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margin-bottom--md" role="alert"><div>此为 <!-- -->Cocos Enhance Kit<!-- --> <b>2.1.0</b> 版的文档,现已不再积极维护。</div><div class="margin-top--md">最新的文档请参阅 <b><a href="/cocos-enhance-kit/docs/breaking-change">最新版本</a></b> (<!-- -->3.0.0<!-- -->)。</div></div><div class="docItemContainer_vinB"><article><nav class="theme-doc-breadcrumbs breadcrumbsContainer_Xlws" aria-label="页面路径"><ul class="breadcrumbs" itemscope="" itemtype="https://schema.org/BreadcrumbList"><li class="breadcrumbs__item"><a aria-label="主页面" class="breadcrumbs__link" href="/cocos-enhance-kit/"><svg viewBox="0 0 24 24" class="breadcrumbHomeIcon_kU5B"><path d="M10 19v-5h4v5c0 .55.45 1 1 1h3c.55 0 1-.45 1-1v-7h1.7c.46 0 .68-.57.33-.87L12.67 3.6c-.38-.34-.96-.34-1.34 0l-8.36 7.53c-.34.3-.13.87.33.87H5v7c0 .55.45 1 1 1h3c.55 0 1-.45 1-1z" fill="currentColor"></path></svg></a></li><li itemscope="" itemprop="itemListElement" itemtype="https://schema.org/ListItem" class="breadcrumbs__item breadcrumbs__item--active"><span class="breadcrumbs__link" itemprop="name">破坏性变更</span><meta itemprop="position" content="1"></li></ul></nav><span class="theme-doc-version-badge badge badge--secondary">版本2.1.0</span><div class="tocCollapsible_bZGK theme-doc-toc-mobile tocMobile_TmEX"><button type="button" class="clean-btn tocCollapsibleButton_l22C">本页总览</button></div><div class="theme-doc-markdown markdown"><h1>破坏性变更</h1><p>在添加新特性的过程中,有些变化在所难免,你可以浏览本文档以进行评估是否会对项目造成影响。</p><h2 class="anchor anchorWithStickyNavbar_mojV" id="默认禁用原生-ttf-渲染器">默认禁用原生 TTF 渲染器<a class="hash-link" href="#默认禁用原生-ttf-渲染器" title="标题的直接链接"></a></h2><p>引擎的 Label 在使用 Char 缓存模式并且使用 TTF 字体时,会使用一个原生 TTF 渲染器。</p><p>这个渲染器理论上能提升原生平台的 Label 性能,但仅在 Char 缓存模式并且还要使用 TTF 字体时才生效,这也导致了在原生平台上字体样式可能与其它平台不一致的问题。</p><p>在重构 CHAR 缓存模式时考虑到这些因素和人力有限的原因,我们暂时不打算适配这个原生 TTF 渲染器,所以直接默认禁用了原生 TTF 渲染器,这个禁用是官方提供的接口,不会造成其它问题。</p><p><strong>大部分项目可以不用关心</strong></p><div class="language-js codeBlockContainer_MPoW theme-code-block" style="--prism-color:#393A34;--prism-background-color:#f6f8fa"><div class="codeBlockContent_B9tL"><pre tabindex="0" class="prism-code language-js codeBlock__0OG thin-scrollbar"><code class="codeBlockLines_gEuF"><span class="token-line" style="color:#393A34"><span class="token plain">cc</span><span class="token punctuation" style="color:#393A34">.</span><span class="token property-access">macro</span><span class="token punctuation" style="color:#393A34">.