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2025-04-21 修改数据

2025-04-21 修改数据
Kziwws 1 miesiąc temu
rodzic
commit
5beb8e6a58
100 zmienionych plików z 323 dodań i 386 usunięć
  1. 3 3
      assets/resources/gameui/GameUI.prefab
  2. 28 13
      assets/scripts/core/extend/Logger.ts
  3. 18 31
      assets/scripts/core/extend/Verbatim.ts
  4. 0 2
      assets/scripts/core/i18n/runtime-scripts/LanguageData.ts
  5. 2 1
      assets/scripts/core/i18n/runtime-scripts/LocalizedLabel.ts
  6. 216 197
      assets/scripts/core/manager/BundleManager.ts
  7. 2 1
      assets/scripts/loading/Loading.ts
  8. 0 0
      build/web-mobile/assets/main/index.js
  9. 0 0
      build/web-mobile/assets/resources/import/01/0147e20e0.json
  10. 0 0
      build/web-mobile/assets/resources/import/09/09eb352da.json
  11. 0 0
      build/web-mobile/assets/resources/import/0e/0e5b7726d.json
  12. 20 20
      library/.assets-info1.0.0.json
  13. 3 3
      library/79/79d5fa5f-cb75-4f1a-8ca4-503a10fc449d.json
  14. 2 2
      profiles/v2/packages/builder.json
  15. 29 29
      profiles/v2/packages/scene.json
  16. 0 1
      temp/asset-db/assets/00/00b83b88-1255-41cd-af6c-01bd1dc4517a/build1.0.1/release.json
  17. 0 1
      temp/asset-db/assets/03/03011dd5-2652-44b3-b615-b0e748e6f74e/build1.0.1/release.json
  18. 0 1
      temp/asset-db/assets/03/03108dbb-736f-47f6-86dd-2a10c335ef8e/build1.0.1/release.json
  19. 0 1
      temp/asset-db/assets/03/037feed5-d6a1-4cd7-9f57-478e422ddcfa/build1.0.1/release.json
  20. 0 1
      temp/asset-db/assets/03/03b21807-5e19-4013-9aac-a883661ae9ab/build1.0.1/release.json
  21. 0 1
      temp/asset-db/assets/06/064e1ff2-64a8-4060-b21b-de03b274910e/build1.0.1/release.json
  22. 0 1
      temp/asset-db/assets/0c/0c9e3109-ca6e-4adc-b4dd-d213fc3d065c/build1.0.1/release.json
  23. 0 1
      temp/asset-db/assets/10/10bcebf6-6d6e-4c0d-852e-3b6f8ac721e7/build1.0.1/release.json
  24. 0 1
      temp/asset-db/assets/11/11f360cb-864d-4ece-b694-5f83a9b7dbd1/build1.0.1/release.json
  25. 0 1
      temp/asset-db/assets/13/1348765a-6d5c-4f62-9c1a-68435a4a9170/build1.0.1/release.json
  26. 0 1
      temp/asset-db/assets/1d/1d09d1b8-79cb-4075-b5cd-08bcd5a73788/build1.0.1/release.json
  27. 0 1
      temp/asset-db/assets/1d/1d69ad36-7d5f-447d-bb89-7ea7c6ea0d83/build1.0.1/release.json
  28. 0 1
      temp/asset-db/assets/23/23b627e4-0a47-4816-b0d2-8a91381986e6/build1.0.1/release.json
  29. 0 1
      temp/asset-db/assets/24/249bdabd-103e-4c0d-b012-c6794ddc6f3e/build1.0.1/release.json
  30. 0 1
      temp/asset-db/assets/26/26dafcd4-0943-4633-8936-60bbd3bfe562/build1.0.1/release.json
  31. 0 1
      temp/asset-db/assets/28/28e450d3-8be1-4186-b05c-1377e1ceb7ab/build1.0.1/release.json
  32. 0 1
      temp/asset-db/assets/2b/2b206392-c36a-4bda-9fdb-0df8514dfa20/build1.0.1/release.json
  33. 0 1
      temp/asset-db/assets/30/30304219-6f41-42ff-ba12-597f6025d8ae/build1.0.1/release.json
  34. 0 1
      temp/asset-db/assets/33/33000e06-db28-4282-b616-4f58496bcf2e/build1.0.1/release.json
  35. 0 1
      temp/asset-db/assets/33/33165d2d-c612-40a4-8a3f-68c37683717f/build1.0.1/release.json
  36. 0 1
      temp/asset-db/assets/36/36f4230d-6875-42c6-9d9b-c1089a93c018/build1.0.1/release.json
  37. 0 1
      temp/asset-db/assets/38/38702769-69a8-4f2c-b493-1eaa2ff61b22/build1.0.1/release.json
  38. 0 1
      temp/asset-db/assets/3b/3b768b36-ae87-4a1d-afc6-0f52c5358f66/build1.0.1/release.json
  39. 0 1
      temp/asset-db/assets/41/41b458e3-4ae1-4e19-8fc7-767ca08dfb40/build1.0.1/release.json
  40. 0 1
      temp/asset-db/assets/44/44eef711-f099-41f4-9a43-533e35d53057/build1.0.1/release.json
  41. 0 1
      temp/asset-db/assets/45/45014d49-881c-4814-bd42-1902f48bc022/build1.0.1/release.json
  42. 0 1
      temp/asset-db/assets/45/45b55dcc-9d9b-4d16-a628-03241e7e4475/build1.0.1/release.json
  43. 0 1
      temp/asset-db/assets/46/467643fd-af86-4243-ab5d-6f7d91cd2db1/build1.0.1/release.json
