refactor: delegate signal effects to DisposableBag

Introduce `addEffect` to `DisposableBag` to encapsulate Preact
signal effect creation and disposal. Update `ReactiveScene` to use
this method, simplifying effect management and ensuring proper
cleanup.
This commit is contained in:
hypercross 2026-04-20 18:18:26 +08:00
parent 45844ea800
commit 7039938a72
2 changed files with 12 additions and 2 deletions

View File

@ -1,4 +1,4 @@
import { effect, type ReadonlySignal } from "@preact/signals-core"; import { type ReadonlySignal } from "@preact/signals-core";
import { Scene } from "phaser"; import { Scene } from "phaser";
import { DisposableBag, type IDisposable } from "../utils"; import { DisposableBag, type IDisposable } from "../utils";
@ -85,6 +85,6 @@ export abstract class ReactiveScene<TData = object>
/** 注册响应式监听(场景关闭时自动清理) */ /** 注册响应式监听(场景关闭时自动清理) */
public addEffect(fn: () => CleanupFn): void { public addEffect(fn: () => CleanupFn): void {
this.disposables.add(effect(fn)); this.disposables.addEffect(fn);
} }
} }

View File

@ -1,3 +1,5 @@
import { effect } from "@preact/signals-core";
export interface IDisposable { export interface IDisposable {
dispose(): void; dispose(): void;
} }
@ -8,6 +10,10 @@ export class DisposableBag implements IDisposable {
private _disposables = new Set<DisposableItem>(); private _disposables = new Set<DisposableItem>();
private _isDisposed = false; private _isDisposed = false;
constructor(go?: Phaser.GameObjects.GameObject) {
if (go) go.on("shutdown", () => this.dispose());
}
get isDisposed(): boolean { get isDisposed(): boolean {
return this._isDisposed; return this._isDisposed;
} }
@ -20,6 +26,10 @@ export class DisposableBag implements IDisposable {
this._disposables.add(item); this._disposables.add(item);
} }
addEffect(fn: () => void) {
this.add(effect(fn));
}
dispose(): void { dispose(): void {
if (this._isDisposed) return; if (this._isDisposed) return;