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
+56 -16
View File
@@ -1,8 +1,8 @@
import Phaser from 'phaser';
import { signal, useSignal, useSignalEffect } from '@preact/signals';
import { createContext, h } from 'preact';
import { useContext } from 'preact/hooks';
import {ReadonlySignal} from "@preact/signals-core";
import { useContext, useEffect, useRef } from 'preact/hooks';
import { ReadonlySignal } from "@preact/signals-core";
import type { ReactiveScene } from '../scenes';
import { FadeScene as FadeSceneClass, FADE_SCENE_KEY } from '../scenes/FadeScene';
@@ -38,9 +38,17 @@ export interface PhaserGameProps {
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) {
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(() => {
const config: Phaser.Types.Core.GameConfig = {
@@ -64,6 +72,12 @@ export function PhaserGame(props: PhaserGameProps) {
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;
const fade = phaserGame.scene.getScene(FADE_SCENE_KEY) as FadeSceneClass;
@@ -75,6 +89,23 @@ export function PhaserGame(props: PhaserGameProps) {
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
phaserGame.scene.start(sceneKey);
currentScene.value = sceneKey;
@@ -91,19 +122,23 @@ export function PhaserGame(props: PhaserGameProps) {
return () => {
gameSignal.value = { game: undefined!, sceneController: undefined! };
initialSceneLaunched.value = false;
scenesRef.current.clear();
initialSceneLaunched.current = false;
phaserGame.destroy(true);
};
});
// 启动初始场景
useSignalEffect(() => {
// 启动初始场景(仅一次)
useEffect(() => {
const ctx = gameSignal.value;
if (!initialSceneLaunched.value && props.initialScene && ctx?.sceneController) {
initialSceneLaunched.value = true;
ctx.sceneController.launch(props.initialScene);
if (!initialSceneLaunched.current && props.initialScene && ctx?.sceneController) {
initialSceneLaunched.current = true;
// 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 (
<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 function PhaserScene<TData extends Record<string, unknown> = {}>(props: PhaserSceneProps<TData>) {
const phaserGameSignal = useContext(phaserContext);
const sceneSignal = useSignal<ReactiveScene<TData>>();
const registered = useRef(false);
useSignalEffect(() => {
if (!phaserGameSignal) return;
@@ -132,20 +169,23 @@ export function PhaserScene<TData extends Record<string, unknown> = {}>(props: P
if (!ctx?.game) return;
const game = ctx.game;
const initData = {
...props.data,
phaserGame: phaserGameSignal,
sceneController: ctx.sceneController,
};
// 注册场景但不启动
// 注册场景到 Phaser但不启动
if (!game.scene.getScene(props.sceneKey)) {
const initData = {
...props.data,
phaserGame: phaserGameSignal,
sceneController: ctx.sceneController,
};
game.scene.add(props.sceneKey, props.scene, false, initData);
}
sceneSignal.value = props.scene;
registered.current = true;
return () => {
sceneSignal.value = undefined;
registered.current = false;
// 不在这里移除场景,让 SceneController 管理生命周期
};
});