</span><span class="token constant" style="color:#36acaa">ENABLE_NATIVE_TTF_RENDERER</span><span class="token plain"> </span><span class="token operator" style="color:#393A34">=</span><span class="token plain"> </span><span class="token boolean" style="color:#36acaa">false</span><span class="token punctuation" style="color:#393A34">;</span><br></span></code></pre><div class="buttonGroup_hRr1"><button type="button" aria-label="复制代码到剪贴板" title="复制" class="clean-btn"><span class="copyButtonIcons_W9eQ" aria-hidden="true"><svg class="copyButtonIcon_XEyF" viewBox="0 0 24 24"><path d="M19,21H8V7H19M19,5H8A2,2 0 0,0 6,7V21A2,2 0 0,0 8,23H19A2,2 0 0,0 21,21V7A2,2 0 0,0 19,5M16,1H4A2,2 0 0,0 2,3V17H4V3H16V1Z"></path></svg><svg class="copyButtonSuccessIcon_i9w9" viewBox="0 0 24 24"><path d="M21,7L9,19L3.5,13.5L4.91,12.09L9,16.17L19.59,5.59L21,7Z"></path></svg></span></button></div></div></div><h2 class="anchor anchorWithStickyNavbar_mojV" id="动态图集的一些变化">动态图集的一些变化<a class="hash-link" href="#动态图集的一些变化" title="标题的直接链接"></a></h2><p>对动态图集的重构虽然保留了所有原有的公开接口,但实现细节与以前不同了。</p><p>如果你的项目有在细致地管理动态图集,请注意以下几点:</p><ul><li><strong>如果你有手动修改 <code>cc.dynamicAtlasManager.maxAtlasCount</code> 属性,请考虑删除</strong></li></ul><p>社区版会根据设备最大纹理数和 Char 缓存模式字符图集的相关设置自动调整动态合图的最大图集数量。</p><p>这不意味着你不能手动调整了,而是建议你阅读新动态图集和新 Char 缓存模式相关的文档后再考虑是否有必要进行调整。</p><p>关于这个你可以查看 <a href="/cocos-enhance-kit/docs/2.1.0/best-practices/performance-guide">提升项目性能</a> 了解。</p><ul><li><strong>动态图集重复纹理的判断从 <code>texture._id</code> 改为使用 <code>texture._uuid</code></strong></li></ul><p>具体的设计原因和原理可查看动态合图的原理文档。</p><ul><li><strong><code>cc.dynamicAtlasManager.insertSpriteFrame(spriteFrame)</code> 不再检查纹理的 <code>packable</code> 属性</strong></li></ul><p>并不是说 <code>packable</code> 属性无效了,而是 <code>insertSpriteFrame</code> 现在作为将纹理强制加入动态图集的接口使用。</p><ul><li><strong>如果你的项目依赖动态图集的内部实现细节,请重新检查相关代码</strong></li></ul><p>比如你的项目依赖一些动态图集未公开的类或者接口(引擎在 <code>creator.d.ts</code> 声明了的则是已经公开的),则可能需要重新编写。</p><h2 class="anchor anchorWithStickyNavbar_mojV" id="char-缓存模式的一些变化">Char 缓存模式的一些变化<a class="hash-link" href="#char-缓存模式的一些变化" title="标题的直接链接"></a></h2><p>对 Char 缓存模式也进行了重构,内部变化比较大。</p><ul><li><strong>暂不支持自定义材质</strong></li></ul><p>如果项目中有组件在使用 Char 缓存模式并且设置了自定义材质则可能会失效,具体原因可前往 <a href="/cocos-enhance-kit/docs/2.1.0/user-guide/text-render/text-char-mode">新的 Char 缓存模式</a> 文档进行了解。</p><ul><li><strong>如果你的项目依赖 Char 缓存模式的内部实现细节,请重新检查相关代码</strong></li></ul><p>比如你的项目依赖一些 Char 缓存模式未公开的类或者接口(引擎在 <code>creator.d.ts</code> 声明了的则是已经公开的),则可能需要重新编写。</p><h2 class="anchor anchorWithStickyNavbar_mojV" id="材质-hash-计算的变化">材质 Hash 计算的变化<a class="hash-link" href="#材质-hash-计算的变化" title="标题的直接链接"></a></h2><p>在之前,材质的 Hash 发生变化时不会同时更新现有的材质变体 Hash这导致在修改前创建的变体不能与修改后创建的变体合批因为 Hash 不同)。