  44. 0 1
      temp/asset-db/assets/4a/4ac837f3-e0cf-4e6e-b84c-ab5731b48bd1/build1.0.1/release.json
  45. 0 1
      temp/asset-db/assets/4e/4e73f2c5-92ab-4d67-b2ab-53d218e7a299/build1.0.1/release.json
  46. 0 1
      temp/asset-db/assets/55/55438ffa-63dd-461f-ab78-9a7ad343434a/build1.0.1/release.json
  47. 0 1
      temp/asset-db/assets/55/554a878c-8626-476c-919d-beeadbbb49c4/build1.0.1/release.json
  48. 0 1
      temp/asset-db/assets/57/578e8a0c-dead-4cbf-9713-c20fc1649d63/build1.0.1/release.json
  49. 0 1
      temp/asset-db/assets/5c/5c53b5c2-3444-4f6b-ad2d-b42332bc3c35/build1.0.1/release.json
  50. 0 1
      temp/asset-db/assets/5d/5d90854e-8ed9-4b8e-a2f6-2b6922fb2bae/build1.0.1/release.json
  51. 0 1
      temp/asset-db/assets/62/62020c93-5ea0-4710-9cc3-2d3e6a276952/build1.0.1/release.json
  52. 0 1
      temp/asset-db/assets/62/626fbb9e-3be1-46dc-94cc-aefedb616f44/build1.0.1/release.json
  53. 0 1
      temp/asset-db/assets/64/64c50f4d-c644-4ad8-835f-e0b12d6da986/build1.0.1/release.json
  54. 0 1
      temp/asset-db/assets/67/67ff39c4-eaf8-4108-9946-01dfadb2900a/build1.0.1/release.json
  55. 0 1
      temp/asset-db/assets/68/6806969e-0136-4cee-8f5e-f1a825bb04f3/build1.0.1/release.json
  56. 0 1
      temp/asset-db/assets/68/68ced266-9802-49f2-90f8-80afe3eea859/build1.0.1/release.json
  57. 0 1
      temp/asset-db/assets/6a/6a108d04-aab6-46cc-98ae-ba11398e62d9/build1.0.1/release.json
  58. 0 1
      temp/asset-db/assets/6c/6c431349-0af1-4a5e-b673-f244574a8560/build1.0.1/release.json
  59. 0 1
      temp/asset-db/assets/6c/6ce5edac-bb01-42eb-b03c-4edf2692d1e3/build1.0.1/release.json
  60. 0 1
      temp/asset-db/assets/6f/6f70e4f9-cce3-445c-aafb-8806c3977e64/build1.0.1/release.json
  61. 0 1
      temp/asset-db/assets/70/705959e9-f7c3-4832-8f40-87702fd0b2cb/build1.0.1/release.json
  62. 0 1
      temp/asset-db/assets/75/7506feb9-2a1b-4fa5-98ee-15f0d6c1efe5/build1.0.1/release.json
  63. 0 1
      temp/asset-db/assets/78/780909e6-911e-4596-8dae-d505ac2e0446/build1.0.1/release.json
  64. 0 1
      temp/asset-db/assets/79/791c265f-f3c9-4ded-8a55-d1eab6a563da/build1.0.1/release.json
  65. 0 1
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  66. 0 1
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  67. 0 1
      temp/asset-db/assets/80/80192b75-7b85-4841-ba6f-dd17d12ae6b0/build1.0.1/release.json
  68. 0 1
      temp/asset-db/assets/80/8058d753-8d51-411d-a73c-eb4ba7a0fdf1/build1.0.1/release.json
  69. 0 1
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  70. 0 1
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  71. 0 1
      temp/asset-db/assets/91/91134dce-eaa6-4a07-b437-01edd150cd93/build1.0.1/release.json
  72. 0 1
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  73. 0 1
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  74. 0 1
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  75. 0 1
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  76. 0 1
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  77. 0 1
      temp/asset-db/assets/a4/a403999c-0d4c-465c-97ca-6891e393a73a/build1.0.1/release.json
  78. 0 1
      temp/asset-db/assets/a5/a50bacb4-a934-42e3-af2f-ba7cb9a1cd27/build1.0.1/release.json
  79. 0 1
      temp/asset-db/assets/a6/a6ad97f6-ecde-46a4-8491-11fd4aac134b/build1.0.1/release.json
  80. 0 1
      temp/asset-db/assets/a9/a9dd2f5f-cda6-4922-b607-3da6b7cd9505/build1.0.1/release.json
  81. 0 1
      temp/asset-db/assets/ae/ae989cb5-7bf7-4a64-a55e-3d16edbaf0a8/build1.0.1/release.json
  82. 0 0
      temp/asset-db/assets/ba/bad17ff8-cbc8-4b0b-af1e-70bc283acf31/build1.0.1/release.json
  83. 0 1
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  86. 0 1
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  99. 0 1
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  100. 0 1
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+ 3 - 3
assets/resources/gameui/GameUI.prefab

