【内存优化】添加一些debug打印
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e277760221
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31ad3358bc
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@ -68,6 +68,7 @@ function this.Close(sub)
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sub:OnClose()
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sub:OnClose()
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end
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end
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resMgr:UnLoadAsset(sub.assetName)
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resMgr:UnLoadAsset(sub.assetName)
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LogError("sub UI close: "..sub.assetName)
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end
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end
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@ -719,6 +719,7 @@ function UIManager.DelayDestroyPanel(panel)
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end
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end
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function UIManager.DestroyPanel(panel)
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function UIManager.DestroyPanel(panel)
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LogError("Panel Destroy: "..panel.uiConfig.assetName)
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panel:DestroyUI()
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panel:DestroyUI()
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GameObject.Destroy(panel.gameObject)
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GameObject.Destroy(panel.gameObject)
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resMgr:UnLoadAsset(panel.uiConfig.assetName)
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resMgr:UnLoadAsset(panel.uiConfig.assetName)
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@ -32,6 +32,7 @@ end
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-- 根据界面加载的数量卸载相应数量的资源
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-- 根据界面加载的数量卸载相应数量的资源
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function SpriteLoader:UnLoadSprite()
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function SpriteLoader:UnLoadSprite()
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for name, count in pairs(self.SpriteList) do
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for name, count in pairs(self.SpriteList) do
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LogWarn("lua 回收资源:name:"..name..", count:"..count)
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resMgr:UnLoadAsset(name, count)
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resMgr:UnLoadAsset(name, count)
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end
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end
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self.SpriteList = {}
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self.SpriteList = {}
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@ -149,6 +149,7 @@ function this:InitComponent()
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this.mopUpGo:SetActive(false)
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this.mopUpGo:SetActive(false)
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--元素共鸣
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--元素共鸣
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LogError("FormationPanelV2 Init")
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this.ElementalResonanceView = SubUIManager.Open(SubUIConfig.ElementalResonanceView, this.gameObject.transform)
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this.ElementalResonanceView = SubUIManager.Open(SubUIConfig.ElementalResonanceView, this.gameObject.transform)
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end
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end
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@ -261,6 +262,7 @@ function this:OnClose()
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end
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end
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function this:OnDestroy()
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function this:OnDestroy()
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LogError("FormationPanelV2 OnDestroy")
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this.spLoader:Destroy()
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this.spLoader:Destroy()
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SubUIManager.Close(this.UpView)
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SubUIManager.Close(this.UpView)
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SubUIManager.Close(this.ElementalResonanceView)
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SubUIManager.Close(this.ElementalResonanceView)
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@ -578,6 +578,7 @@ function this.Init()
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if not sr then
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if not sr then
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sr = go.gameObject:AddComponent(typeof(UnityEngine.SpriteRenderer))
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sr = go.gameObject:AddComponent(typeof(UnityEngine.SpriteRenderer))
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end
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end
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LogWarn("Lua Load map BG:".._mapConfig[_mapId].BGPath.."_"..count)
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sr.sprite = this.spLoader:LoadSprite(_mapConfig[_mapId].BGPath.."_"..count)
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sr.sprite = this.spLoader:LoadSprite(_mapConfig[_mapId].BGPath.."_"..count)
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end
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end
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end
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end
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