405 lines
9.2 KiB
Markdown
405 lines
9.2 KiB
Markdown
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# 剧情与网络系统优化建议
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## 1. 剧情系统优化
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### 1.1 当前问题分析
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- Timeline管理复杂
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- 资源加载效率
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- 分支剧情处理
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- 多语言支持
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### 1.2 优化建议
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1. Timeline管理优化:
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```csharp
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public class TimelineManager
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{
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private Dictionary<string, TimelineAsset> _timelineCache = new();
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private Dictionary<string, PlayableDirector> _activeDirectors = new();
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public async UniTask PreloadTimeline(string timelineId)
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{
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if (_timelineCache.ContainsKey(timelineId))
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return;
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var asset = await LoadTimelineAsset(timelineId);
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_timelineCache[timelineId] = asset;
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}
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public async UniTask PlayTimeline(string timelineId, GameObject root)
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{
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var director = root.GetComponent<PlayableDirector>();
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_activeDirectors[timelineId] = director;
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// 使用信号系统处理事件
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SetupTimelineSignals(director);
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// 异步等待完成
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await WaitForTimelineComplete(director);
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}
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}
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```
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2. 分支剧情系统:
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```csharp
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public class StoryBranchSystem
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{
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private Dictionary<string, StoryNode> _storyGraph = new();
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private Stack<StoryChoice> _choiceHistory = new();
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public async UniTask<StoryNode> GetNextNode(string currentNodeId, string choiceId)
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{
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var currentNode = _storyGraph[currentNodeId];
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var nextNode = currentNode.GetNextNode(choiceId);
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// 记录选择
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_choiceHistory.Push(new StoryChoice
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{
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nodeId = currentNodeId,
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choiceId = choiceId
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});
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// 预加载下一个节点的资源
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await PreloadNodeResources(nextNode);
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return nextNode;
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}
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public bool CanRollback()
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{
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return _choiceHistory.Count > 0;
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}
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public async UniTask<StoryNode> RollbackLastChoice()
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{
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if (!CanRollback())
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return null;
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var lastChoice = _choiceHistory.Pop();
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return await GetNode(lastChoice.nodeId);
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}
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}
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```
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3. 剧情资源管理:
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```csharp
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public class StoryResourceManager
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{
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private Dictionary<string, AssetBundle> _assetBundles = new();
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private LRUCache<string, UnityEngine.Object> _resourceCache;
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public async UniTask PreloadStoryResources(string storyId)
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{
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var manifest = await LoadStoryManifest(storyId);
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foreach (var resource in manifest.resources)
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{
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await PreloadResource(resource);
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}
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}
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private async UniTask PreloadResource(string resourceId)
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{
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// 使用异步加载
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var request = Resources.LoadAsync(resourceId);
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await request.ToUniTask();
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_resourceCache.Add(resourceId, request.asset);
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}
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}
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```
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## 2. 网络系统优化
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### 2.1 当前问题
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- 网络延迟处理
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- 断线重连机制
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- 数据同步效率
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- 协议处理性能
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### 2.2 优化建议
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1. 网络消息处理优化:
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```csharp
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public class NetworkMessageProcessor
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{
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private Dictionary<Type, Queue<INetworkMessage>> _messageQueues = new();
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private Dictionary<Type, Action<INetworkMessage>> _handlers = new();
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public void QueueMessage<T>(T message) where T : INetworkMessage
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{
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var type = typeof(T);
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if (!_messageQueues.ContainsKey(type))
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{
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_messageQueues[type] = new Queue<INetworkMessage>();
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}
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_messageQueues[type].Enqueue(message);
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}
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public void Update()
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{
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foreach (var queue in _messageQueues.Values)
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{
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while (queue.Count > 0)
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{
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var msg = queue.Dequeue();
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ProcessMessage(msg);
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}
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}
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}
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}
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```
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2. 可靠UDP实现:
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```csharp
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public class ReliableUdpChannel
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{
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private Dictionary<int, PendingMessage> _pendingMessages = new();
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private Queue<int> _acknowledgments = new();
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private int _nextSequenceId = 0;
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public void SendReliableMessage(byte[] data)
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{
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var message = new PendingMessage
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{
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sequenceId = _nextSequenceId++,
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data = data,
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attempts = 0,
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timestamp = Time.time
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};
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_pendingMessages[message.sequenceId] = message;
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SendMessage(message);
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}
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private void Update()
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{
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// 检查需要重传的消息
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foreach (var message in _pendingMessages.Values)
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{
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if (Time.time - message.timestamp > RetransmitInterval)
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{
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if (message.attempts < MaxAttempts)
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{
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SendMessage(message);
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}
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else
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{
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HandleTransmissionFailure(message);
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}
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}
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}
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// 处理确认消息
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ProcessAcknowledgments();
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}
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}
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```