@@ -1687,7 +1687,7 @@
         "__id__": 71
       }
     ],
-    "_active": true,
+    "_active": false,
     "_components": [
       {
         "__id__": 111
@@ -2830,7 +2830,7 @@
         "__id__": 119
       }
     ],
-    "_active": true,
+    "_active": false,
     "_components": [
       {
         "__id__": 159
@@ -3470,7 +3470,7 @@
       "a": 255
     },
     "_outlineWidth": 2,
-    "_enableShadow": true,
+    "_enableShadow": false,
     "_shadowColor": {
       "__type__": "cc.Color",
       "r": 0,

+ 28 - 13
assets/scripts/core/extend/Logger.ts

@@ -5,23 +5,38 @@ const { ccclass, property } = _decorator;
 @ccclass('Logger')
 export class Logger{
 
-    //静态方法来控制日志输出
-    public static error(message: string, ...optionalParams: any[]): void {
-        if(GameConst.isDebug) {
-            console.error(message, ...optionalParams);
+    /**
+     * 调试日志(生产环境代码会被完全移除)
+     * 使用示例:
+     * Logger.debug('当前状态:', state);
+     */
+    static log = GameConst.isDebug
+    ? (...args: any[]): void => {
+        console.log('[DEBUG]', ...args);
         }
-    }
+    : (): void => {}; // 生产环境空函数
 
-    public static log(message: string, ...optionalParams: any[]): void {
-        if(GameConst.isDebug) {
-            console.log(message, ...optionalParams);
+    /**
+     * 调试日志(生产环境代码会被完全移除)
+     * 使用示例:
+     * Logger.debug('当前状态:', state);
+     */
+    static error = GameConst.isDebug
+    ? (...args: any[]): void => {
+            console.error('[DEBUG]', ...args);
+            console.trace('调试堆栈');
         }
-    }
+    : (): void => {}; // 生产环境空函数
 
-    public static warn(message: string, ...optionalParams: any[]): void {
-        if(GameConst.isDebug) {
-            console.warn(message, ...optionalParams);
+    /**
+     * 调试日志(生产环境代码会被完全移除)
+     * 使用示例:
+     * Logger.debug('当前状态:', state);
+     */
+    static warn = GameConst.isDebug
+    ? (...args: any[]): void => {
+            console.warn('[DEBUG]', ...args);
         }
-    }
+    : (): void => {}; // 生产环境空函数
 }
 

+ 18 - 31
assets/scripts/core/extend/Verbatim.ts

@@ -2,7 +2,6 @@
 import { Label } from 'cc';
 import { Logger } from './Logger';
 