</p><p>为了兼顾原生平台与 Web 平台,我们通过使材质本身的 Hash 值不变,并且改变变体的 Hash 计算方式来解决这个问题。</p><p>但这引入了新的问题:完全相同的两个材质不能合批。</p><p>比如你复制了一个 <code>multi-2d-sprite</code> 材质,分别使用这两个材质的组件不再会进行合批。</p><p>这种情况比较少见,如果你的项目发生了这种情况,可以手动将新材质的 Hash 值设置为旧材质的 Hash 值,即可让这两个材质合批。</p><h2 class="anchor anchorWithStickyNavbar_mojV" id="启用多线程时的破坏性改动">启用多线程时的破坏性改动<a class="hash-link" href="#启用多线程时的破坏性改动" title="标题的直接链接"></a></h2><h3 class="anchor anchorWithStickyNavbar_mojV" id="资源管线">资源管线<a class="hash-link" href="#资源管线" title="标题的直接链接"></a></h3><p>当你启用多线程驱动资源管线时,<code>cacheManager</code> 的接口有以下不同:</p><ul><li><code>getTemp</code> 方法被 <code>getTempAsync</code> 方法代替,请检查你项目中相关的用法。</li><li>启用多线程之后,会使用多线程版的缓存管理器,如果你的项目访问了未暴露的内部属性,请检查相关的用法。</li></ul><h3 class="anchor anchorWithStickyNavbar_mojV" id="音频系统">音频系统<a class="hash-link" href="#音频系统" title="标题的直接链接"></a></h3><p>当你启用多线程驱动音频系统时,以下音频属性是定时更新而不是即时更新的:</p><ul><li><code>duration</code></li><li><code>currentTime</code></li></ul><p>这一般不会引起什么问题,无需特别关注。</p><p>如果你正在操作引擎内部维护的平台音频实例的话需要注意现在的平台音频实例每个事件只支持有一个监听者普通用户无需关注AudioSource、CCAudio 等面向用户的 API 依然支持多个监听者)。</p></div></article><nav class="pagination-nav docusaurus-mt-lg" aria-label="文档分页导航"><a class="pagination-nav__link pagination-nav__link--prev" href="/cocos-enhance-kit/docs/2.1.0/user-guide/multithread/thread-audio-system"><div class="pagination-nav__sublabel">上一页</div><div class="pagination-nav__label">音频系统</div></a><a class="pagination-nav__link pagination-nav__link--next" href="/cocos-enhance-kit/docs/2.1.0/uninstall-guide"><div class="pagination-nav__sublabel">下一页</div><div class="pagination-nav__label">卸载</div></a></nav></div></div><div class="col col--3"><div class="tableOfContents_cNA8 thin-scrollbar theme-doc-toc-desktop"><ul class="table-of-contents table-of-contents__left-border"><li><a href="#默认禁用原生-ttf-渲染器" class="table-of-contents__link toc-highlight">默认禁用原生 TTF 渲染器</a></li><li><a href="#动态图集的一些变化" class="table-of-contents__link toc-highlight">动态图集的一些变化</a></li><li><a href="#char-缓存模式的一些变化" class="table-of-contents__link toc-highlight">Char 缓存模式的一些变化</a></li><li><a href="#材质-hash-计算的变化" class="table-of-contents__link toc-highlight">材质 Hash 计算的变化</a></li><li><a href="#启用多线程时的破坏性改动" class="table-of-contents__link toc-highlight">启用多线程时的破坏性改动</a><ul><li><a href="#资源管线" class="table-of-contents__link toc-highlight">资源管线</a></li><li><a href="#音频系统" class="table-of-contents__link toc-highlight">音频系统</a></li></ul></li></ul></div></div></div></div></main></div></div></div>
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