refactor: improved scene manager

This commit is contained in:
hyper 2026-04-12 17:52:44 +08:00
parent fe57583a8f
commit 9ab7ae3e60
3 changed files with 73 additions and 20 deletions

View File

@ -10,7 +10,14 @@ export abstract class GameHostScene<TState extends Record<string, unknown>>
extends ReactiveScene<GameHostSceneOptions<TState>> extends ReactiveScene<GameHostSceneOptions<TState>>
{ {
public get gameHost(): GameHost<TState> { public get gameHost(): GameHost<TState> {
return this.initData.gameHost as GameHost<TState>; const gameHost = this.initData.gameHost as GameHost<TState>;
if (!gameHost) {
throw new Error(
`GameHostScene (${this.scene.key}): gameHost 未提供。` +
`确保在 PhaserScene 组件的 data 属性中传入 gameHost。`
);
}
return gameHost;
} }
public get state(): TState { public get state(): TState {

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@ -29,13 +29,19 @@ export abstract class ReactiveScene<TData extends Record<string, unknown> = {}>
implements IDisposable implements IDisposable
{ {
protected disposables = new DisposableBag(); protected disposables = new DisposableBag();
private _initData!: TData & ReactiveScenePhaserData; private _initData?: TData & ReactiveScenePhaserData;
/** /**
* init() * init()
* create() * create()
*/ */
public get initData(): TData & ReactiveScenePhaserData { public get initData(): TData & ReactiveScenePhaserData {
if (!this._initData) {
throw new Error(
`ReactiveScene (${this.scene.key}): initData 尚未初始化。` +
`确保场景通过 PhaserScene 组件注册,并在 create() 阶段访问。`
);
}
return this._initData; return this._initData;
} }
@ -43,14 +49,14 @@ export abstract class ReactiveScene<TData extends Record<string, unknown> = {}>
* Phaser game * Phaser game
*/ */
public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> { public get phaserGame(): ReadonlySignal<{ game: Phaser.Game }> {
return this._initData.phaserGame; return this.initData.phaserGame;
} }
/** /**
* *
*/ */
public get sceneController(): SceneController { public get sceneController(): SceneController {
return this._initData.sceneController; return this.initData.sceneController;
} }
constructor(key?: string) { constructor(key?: string) {