-
 /*
 ----------------------------------------------- 基础用法
 const typewriter = new VerbatimEffect(this.label, {
@@ -40,7 +39,7 @@ typewriter.addText("Hello World!")
     .addText("This is Typewriter Effect.")
     .onChar((char) => {
         // 每个字符显示时的音效
-       audioMgr.playTypingSound();
+        AudioManager.playTypingSound();
     })
     .onTextStart((text, index) => {
         Logger.log(`开始显示第${index + 1}段文字: ${text}`);
@@ -107,7 +106,7 @@ export class VerbatimEffect {
      * @param text 文字内容(可以是字符串或字符串数组)
      * @return 当前实例(支持链式调用)
      */
-    addText(text: string | string[]): VerbatimEffect {
+    public addText(text: string | string[]): VerbatimEffect {
         if (Array.isArray(text)) {
             this.textQueue.push(...text);
         } else {
@@ -121,7 +120,7 @@ export class VerbatimEffect {
      * @param callback 所有文字显示完成后的回调
      * @return 当前实例(支持链式调用)
      */
-    onComplete(callback: Function): VerbatimEffect {
+    public onComplete(callback: Function): VerbatimEffect {
         this.onCompleteCallback = callback;
         return this;
     }
@@ -131,7 +130,7 @@ export class VerbatimEffect {
      * @param callback 每个字符显示时的回调
      * @return 当前实例(支持链式调用)
      */
-    onChar(callback: (char: string) => void): VerbatimEffect {
+    public onChar(callback: (char: string) => void): VerbatimEffect {
         this.onCharCallback = callback;
         return this;
     }
@@ -141,7 +140,7 @@ export class VerbatimEffect {
      * @param callback 单个文本开始显示时的回调
      * @return 当前实例(支持链式调用)
      */
-    onTextStart(callback: (text: string, index: number) => void): VerbatimEffect {
+    public onTextStart(callback: (text: string, index: number) => void): VerbatimEffect {
         this.onTextStartCallback = callback;
         return this;
     }
@@ -151,7 +150,7 @@ export class VerbatimEffect {
      * @param callback 单个文本显示完成时的回调
      * @return 当前实例(支持链式调用)
      */
-    onTextComplete(callback: (text: string, index: number) => void): VerbatimEffect {
+    public onTextComplete(callback: (text: string, index: number) => void): VerbatimEffect {
         this.onTextCompleteCallback = callback;
         return this;
     }
@@ -159,14 +158,12 @@ export class VerbatimEffect {
     /**
      * 开始播放文字
      */
-    start(): void {
+    public start(): void {
         if (this.isPlaying || this.textQueue.length === 0) return;
-
         this.isPlaying = true;
         this.currentIndex = 0;
         this.label.node.active = true;
         this.label.string = '';
-
         if (this.options.delay && this.options.delay > 0) {
             this.label.scheduleOnce(() => this.playNextText(), this.options.delay);
         } else {
@@ -177,7 +174,7 @@ export class VerbatimEffect {
     /**
      * 停止播放
      */
-    stop(): void {
+    public stop(): void {
         this.isPlaying = false;
         this.label.unscheduleAllCallbacks();
     }
@@ -185,9 +182,8 @@ export class VerbatimEffect {
     /**
      * 跳过当前文本,立即显示完整内容
      */
-    skipCurrent(): void {
+    public skipCurrent(): void {
         if (!this.isPlaying) return;
-
         this.label.unscheduleAllCallbacks();
         const currentText = this.textQueue[this.currentIndex];
         this.label.string = this.options.preserveSpaces ? currentText : currentText.replace(/\s/g, '');
@@ -198,9 +194,8 @@ export class VerbatimEffect {
     /**
      * 跳过所有,立即显示所有完整内容
      */
-    skipAll(): void {
+    public skipAll(): void {
         if (!this.isPlaying) return;
-
         this.stop();
         let fullText = '';
         for (let i = this.currentIndex; i < this.textQueue.length; i++) {
@@ -209,7 +204,6 @@ export class VerbatimEffect {
                 : this.textQueue[i].replace(/\s/g, '');
         }
         this.label.string = fullText;
-        
         if (this.onCompleteCallback) {
             this.executeCallback(this.onCompleteCallback, this.options.callbackDelay);
         }
@@ -218,7 +212,7 @@ export class VerbatimEffect {
     /**
      * 清空文字队列
      */
-    clear(): void {
+    public clear(): void {
         this.stop();
         this.textQueue = [];
         this.currentIndex = 0;
@@ -228,37 +222,31 @@ export class VerbatimEffect {
      * 播放下一个文本(内部方法)
      */
     private playNextText(): void {
-        if (!this.isPlaying || this.currentIndex >= this.textQueue.length) {
+        if(!this.isPlaying || this.currentIndex >= this.textQueue.length) {
             this.isPlaying = false;
             if (this.onCompleteCallback) {
                 this.executeCallback(this.onCompleteCallback, this.options.callbackDelay);
             }
             return;
         }
-
         const currentText = this.textQueue[this.currentIndex];
         const processedText = this.options.preserveSpaces ? currentText : currentText.replace(/\s/g, '');
         const chars = processedText.split('');
         let currentPos = 0;
         let displayText = '';
-
-        // 触发文本开始回调
-        if (this.onTextStartCallback) {
+        //触发文本开始回调
+        if(this.onTextStartCallback) {
             this.onTextStartCallback(currentText, this.currentIndex);
         }
-
         const updateFunc = () => {
             if (!this.isPlaying) return;
-
             const char = chars[currentPos];
             displayText += char;
             this.label.string = displayText;
-
-            // 触发字符回调
-            if (this.onCharCallback) {
+            //触发字符回调
+            if(this.onCharCallback) {
                 this.onCharCallback(char);
             }
-
             if (++currentPos >= chars.length) {
                 this.label.unschedule(updateFunc);
                 this.handleTextComplete(currentText, this.currentIndex++);
@@ -272,12 +260,11 @@ export class VerbatimEffect {
      * 处理文本完成(内部方法)
      */
     private handleTextComplete(text: string, index: number): void {
-        // 触发文本完成回调
+        //触发文本完成回调
         if (this.onTextCompleteCallback) {
             this.onTextCompleteCallback(text, index);
         }
-
-        // 播放下一个文本
+        //播放下一个文本
         this.playNextText();
     }
 

+ 0 - 2
assets/scripts/core/i18n/runtime-scripts/LanguageData.ts

@@ -4,7 +4,6 @@ import { Polyglot } from './polyglot.min';
 import { Singleton } from '../../manager/Singleton';
 import LocalizedLabel from './LocalizedLabel';
 import LocalizedSprite from './LocalizedSprite';
-import { Logger } from '../../extend/Logger';
 import { GameConst } from '../../common/GameConst';
 const { ccclass, property } = _decorator;
 
@@ -108,7 +107,6 @@ class i18nCls extends Singleton{
         if (!this.inst || Object.keys(this.inst.phrases).length === 0) {
             const data = this.languages[this.curLang] || {};
             this.initPolyglot(data);
-            Logger.warn('数据未加载,重新初始化');
         }
         //调用 Polyglot 的翻译方法
         return this.inst?.t(key, opt) || key;

+ 2 - 1
assets/scripts/core/i18n/runtime-scripts/LocalizedLabel.ts

@@ -1,6 +1,7 @@
 import { _decorator, Component, Label, log, error} from "cc";
 import { EDITOR } from "cc/env";
 import i18n from "./LanguageData";
+import { Logger } from "../../extend/Logger";
 const { ccclass, property } = _decorator;
 
 /**
@@ -52,7 +53,7 @@ export default class LocalizedLabel extends Component {
         if (!i18n.inst) {
             i18n.init();
         }
-        log('dataID: ' + this.dataID + ' value: ' + i18n(this.dataID));
+        Logger.log('dataID: ' + this.dataID + ' value: ' + i18n(this.dataID));
         this.fetchRender();
     }
 

+ 216 - 197
assets/scripts/core/manager/BundleManager.ts

@@ -1,8 +1,7 @@
-import { _decorator, Asset, assetManager, AssetManager,Constructor, SpriteFrame} from 'cc';
+import { _decorator, Asset, assetManager, AssetManager,Constructor, Prefab, SpriteFrame} from 'cc';
 import { Singleton } from './Singleton';
 import { bundleConfig } from '../configs/BundleConfig';
 import { Logger } from '../extend/Logger';
-
 const { ccclass, property } = _decorator;
 
