perf(editor): 关闭 Domain/Scene Reload 加速进入 Play,并补齐域重载安全
关闭 Domain Reload 后 SO 的 OnEnable/OnDisable 不再于进入/退出 Play 触发、 静态字段不再重置,运行时态会跨 Play 会话残留。补齐重置路径: - 新增 PlayModeResetHook:编辑器内在"进入 Play 前"统一回调各 SO 的重置, 复刻 Domain Reload 曾提供的干净起点;运行时构建为空实现、零开销。 - 静态态用 RuntimeInitializeOnLoadMethod 重置: ServiceLocator._services / SettingsManager.SettingsChanged / EventChainManager.OnChainExecutedInEditor。 - SO 运行时态经 PlayModeResetHook 重置: BaseEventChannelSO(粘性值+订阅委托) / VoidBaseEventChannelSO / WorldStateRegistry(状态字典+变更事件) / InputReaderSO。 - InputReaderSO 增加解绑追踪:跨会话重建前先解绑旧输入回调, 避免 InputActionAsset 存活导致同一输入重复绑定、多次触发。 Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@@ -71,6 +71,9 @@ namespace BaseGames.Input
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private InputActionMap _ui;
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private bool _isBound;
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private InputAction _jumpAction;
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// 记录每次绑定对应的解绑动作。关闭 Domain Reload 后 InputActionAsset 跨会话存活,
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// 必须在重新绑定前先解绑旧回调,否则同一输入会被绑定多次、触发多次。
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private readonly List<Action> _unbinders = new();
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private void EnsureInitialized()
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{
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@@ -105,9 +108,20 @@ namespace BaseGames.Input
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{
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Debug.Assert(_onPauseRequested != null,
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"[InputReaderSO] _onPauseRequested 未赋值,请在 Inspector 中指定 EVT_PauseRequested。", this);
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// Reset private state on every OnEnable so stale ScriptableObject
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// references from a previous Play session don't cause
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// 'Map must be contained in state' errors.
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ResetRuntimeState();
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// 关闭 Domain Reload 后 OnEnable 不再于每次进入 Play 触发,改由编辑器钩子在进入 Play 前兜住重置。
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PlayModeResetHook.Register(ResetRuntimeState);
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}
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/// <summary>
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/// 重置运行时态并重建输入绑定,回到本次 Play 会话的干净起点:
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/// 先解绑上一次会话残留在 InputActionAsset 上的回调(避免跨会话重复绑定导致多次触发),
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/// 再清空对外事件订阅者,最后重新初始化并绑定。
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/// </summary>
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private void ResetRuntimeState()
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{
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UnbindAll();
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ClearGameplayEvents();
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_gameplay = null;
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_ui = null;
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_isBound = false;
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@@ -115,6 +129,31 @@ namespace BaseGames.Input
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EnsureInitialized();
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}
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/// <summary>解绑本读取器先前注册到 InputActionAsset 上的全部回调。</summary>
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private void UnbindAll()
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{
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foreach (var unbind in _unbinders) unbind();
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_unbinders.Clear();
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}
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/// <summary>清空所有对外事件的订阅者,回到零订阅起点(复刻 Domain Reload 的初始状态)。</summary>
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private void ClearGameplayEvents()
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{
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MoveEvent = null;
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JumpStartedEvent = null; JumpCancelledEvent = null;
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AttackEvent = null; ParryEvent = null; DashEvent = null;
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UseSpringEvent = null;
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SwitchTianHunFormEvent = null; SwitchDiHunFormEvent = null; SwitchMingHunFormEvent = null;
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SoulSkillEvent = null;
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SpiritSkill1StartedEvent = null; SpiritSkill1CancelledEvent = null;
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SpiritSkill2StartedEvent = null; SpiritSkill2CancelledEvent = null;
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SpellCastEvent = null;
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InteractEvent = null; InteractCancelledEvent = null;
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PauseEvent = null; NavigateEvent = null;
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SubmitEvent = null; CancelEvent = null; PointEvent = null;
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CycleMinimapZoomEvent = null; MapCenterEvent = null;
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}
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private void OnDisable()
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{
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_gameplay?.Disable();
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@@ -245,38 +284,46 @@ namespace BaseGames.Input
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_onPauseRequested?.Raise();
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}
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private static void BindStarted(InputActionMap map, string name, Action callback)
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// 以下绑定方法在挂接回调的同时,把对应的解绑动作记入 _unbinders,
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// 供 UnbindAll 在跨会话重建前清理,避免回调在 InputActionAsset 上累积。
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private void BindStarted(InputActionMap map, string name, Action callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null)
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{
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action.started += _ => callback();
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}
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else
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if (action == null)
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{
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Debug.LogWarning($"[BindStarted] Action '{name}' not found in map");
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return;
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}
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Action<InputAction.CallbackContext> handler = _ => callback();
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action.started += handler;
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_unbinders.Add(() => action.started -= handler);
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}
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private static void BindPerformed(InputActionMap map, string name,
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private void BindPerformed(InputActionMap map, string name,
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Action<InputAction.CallbackContext> callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null) action.performed += callback;
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if (action == null) return;
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action.performed += callback;
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_unbinders.Add(() => action.performed -= callback);
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}
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private static void BindCanceled(InputActionMap map, string name,
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private void BindCanceled(InputActionMap map, string name,
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Action<InputAction.CallbackContext> callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null) action.canceled += callback;
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if (action == null) return;
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action.canceled += callback;
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_unbinders.Add(() => action.canceled -= callback);
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}
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private static void BindCanceled(InputActionMap map, string name, Action callback)
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private void BindCanceled(InputActionMap map, string name, Action callback)
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{
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var action = map.FindAction(name, throwIfNotFound: false);
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if (action != null) action.canceled += _ => callback();
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if (action == null) return;
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Action<InputAction.CallbackContext> handler = _ => callback();
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action.canceled += handler;
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_unbinders.Add(() => action.canceled -= handler);
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}
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// ── Rebinding API (P4-3) ──────────────────────────────────────────────
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