日志系统
/// 2. 关闭所有窗口
/// 3. 销毁UI根节点
/// </summary>
protected override void OnRelease()
{
if (_errorLogger != null)
@@ -103,7 +118,7 @@ namespace GameLogic
/// <summary>
/// 设置屏幕安全区域(异形屏支持)。
/// </summary>
/// <param name="safeRect">安全区域</param>
/// <param name="safeRect">安全区域矩形(基于屏幕像素坐标)。</param>
public static void ApplyScreenSafeRect(Rect safeRect)
{
CanvasScaler scaler = UIRoot.GetComponentInParent<CanvasScaler>();
@@ -232,9 +247,9 @@ namespace GameLogic
/// </summary>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns>
public void ShowUIAsync<T>(params System.Object[] userDatas) where T : UIWindow
public void ShowUIAsync<T>(params System.Object[] userDatas) where T : UIWindow , new()
{
ShowUIImp(typeof(T), true, userDatas);
ShowUIImp<T>(true, userDatas);
}
/// <summary>
@@ -254,9 +269,9 @@ namespace GameLogic
/// <typeparam name="T">窗口类。</typeparam>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns>
public void ShowUI<T>(params System.Object[] userDatas) where T : UIWindow
public void ShowUI<T>(params System.Object[] userDatas) where T : UIWindow , new()
{
ShowUIImp(typeof(T), false, userDatas);
ShowUIImp<T>(false, userDatas);
}
/// <summary>
@@ -264,9 +279,9 @@ namespace GameLogic
/// </summary>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns>
public async UniTask<T> ShowUIAsyncAwait<T>(params System.Object[] userDatas) where T : UIWindow
public async UniTask<T> ShowUIAsyncAwait<T>(params System.Object[] userDatas) where T : UIWindow , new()
{
return await ShowUIAwaitImp(typeof(T), true, userDatas) as T;
return await ShowUIAwaitImp<T>(true, userDatas) as T;
}
/// <summary>
@@ -284,38 +299,54 @@ namespace GameLogic
{
string windowName = type.FullName;
// 如果窗口已经存在
if (IsContains(windowName))
if (!TryGetWindow(windowName, out UIWindow window, userDatas))
{
UIWindow window = GetWindow(windowName);
Pop(window); //弹出窗口
Push(window); //重新压入
window.TryInvoke(OnWindowPrepare, userDatas);
}
else
{
UIWindow window = CreateInstance(type);
window = CreateInstance(type);
Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
}
}
private async UniTask<UIWindow> ShowUIAwaitImp(Type type, bool isAsync, params System.Object[] userDatas)
private void ShowUIImp<T>(bool isAsync, params System.Object[] userDatas) where T : UIWindow , new()
{
Type type = typeof(T);
string windowName = type.FullName;
// 如果窗口已经存在
if (!TryGetWindow(windowName, out UIWindow window, userDatas))
{
window = CreateInstance<T>();
Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
}
}
private bool TryGetWindow(string windowName,out UIWindow window, params System.Object[] userDatas)
{
window = null;
if (IsContains(windowName))
{
UIWindow window = GetWindow(windowName);
window = GetWindow(windowName);
Pop(window); //弹出窗口
Push(window); //重新压入
window.TryInvoke(OnWindowPrepare, userDatas);
return window;
return true;
}
return false;
}
private async UniTask<T> ShowUIAwaitImp<T>(bool isAsync, params System.Object[] userDatas) where T : UIWindow , new()
{
Type type = typeof(T);
string windowName = type.FullName;
if (TryGetWindow(windowName, out UIWindow window, userDatas))
{
return window as T;
}
else
{
UIWindow window = CreateInstance(type);
window = CreateInstance<T>();
Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
