cocos creator scroll view性能优化

scrollView在游戏优化中还是占得比重比较大的,scrollview随着元素的增加它的drawcall呈线性增长,没有优化之前我添加了100个元素drawcall飙升到413个drawcall这样的话在某些低端机上会出现严重卡顿的情况甚至是程序直接挂掉。这里优化的重点是:

1:scrollview 显示区域就那么大可以把滚出屏幕的那一部分元素挪动到下面去继续显示只是显示的内容变化了这个可以动态的控制,这样drawcall只跟我们设定的显示元素个数这个值有关(初始化的时候就已经完全生成他们,在滑动的时候我们只是移动初始化的元素)

下面是具体的优化代码:

const {ccclass, property} = cc._decorator;
@ccclass
export default class NewClass extends cc.Component {
    @property({
        type: cc.ScrollView
    })
    scroll: cc.ScrollView = null;
    @property({
        type: cc.Prefab
    })
    itemPrefab: cc.Prefab = null;
    @property
    totalCount: number = 0;
    @property
    spacing: number = 20;
    @property
    spawnCount: number = 6;
    // 缓冲区的上边界
    private topY: number = 0;
    // 缓冲区的下边界
    private bottomY: number = 0;
    // 最后的y坐标值
    private lastY: number = 0;
    // 滑动列表的可滑动区域
    private content: cc.Node = null;
    // 盛放已经生成的节点
    private items: Array<cc.Node> = [];
    // 控制时间
    private timeFrame: number = 0;
    // 时间间隔
    private timeInterval: number = 0.2;
    private maxY: number = 0;
    // 开始累加的数字
    private startAdd: number = this.spawnCount;
    // 开始往下追加的开始值
    private startAppend: number = 0;
    onLoad () {
        this.content = this.scroll.content;
        console.log("content is ",this.content);
        console.log("content's parent is ",this.content.parent);
        this.content.height = this.totalCount * this.itemPrefab.data.height + this.totalCount * this.spacing + this.spacing;
        this.topY = 0;
        this.bottomY = -this.content.height;
        for(let i = 0; i < this.spawnCount; i++) {
            let tempNode: cc.Node = cc.instantiate(this.itemPrefab);
            tempNode.getChildByName("score").getComponent(cc.Label).string = i.toString();
            tempNode.getComponent("Item").setItemId(i);
            tempNode.x = 0;
            tempNode.y = -i * (tempNode.height + this.spacing) - this.spacing;
            if(i === this.spawnCount - 1) {
                this.maxY = tempNode.y;
            }
            console.log("tempNode is ",tempNode);
            this.content.addChild(tempNode);
            this.items.push(tempNode);
        }
    }

    start () {

    }

    update (dt) {
        this.timeFrame += dt;
        console.log("timeFrame is ",this.timeFrame);
        // 帧时间小于0.2不执行update提高性能
        if(this.timeFrame < this.timeInterval) {
            return;
        }
        console.log("=====>>>>");
        this.timeFrame = 0;
        let isDown: boolean = this.scroll.content.y > this.lastY;
        let offset: number = -this.spawnCount * (this.itemPrefab.data.height + this.spacing);
        // 检查每一个节点的y坐标如果超出上边界就讲该节点放到后面去替换预制体中的贴图或者标签文字
        console.log("isDown is ",isDown);
        for(let i = 0; i < this.items.length; i++) {
            // 获得每个节点的坐标
            let item: cc.Node = this.items[i];
            // item.y 是一直不变的一个值滚动的是content
            // console.log("item.parent.y is ",item.parent.y);
            let itemWorldPosition: cc.Vec2 = item.parent.convertToWorldSpaceAR(item.position);
            let itemNodePosition: cc.Vec2 = this.scroll.node.convertToNodeSpaceAR(itemWorldPosition);
            if((itemNodePosition.y > (this.scroll.node.height / 2 + item.height + this.spacing)) && isDown) {
                // 向下滑动并且该节点的坐标超出上边界就应该将该节点移动到节点队列的最末尾并更新末尾节点的相关属性
                item.y = item.y + offset;
                // 更新最后一个节点的属性
                item.getComponent("Item").setItemId(item.getComponent("Item").itemId + this.items.length);
                // item.getComponent(cc.Label).string = num.toString();
                console.log("itemId is ",item.getComponent("Item").itemId);
                item.getComponent("Item").setScore("" + item.getComponent("Item").itemId);
                if(i % 2 === 0) {
                    item.getComponent("Item").setAvatar("1.jpg");
                } else {
                    item.getComponent("Item").setAvatar("2.jpg");
                }
            } else if((itemNodePosition.y < -(this.scroll.node.height / 2 + item.height + this.spacing )) && !isDown){
                if(item.getComponent("Item").itemId - this.items.length >= 0) {
                    console.log("有节点超出了下边界",i);
                    item.y -= offset;
                    item.getComponent("Item").setItemId(item.getComponent("Item").itemId - this.items.length);
                    item.getComponent("Item").setScore("" + item.getComponent("Item").itemId);
                }
            }
        }
        this.lastY = this.scroll.content.y;
    }
}

同时预制体上绑定了一个脚本Item.ts:

const {ccclass, property} = cc._decorator;

@ccclass
export default class Item extends cc.Component {

    public itemId: number = 0;
    @property({
        type: cc.Label
    })
    scoreLabel: cc.Label = null;
    @property({
        type: cc.Label
    })
    levelLabel: cc.Label = null;
    // LIFE-CYCLE CALLBACKS:

    onLoad () {

    }
    setItemId(itemId: number): void {
        this.itemId = itemId;
    }
    setScore(scoreString: string): void {
        this.scoreLabel.string = scoreString;
    }
    setLevel(levelString: string): void {
        this.levelLabel.string = levelString;
    }
    setAvatar(url: string): void {
        let self = this;
        console.log("url is ",url);
        if(url) {
            cc.loader.loadRes(url,cc.SpriteFrame,(err,data) => {
                self.node.getChildByName("avatar").getComponent(cc.Sprite).spriteFrame = data;
            })
        }
    }
    start () {

    }

    update (dt) {

    }
}

 项目demo地址:项目源码

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转载自blog.csdn.net/lck8989/article/details/98879934