 /** wws
@@ -15,6 +14,8 @@ export interface BundleAsset {
     type?: Constructor<Asset>;
     /** 是否跳过加载(默认false*/
     skipLoading?: boolean;
+    /** 是否是目录(默认false)*/
+    isDirectory?: boolean;
 }
 
 /**Bundle 配置项*/
@@ -87,7 +88,6 @@ class BundleManager extends Singleton {
         totalProgress: 0
     };
 
-
     /**
      * 加载配置bundle下的所有资源
      * @param onProgress 加载的进度回调
@@ -109,24 +109,14 @@ class BundleManager extends Singleton {
     });
      */
     public async preloadConfigAllRes(
-        onProgress?: ProgressCallback
+        onProgress?: ProgressCallback,
+        config: bundleConfig = bundleConfig
     ): Promise<void> {
         //初始化Bundle配置
-        bundleMgr.initConfig(bundleConfig);
-        try {// 开始加载并显示进度
-            await bundleMgr.loadLaunchBundles(onProgress);
-        } catch (error) {
-            Logger.error('资源加载失败:', error);
-        }
-    }
-
-    /**
-     * 初始化Bundle配置
-     * @param settings Bundle配置表
-     */
-    public initConfig(settings: bundleConfig): void {
-        this._settings = settings;
-        this._calculateTotalSteps();
+        this._settings = config;
+        await this._calculateTotalSteps();
+        //开始加载并显示进度
+        await bundleMgr.loadLaunchBundles(onProgress);
     }
 
     /**
@@ -142,16 +132,93 @@ class BundleManager extends Singleton {
         //顺序加载每个Bundle
         for (const [bundleName, setting] of bundlesToLoad) {
             this._loadProgress.currentBundle = bundleName;
-            try {
-                if(setting.autoLoadAll) {
-                    await this._loadAutoBundle(bundleName, setting, onProgress);
-                }else if (setting.preloadAssets) {
-                    await this._loadConfiguredBundle(bundleName, setting.preloadAssets, onProgress);
+            if(setting.autoLoadAll) {
+                await this._loadAutoBundle(bundleName, setting, onProgress);
+            }else if (setting.preloadAssets) {
+                await this._loadConfiguredBundle(bundleName, setting.preloadAssets, onProgress);
+            }
+        }
+    }
+
+    async getBundleAssetList(bundleName: string): Promise<string[]> {
+        // 远程 Bundle 路径
+        const configUrl = `${bundleName}/config.json`;
+        // 使用原生 XMLHttpRequest 或 fetch 获取 config.json
+        const response = await fetch(configUrl);
+        const config = await response.json();
+        
+        // 从 config.json 中提取资源路径
+        if (config && config.packages && config.packages[0] && config.packages[0].pathMap) {
+            return Object.keys(config.packages[0].pathMap);
+        }
+        return [];
+    }
+    
+    /**
+     * 计算总加载步骤数(用于进度计算)
+     */
+    private async _calculateTotalSteps(): Promise<void> {
+        let total = 0;
+        for (const [bundleName, setting] of this._settings) {
+            if(setting.loadAtLaunch){
+                const bundle = await this.getBundle(bundleName);
+                if(setting.autoLoadAll) {//整个bundle包下的资源
+                    if(bundle && bundle['config']?.paths?._map) {
+                        total += Object.keys(bundle['config'].paths._map).length;
+                    }
+                }else if (setting.preloadAssets) {//只统计需要加载的资源(skipLoading=false的)
+                    let pathsToLoad = await this._expandDirectoryAssets(bundle, setting.preloadAssets);
+                    total += pathsToLoad.length;
                 }
-            } catch (err) {
-                Logger.error(`加载Bundle失败 [${bundleName}]:`, err);
             }
         }
+        this._loadProgress.totalSteps = total;
+    }
+
+    /**
+     * 自动加载Bundle内所有资源
+     */
+    private async _loadAutoBundle(
+        bundleName: string,
+        setting: BundleSetting,
+        onProgress?: ProgressCallback
+    ): Promise<void> {
+        //1.加载Bundle
+        const bundle = await this.getBundle(bundleName);
+        //2.获取Bundle内所有资源路径 应用排除规则 应用排除规则
+        const assetPaths = await this._getBundleAssets(bundle, {
+            excludeExtensions: setting.excludeExtensions
+        });
+        let pathsToLoad = assetPaths.filter(path => !setting.excludePaths?.some(exclude => path.startsWith(exclude)));
+        //3.加载所有资源
+        await this._loadBundleAssets(
+            bundleName,
+            pathsToLoad.map(path => ({ path })),
+            onProgress
+        );
+    }
+
+    /**
+     * 根据配置加载Bundle资源
+     */
+    private async _loadConfiguredBundle(
+        bundleName: string,
+        assets: BundleAsset[],
+        onProgress?: ProgressCallback
+    ): Promise<void> {
+        //加载Bundle 处理目录资源
+        const bundle = await this.getBundle(bundleName);
+        //一个bundle下的目录资源
+        let pathsToLoad = await this._expandDirectoryAssets(bundle, assets);
+         //加载资源
+        await this._loadBundleAssets(
+            bundleName,
+            pathsToLoad.map(asset => ({
+                path: asset.path,
+                ...(asset.type && { type: asset.type })
+            })),
+            onProgress
+        );
     }
 
