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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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