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3. 断线重连系统:
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```csharp
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public class ReconnectionManager
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{
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private float _nextReconnectTime;
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private int _reconnectAttempts;
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private Queue<INetworkMessage> _messageBuffer = new();
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public async UniTask<bool> AttemptReconnect()
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{
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while (_reconnectAttempts < MaxReconnectAttempts)
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{
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try
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{
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await ConnectToServer();
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await ResyncGameState();
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await ProcessBufferedMessages();
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return true;
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}
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catch
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{
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_reconnectAttempts++;
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await UniTask.Delay(GetBackoffDelay());
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}
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}
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return false;
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}
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private async UniTask ResyncGameState()
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{
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var snapshot = await RequestGameStateSnapshot();
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ApplyGameStateSnapshot(snapshot);
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}
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}
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```
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## 3. 性能优化建议
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### 3.1 剧情系统性能优化
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1. 资源加载优化:
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```csharp
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public class StoryAssetLoader
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{
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private Dictionary<string, AsyncOperationHandle> _loadingOperations = new();
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private ObjectPool<PlayableDirector> _directorPool;
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public async UniTask WarmupCache(List<string> storyIds)
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{
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foreach (var id in storyIds)
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{
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var handle = Addressables.LoadAssetAsync<TimelineAsset>(id);
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_loadingOperations[id] = handle;
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}
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await Addressables.LoadAssetsAsync<TimelineAsset>(storyIds);
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}
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}
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```
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2. Timeline优化:
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```csharp
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public class TimelineOptimizer
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{
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public void OptimizeTimeline(TimelineAsset timeline)
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{
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// 压缩关键帧
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CompressKeyframes(timeline);
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// 优化轨道
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OptimizeTracks(timeline);
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// 清理未使用的绑定
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CleanupBindings(timeline);
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}
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private void OptimizeTracks(TimelineAsset timeline)
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{
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foreach (var track in timeline.GetOutputTracks())
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{
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// 移除空轨道
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if (IsTrackEmpty(track))
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timeline.DeleteTrack(track);
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// 合并相邻剪辑
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MergeAdjacentClips(track);
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}
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}
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}
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```
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### 3.2 网络系统性能优化
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1. 消息压缩:
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```csharp
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public class MessageCompressor
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{
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private Dictionary<Type, IMessageCompressor> _compressors = new();
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public byte[] CompressMessage<T>(T message)
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{
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var compressor = GetCompressor<T>();
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return compressor.Compress(message);
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}
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public T DecompressMessage<T>(byte[] data)
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{
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var compressor = GetCompressor<T>();
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return compressor.Decompress<T>(data);
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}
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}
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public interface IMessageCompressor
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{
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byte[] Compress<T>(T message);
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T Decompress<T>(byte[] data);
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}
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```
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2. 网络性能监控:
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```csharp
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public class NetworkPerformanceMonitor
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{
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private CircularBuffer<NetworkMetrics> _metricsHistory;
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private NetworkMetrics _currentMetrics;
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public void UpdateMetrics(NetworkMetrics metrics)
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{
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_currentMetrics = metrics;
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_metricsHistory.Add(metrics);
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// 检查性能问题
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if (ShouldOptimizeConnection())
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{
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OptimizeConnection();
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}
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}
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private bool ShouldOptimizeConnection()
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{
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return _currentMetrics.latency > MaxLatencyThreshold ||
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_currentMetrics.packetLoss > MaxPacketLossThreshold;
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}
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private void OptimizeConnection()
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{
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// 调整包大小
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AdjustPacketSize();
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// 更新压缩策略
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UpdateCompressionStrategy();
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// 优化发送频率
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OptimizeSendRate();
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}
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}
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```
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## 4. 建议改进方向
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### 4.1 剧情系统改进
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1. 剧情编辑工具
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- 可视化剧情编辑器
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- 分支预览工具
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- 资源引用检查
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2. 运行时优化
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- 智能预加载系统
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- 动态资源释放
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- 剧情缓存管理
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3. 功能扩展
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- 高级分支逻辑
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- 条件触发系统
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- 动态剧情生成
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### 4.2 网络系统改进
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1. 协议优化
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- 自定义序列化
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- 增量更新
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- 二进制协议
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2. 连接优化
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- 智能重连
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- 连接池
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- 负载均衡
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3. 调试工具
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- 网络性能分析
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- 消息追踪
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- 延迟模拟
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## 5. 注意事项
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### 5.1 剧情系统
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- 注意内存管理
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- 优化加载时机
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- 处理异常情况
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### 5.2 网络系统
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- 保证消息可靠性
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- 处理网络波动
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- 安全性考虑
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### 5.3 通用建议
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- 完善错误处理
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- 添加性能监控
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- 保持可扩展性
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