     /**
@@ -197,32 +264,27 @@ class BundleManager extends Singleton {
         } = {}
     ): Promise<string[]> {
         const { excludeFolders = true, excludeExtensions = [] } = options;
-        try {
-            let paths: string[] = [];
-            //方法1:直接从配置的paths._map中获取所有键(路径)
-            if(bundle['config']?.paths?._map) {//直接从配置的paths._map中获取所有键(路径)
-                paths = Array.from(Object.keys(bundle['config'].paths._map));
-            }else if (bundle['_assetMap']) {//方法2:兼容旧的_assetMap方式
-                paths = Array.from(bundle['_assetMap'].keys());
-            }else {//方法3:回退方案
-                paths = bundle.getDirWithPath('').map(item => item.path);
-            }
-            //过滤处理 排除文件夹路径
-            let result = paths;
-            if(excludeFolders) {
-                result = result.filter(p => !p.endsWith('/'));
-            }
-            //排除特定扩展名
-            if (excludeExtensions?.length) {
-                result = result.filter(p => 
-                    !excludeExtensions.some(ext => p.endsWith(ext))
-                );
-            }
-            return result;
-        } catch (error) {
-            Logger.error(`获取Bundle资源路径失败:`, error);
-            throw error;
+        let paths: string[] = [];
+        //方法1:直接从配置的paths._map中获取所有键(路径)
+        if(bundle['config']?.paths?._map) {//直接从配置的paths._map中获取所有键(路径)
+            paths = Array.from(Object.keys(bundle['config'].paths._map));
+        }else if (bundle['_assetMap']) {//方法2:兼容旧的_assetMap方式
+            paths = Array.from(bundle['_assetMap'].keys());
+        }else {//方法3:回退方案
+            paths = bundle.getDirWithPath('').map(item => item.path);
+        }
+        //过滤处理 排除文件夹路径
+        let result = paths;
+        if(excludeFolders) {
+           result = result.filter(p => !p.endsWith('/'));
         }
+        //排除特定扩展名
+        if(excludeExtensions?.length) {
+            result = result.filter(p => 
+                !excludeExtensions.some(ext => p.endsWith(ext))
+            );
+        }
+        return result;
     }
 
     /**
@@ -230,34 +292,41 @@ class BundleManager extends Singleton {
      */
     private async _loadBundleAssets(
         bundleName: string,
-        bundle: AssetManager.Bundle,
         assets: {path: string, type?: Constructor<Asset>}[],
         onProgress?: ProgressCallback,
     ): Promise<void> {
         const totalAssets = assets.length;
+        if (totalAssets == 0) return;
         let loadedAssets = 0;
-        //顺序加载每个资源(保持进度准确)
-        for (const asset of assets) {
-            await new Promise<void>((resolve) => {
-                this.loadAsset(bundleName,asset.path, asset.type, (err) => {
-                    if(!err) {
-                        //更新进度状态
-                        loadedAssets++;
-                        this._loadProgress.completedSteps++;
-                        this._loadProgress.currentAsset = asset.path;
-                        this._loadProgress.bundleProgress = loadedAssets / totalAssets;
-                        //计算总进度(限制最大0.999避免提前显示100%)
-                        this._loadProgress.totalProgress = Math.min(
-                            this._loadProgress.completedSteps / this._loadProgress.totalSteps, 
-                            1
-                        );
-                        // 触发进度回调
-                        this._updateProgress(onProgress);
+        //创建所有资源的加载Promise数组
+        const loadPromises = assets.map(asset => {
+            return new Promise<void>((resolve, reject) => {
+                this.loadAsset(bundleName, asset.path, asset.type, (err) => {
+                    if (err) {
+                        Logger.error(`[${bundleName}] 加载资源失败: ${asset.path}`, err);
+                        reject(err);
+                        return;
                     }
+                    loadedAssets++;
+                    this._loadProgress.completedSteps++;
+                    this._loadProgress.currentBundle = bundleName;
+                    this._loadProgress.currentAsset = asset.path;
+                    this._loadProgress.bundleProgress = loadedAssets / totalAssets;
+                    this._loadProgress.totalProgress = Math.min(
+                        this._loadProgress.completedSteps / this._loadProgress.totalSteps, 
+                        1// 避免提前显示100%
+                    );
+                    this._updateProgress(onProgress);
                     resolve();
                 });
             });
-        }
+        });
+        //等待所有资源加载完成
+        await Promise.all(loadPromises)
+            .catch(err => {
+                Logger.error(`[${bundleName}] 部分资源加载失败`, err);
+                throw err; // 重新抛出错误让上层处理
+        });
     }
 