View File

@ -1,8 +1,8 @@
import Phaser from 'phaser'; import Phaser from 'phaser';
import { signal, useSignal, useSignalEffect } from '@preact/signals'; import { signal, useSignal, useSignalEffect } from '@preact/signals';
import { createContext, h } from 'preact'; import { createContext, h } from 'preact';
import { useContext } from 'preact/hooks'; import { useContext, useEffect, useRef } from 'preact/hooks';
import {ReadonlySignal} from "@preact/signals-core"; import { ReadonlySignal } from "@preact/signals-core";
import type { ReactiveScene } from '../scenes'; import type { ReactiveScene } from '../scenes';
import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene'; import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene';
@ -38,9 +38,17 @@ export interface PhaserGameProps {
children?: any; children?: any;
} }
/** 存储待注册的场景配置 */
interface SceneRegistration<TData extends Record<string, unknown> = {}> {
sceneKey: string;
scene: ReactiveScene<TData>;
initData?: TData;
}
export function PhaserGame(props: PhaserGameProps) { export function PhaserGame(props: PhaserGameProps) {
const gameSignal = useSignal<PhaserGameContext>({ game: undefined!, sceneController: undefined! }); const gameSignal = useSignal<PhaserGameContext>({ game: undefined!, sceneController: undefined! });
const initialSceneLaunched = useSignal(false); const scenesRef = useRef<Map<string, SceneRegistration>>(new Map());
const initialSceneLaunched = useRef(false);
useSignalEffect(() => { useSignalEffect(() => {
const config: Phaser.Types.Core.GameConfig = { const config: Phaser.Types.Core.GameConfig = {
@ -64,6 +72,12 @@ export function PhaserGame(props: PhaserGameProps) {
return; return;
} }
// 验证场景是否已注册
if (!phaserGame.scene.getScene(sceneKey) && !scenesRef.current.has(sceneKey)) {
console.error(`SceneController: 场景 "${sceneKey}" 未注册`);
return;
}
isTransitioning.value = true; isTransitioning.value = true;
const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass; const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
@ -75,6 +89,23 @@ export function PhaserGame(props: PhaserGameProps) {
phaserGame.scene.stop(currentScene.value); phaserGame.scene.stop(currentScene.value);
} }
// 确保场景已注册后再启动
if (!phaserGame.scene.getScene(sceneKey)) {
const registration = scenesRef.current.get(sceneKey);
if (registration) {
phaserGame.scene.add(
sceneKey,
registration.scene,
false,
{
...registration.initData,
phaserGame: gameSignal,
sceneController,
}
);
}
}
// 启动新场景 // 启动新场景
phaserGame.scene.start(sceneKey); phaserGame.scene.start(sceneKey);
currentScene.value = sceneKey; currentScene.value = sceneKey;
@ -91,19 +122,23 @@ export function PhaserGame(props: PhaserGameProps) {
return () => { return () => {
gameSignal.value = { game: undefined!, sceneController: undefined! }; gameSignal.value = { game: undefined!, sceneController: undefined! };
initialSceneLaunched.value = false; scenesRef.current.clear();
initialSceneLaunched.current = false;
phaserGame.destroy(true); phaserGame.destroy(true);
}; };
}); });
// 启动初始场景 // 启动初始场景(仅一次)
useSignalEffect(() => { useEffect(() => {
const ctx = gameSignal.value; const ctx = gameSignal.value;
if (!initialSceneLaunched.value && props.initialScene && ctx?.sceneController) { if (!initialSceneLaunched.current && props.initialScene && ctx?.sceneController) {
initialSceneLaunched.value = true; initialSceneLaunched.current = true;
ctx.sceneController.launch(props.initialScene); // 使用 microtask 确保所有子组件的场景注册已完成
} Promise.resolve().then(() => {
ctx.sceneController.launch(props.initialScene!);
}); });
}
}, [gameSignal.value, props.initialScene]);
return ( return (
<div id="phaser-container" className="w-full h-full"> <div id="phaser-container" className="w-full h-full">
@ -122,9 +157,11 @@ export interface PhaserSceneProps<TData extends Record<string, unknown> = {}> {
} }
export const phaserSceneContext = createContext<ReadonlySignal<ReactiveScene> | null>(null); export const phaserSceneContext = createContext<ReadonlySignal<ReactiveScene> | null>(null);
export function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) { export function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) {
const phaserGameSignal = useContext(phaserContext); const phaserGameSignal = useContext(phaserContext);
const sceneSignal = useSignal<ReactiveScene<TData>>(); const sceneSignal = useSignal<ReactiveScene<TData>>();
const registered = useRef(false);
useSignalEffect(() => { useSignalEffect(() => {
if (!phaserGameSignal) return; if (!phaserGameSignal) return;
@ -132,20 +169,23 @@ export function PhaserScene<TData extends Record<string, unknown> = {}>(props: P
if (!ctx?.game) return; if (!ctx?.game) return;
const game = ctx.game; const game = ctx.game;
// 注册场景到 Phaser但不启动
if (!game.scene.getScene(props.sceneKey)) {
const initData = { const initData = {
...props.data, ...props.data,
phaserGame: phaserGameSignal, phaserGame: phaserGameSignal,
sceneController: ctx.sceneController, sceneController: ctx.sceneController,
}; };
// 注册场景但不启动
if (!game.scene.getScene(props.sceneKey)) {
game.scene.add(props.sceneKey, props.scene, false, initData); game.scene.add(props.sceneKey, props.scene, false, initData);
} }
sceneSignal.value = props.scene; sceneSignal.value = props.scene;
registered.current = true;
return () => { return () => {
sceneSignal.value = undefined; sceneSignal.value = undefined;
registered.current = false;
// 不在这里移除场景,让 SceneController 管理生命周期 // 不在这里移除场景,让 SceneController 管理生命周期
}; };
}); });