float time = 0f;
@@ -328,13 +359,14 @@ namespace GameLogic
}
await UniTask.Yield();
}
return window;
return window as T;
}
}
/// <summary>
/// 关闭窗口
/// 关闭窗口
/// </summary>
/// <typeparam name="T">窗口类型</typeparam>
public void CloseUI<T>() where T : UIWindow
{
CloseUI(typeof(T));
@@ -375,7 +407,7 @@ namespace GameLogic
window.Visible = false;
window.IsHide = true;
window.HideTimerId = ModuleSystem.GetModule<ITimerModule>().AddTimer((arg) =>
window.HideTimerId = GameModule.Timer.AddTimer((arg) =>
{
CloseUI(type);
},window.HideTimeToClose);
@@ -481,10 +513,32 @@ namespace GameLogic
}
}
}
private UIWindow CreateInstance<T>() where T : UIWindow , new()
{
Type type = typeof(T);
UIWindow window = new T();
WindowAttribute attribute = Attribute.GetCustomAttribute(type, typeof(WindowAttribute)) as WindowAttribute;
if (window == null)
throw new GameFrameworkException($"Window {type.FullName} create instance failed.");
if (attribute != null)
{
string assetName = string.IsNullOrEmpty(attribute.Location) ? type.Name : attribute.Location;
window.Init(type.FullName, attribute.WindowLayer, attribute.FullScreen, assetName, attribute.FromResources, attribute.HideTimeToClose);
}
else
{
window.Init(type.FullName, (int)UILayer.UI, fullScreen: window.FullScreen, assetName: type.Name, fromResources: false, hideTimeToClose: 10);
}
return window;
}
private UIWindow CreateInstance(Type type)
{
UIWindow window = Activator.CreateInstance(type) as UIWindow;
UIWindow window = EmitHelper.CreateInstance(type) as UIWindow;
WindowAttribute attribute = Attribute.GetCustomAttribute(type, typeof(WindowAttribute)) as WindowAttribute;
if (window == null)
@@ -507,7 +561,7 @@ namespace GameLogic
/// 异步获取窗口。
/// </summary>
/// <returns>打开窗口操作句柄。</returns>
public async UniTask<T> GetUIAsyncAwait<T>() where T : UIWindow
public async UniTask<T> GetUIAsyncAwait<T>(CancellationToken cancellationToken) where T : UIWindow
{
string windowName = typeof(T).FullName;
var window = GetWindow(windowName);
@@ -536,7 +590,7 @@ namespace GameLogic
{
break;
}
await UniTask.Yield();
await UniTask.Yield(cancellationToken: cancellationToken);
}
return ret;
}
@@ -612,7 +666,9 @@ namespace GameLogic
{
// 如果已经存在
if (IsContains(window.WindowName))
throw new System.Exception($"Window {window.WindowName} is exist.");
{
throw new GameFrameworkException($"Window {window.WindowName} is exist.");
}
// 获取插入到所属层级的位置
int insertIndex = -1;

View File

@@ -55,7 +55,7 @@ namespace GameLogic
}
/// <summary>
/// 窗口可见性
/// 窗口可见性
/// </summary>
public bool Visible
{
@@ -278,7 +278,7 @@ namespace GameLogic
/// 组件被销毁调用。
/// <remarks>请勿手动调用!</remarks>
/// </summary>
internal void OnDestroyWidget()
protected internal void OnDestroyWidget()
{
Parent?.SetUpdateDirty();

View File

@@ -130,7 +130,7 @@ namespace GameLogic
}
/// <summary>
/// 窗口可见性
/// 窗口可见性
/// </summary>
public bool Visible
{
@@ -174,7 +174,7 @@ namespace GameLogic
}
/// <summary>
/// 窗口交互性
/// 窗口交互性
/// </summary>
private bool Interactable
{

View File

@@ -14,8 +14,11 @@ namespace GameLogic
System = 4,
}
/// <summary>
/// UI窗口属性。
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class WindowAttribute : Attribute
public class WindowAttribute : Attribute // 用于标记UI窗口,最好完整支持是做成配置表可以支持货币栏位配置UI跳转配置等等~
{
/// <summary>
/// 窗口层级