     /**调用事例
@@ -324,8 +393,8 @@ class BundleManager extends Singleton {
         assetPath: string,
         type: Constructor<T> | null,
         onComplete?: (err: Error | null, asset?: T) => void
-    ): Promise<T> | void {
-        return new Promise((resolve, reject) => {
+    ): Promise<T | null>  {
+        return new Promise <T | null>((resolve, reject) => {
             const cacheKey = `${assetPath}`;
             //从资源缓存中caches取
             const cachedAsset = this._assetCache.get(cacheKey);
@@ -333,38 +402,39 @@ class BundleManager extends Singleton {
                 Logger.log(`[Cache Hit] Using cached asset: ${cacheKey}`);
                 onComplete?.(null, cachedAsset as T);
                 resolve(cachedAsset as T);
-                return;
-            }
-            this.loadBundle(bundleName, (err, bundle) => {
-                if (err) {
-                    onComplete?.(err);
-                    reject(null);
-                    return;
-                }
-                //特殊处理SpriteFrame的路径提示
-                const isSpriteFrame = type && (type as any).name === 'SpriteFrame';
-                if(isSpriteFrame && !assetPath.endsWith('/spriteFrame')) {
-                    Logger.warn(
-                        `SpriteFrame路径建议: ${assetPath} -> ${assetPath}/spriteFrame`,
-                        `\n(请确认是否使用完整SpriteFrame路径)`
-                    );
-                }
-                bundle!.load(assetPath, type,(err, asset) => {
-                    if(err || !asset) {
-                        Logger.error(`加载失败 [${bundleName}] ${assetPath}:`, err.message);
-                        const warning = isSpriteFrame
-                            ? `\n可能原因:\n1. 使用完整路径如 ${assetPath}/spriteFrame 类型为SpriteFrame\n2. 或者加载Texture: ${assetPath}/texture 类型为Texture`
-                            : `\n请检查资源路径是否正确`;
-                        Logger.warn(`空资源 [${bundleName}] ${assetPath}`, warning);
-                        reject(null);
-                    }else{
-                        this._assetCache.set(cacheKey, asset);
-                        resolve(asset);
+            }else{
+                this.loadBundle(bundleName, (err, bundle) => {
+                    if (err) {
+                        onComplete?.(err);
+                        reject(err);
+                        return;
+                    }
+                    //特殊处理SpriteFrame的路径提示
+                    const isSpriteFrame = type && (type as any).name === 'SpriteFrame';
+                    if(isSpriteFrame && !assetPath.endsWith('/spriteFrame')) {
+                        Logger.warn(
+                            `SpriteFrame路径建议: ${assetPath} -> ${assetPath}/spriteFrame`,
+                            `\n(请确认是否使用完整SpriteFrame路径)`
+                        );
                     }
-                    onComplete?.(err, asset as T);
+                    bundle!.load(assetPath, type,(err, asset) => {
+                        if(err || !asset) {
+                            Logger.error(`加载失败 [${bundleName}] ${assetPath}:`, err.message);
+                            const warning = isSpriteFrame
+                                ? `\n可能原因:\n1. 使用完整路径如 ${assetPath}/spriteFrame 类型为SpriteFrame\n2. 或者加载Texture: ${assetPath}/texture 类型为Texture`
+                                : `\n请检查资源路径是否正确`;
+                            Logger.warn(`空资源 [${bundleName}] ${assetPath}`, warning);
+                            reject(err);
+                            return;
+                        }else{
+                            this._assetCache.set(cacheKey, asset);
+                        }
+                        onComplete?.(err, asset as T);
+                        resolve(asset as T);
+                    });
                 });
-            });
-        })
+            }
+        });
     }
 
     /**
@@ -416,15 +486,7 @@ class BundleManager extends Singleton {
     public hasBundle(bundleName: string): boolean {
         return this._bundles.has(bundleName);
     }
-
-    /**
-     * 获取Bundle的引用计数
-     * @param bundleName Bundle名称
-     */
-    public getRefCount(bundleName: string): number {
-        return this._bundles.get(bundleName)?.refCount || 0;
-    }
-
+    
     /**
      * 释放所有Bundle
      * @param force 是否强制释放
@@ -432,30 +494,53 @@ class BundleManager extends Singleton {
     public releaseAll(force: boolean = false): void {
         this._bundles.forEach((_, name) => this.releaseBundle(name, force));
     }
-    
+
     /**
-     * 计算总加载步骤数(用于进度计算)
+     * 展开目录资源为具体资源列表
+     * @param bundle Bundle实例
+     * @param assets 原始资源列表
      */
-    private _calculateTotalSteps(): void {
-        let total = 0;
-        this._settings.forEach((setting, bundleName) => {
-            if(!setting.loadAtLaunch) return;
-            if(setting.autoLoadAll) {
-                //获取实际资源数量(需要先加载bundle)
-                const bundle = this._bundles.get(bundleName)?.bundle;
-                if (bundle && bundle['config']?.paths?._map) {
-                    total += Object.keys(bundle['config'].paths._map).length;
-                } else {//自动加载模式先预估为1步,实际加载时会修正
-                    total += 1;
-                }
-            }else if (setting.preloadAssets) {
-                //只统计需要加载的资源(skipLoading=false的)
-                total += setting.preloadAssets.filter(asset => !asset.skipLoading).length;
+    private async _expandDirectoryAssets(
+        bundle: AssetManager.Bundle,
+        assets: BundleAsset[]
+    ): Promise<BundleAsset[]> {
+        let result: BundleAsset[] = [];
+        for(const asset of assets) {
+            if (!asset.isDirectory) {
+                result.push(asset);
+            }else{
+                //获取目录下所有资源路径
+                const dirPath = asset.path.endsWith('/') ? asset.path : `${asset.path}/`;
+                const allPaths = await this._getBundleAssets(bundle, {
+                    excludeFolders: true,
+                    excludeExtensions: ['.meta']
+                });
+                //筛选出该目录下的资源
+                const dirResources = allPaths.filter(path => 
+                    path.startsWith(dirPath) 
+                    && !path.substring(dirPath.length).includes('/'));
+                //转换为资源配置
+                dirResources.forEach(path => {
+                    result.push({
+                        path,
+                        skipLoading: false
+                    });
+                });
             }
-        });
-        this._loadProgress.totalSteps = total;
+        }
+        result = result.filter(asset => !asset.skipLoading);
+        return result;
+    }
+
+    /**
+     * 触发进度回调
+     */
+    private _updateProgress(onProgress?: ProgressCallback): void {
+        //传递进度状态的副本,避免外部修改
+        onProgress?.({...this._loadProgress});
     }
 
+    
     /**
      * 重置加载进度状态
      */
@@ -470,73 +555,7 @@ class BundleManager extends Singleton {
         };
     }
 
-    /**
-     * 自动加载Bundle内所有资源
-     */
-    private async _loadAutoBundle(
-        bundleName: string,
-        setting: BundleSetting,
-        onProgress?: ProgressCallback
-    ): Promise<void> {
-        //1.加载Bundle
-        const bundle: AssetManager.Bundle = await this.getBundle(bundleName);
-        try {
-            //2.获取Bundle内所有资源路径
-            const assetPaths = await this._getBundleAssets(bundle, {
-                excludeExtensions: setting.excludeExtensions
-            });
-            //3.应用排除规则
-            const pathsToLoad = assetPaths.filter(path => 
-                !setting.excludePaths?.some(exclude => path.startsWith(exclude))
-            );
-            //4.更新总步骤数(替换之前预估的1步)
-            this._loadProgress.totalSteps += pathsToLoad.length - 1;
-            this._updateProgress(onProgress);
-            //5.加载所有资源
-            await this._loadBundleAssets(
-                bundleName,
-                bundle,
-                pathsToLoad.map(path => ({ path })),
-                onProgress
-            );
-        } catch (err) {
-            Logger.error(`扫描Bundle资源失败 [${bundleName}]:`, err);
-            throw err;
-        }
-    }
-
-    /**
-     * 根据配置加载Bundle资源
-     */
-    private async _loadConfiguredBundle(
-        bundleName: string,
-        assets: BundleAsset[],
-        onProgress?: ProgressCallback
-    ): Promise<void> {
-        //1.加载Bundle
-        const bundle = await this.getBundle(bundleName);
-        //2.过滤出需要加载的资源
-        const assetsToLoad = assets.filter(asset => !asset.skipLoading);
-        //3.加载资源
-        await this._loadBundleAssets(
-            bundleName,
-            bundle,
-            assetsToLoad.map(asset => ({
-                path: asset.path,
-                type: asset.type
-            })),
-            onProgress
-        );
-    }
-
-    /**
-     * 触发进度回调
-     */
-    private _updateProgress(onProgress?: ProgressCallback): void {
-        //传递进度状态的副本,避免外部修改
-        onProgress?.({...this._loadProgress});
-    }
-
+    
     /**
      * 明确指定元组类型
      * @param asset 未使用这个方法 之前在测试

+ 2 - 1
assets/scripts/loading/Loading.ts

@@ -1,5 +1,5 @@
 
-import { _decorator, Component, director, profiler} from 'cc';
+import { _decorator, Component, director, Prefab, profiler} from 'cc';
 import { audioMgr } from '../core/manager/AudioManager';
 import { csvMgr } from '../core/csv/CsvManager';
 import { Logger } from '../core/extend/Logger';
@@ -10,6 +10,7 @@ import { uiMgr } from '../core/manager/UIManager';
 import platformSystem from '../platform/platformSystem';
 import BusyLoadingManager from '../core/manager/BusyLoadingManager';
 import { ResUtil } from '../core/utils/ResUtil';
+import { GameConst } from '../core/common/GameConst';
 const { ccclass, property } = _decorator;
 
 @ccclass('Loading')

Plik diff jest za duży
+ 0 - 0
build/web-mobile/assets/main/index.js


Plik diff jest za duży
+ 0 - 0
build/web-mobile/assets/resources/import/01/0147e20e0.json


Plik diff jest za duży
+ 0 - 0
build/web-mobile/assets/resources/import/09/09eb352da.json


Plik diff jest za duży
+ 0 - 0
build/web-mobile/assets/resources/import/0e/0e5b7726d.json


+ 20 - 20
library/.assets-info1.0.0.json

@@ -114,7 +114,7 @@
       "uuid": "c5a220d4-f421-4c91-9e64-f2cd4a6c6e28"
     },
     "/Users/wenshuang/Desktop/Git/_CatchDoll/assets/scripts/core/extend": {
-      "time": 1744939487654.0872,
+      "time": 1745201744985.0532,
       "uuid": "3dc1f0ff-67cd-4021-b969-7cedd7162c5b"
     },
     "/Users/wenshuang/Desktop/Git/_CatchDoll/assets/scripts/core/i18n": {
@@ -130,11 +130,11 @@
       "uuid": "403eb283-cb42-48d1-be4a-a69cd6c17d20"
     },
     "/Users/wenshuang/Desktop/Git/_CatchDoll/assets/scripts/core/i18n/lan": {
-      "time": 1744939487654.623,
+      "time": 1745201646389.194,
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Plik diff jest za duży
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Niektóre pliki nie zostały wyświetlone z powodu dużej ilości zmienionych plików