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[v3.8.6] Optimize code size by defining Constructor explicitly. #18119
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👍 Package size ⤵ -105 bytes, old: 5245887, new: 5245782Interface Check Report! WARNING this pull request has changed these public interfaces:
@@ -582,9 +582,9 @@
* @en All sprite frames in the sprite atlas.
* @zh 精灵图集中的所有精灵。
*/
spriteFrames: __private._cocos_2d_assets_sprite_atlas__ISpriteFrameList;
- constructor();
+ constructor(name?: string);
/**
* @en Get the [[Texture2D]] asset of the atlas.
* @zh 获取精灵图集的贴图。
* @returns @en The texture2d asset. @zh 二维贴图资源。
@@ -687,8 +687,9 @@
* @en Class for Font handling.
* @zh 字体资源类。
*/
export class Font extends Asset {
+ constructor(name?: string);
}
/**
* @deprecated since v3.7.0, this is an engine private interface that will be removed in the future.
*/
@@ -1017,9 +1018,9 @@
protected _customOutLine: never[];
protected _mesh: Mesh | null;
protected _minPos: math.Vec3;
protected _maxPos: math.Vec3;
- constructor();
+ constructor(name?: string);
/**
* @en
* Returns whether the texture have been loaded.
* @zh
@@ -4231,9 +4232,9 @@
* @en morph rendering data
* @zh 变形渲染数据
*/
morphRendering: __private._cocos_3d_assets_morph_rendering__MorphRendering | null;
- constructor();
+ constructor(name?: string);
/**
* @en complete loading callback
* @zh 加载完成回调
*/
@@ -4562,9 +4563,9 @@
* @en The skeleton asset. It stores the path related to [[SkinnedMeshRenderer.skinningRoot]] of all bones and its bind pose matrix.
* @zh 骨骼资源。骨骼资源记录了每个关节(相对于 [[SkinnedMeshRenderer.skinningRoot]])的路径以及它的绑定姿势矩阵。
*/
export class Skeleton extends Asset {
- constructor();
+ constructor(name?: string);
/**
* @en The path of all bones, the length always equals the length of [[bindposes]]
* @zh 所有关节的路径。该数组的长度始终与 [[bindposes]] 的长度相同。
*/
@@ -5722,8 +5723,9 @@
* Normally this flag is enabled for model animation and disabled for other case.
* @internal This is an internal slot. Never use it in your code.
*/
enableTrsBlending: boolean;
+ constructor(name?: string);
/**
* @zh 动画的周期。
* @en Animation duration.
*/
@@ -7464,9 +7466,9 @@
static AudioType: typeof __private._pal_audio_type__AudioType;
protected _duration: number;
protected _loadMode: __private._pal_audio_type__AudioType;
protected _meta: __private._cocos_audio_audio_clip__AudioMeta | null;
- constructor();
+ constructor(name?: string);
destroy(): boolean;
/**
* @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
*/
@@ -9503,8 +9505,9 @@
* @en GFX Device.
* @zh GFX 设备。
*/
export abstract class Device {
+ constructor();
/**
* @en Current rendering API.
* @zh 当前 GFX 使用的渲染 API。
*/
@@ -10421,8 +10424,9 @@
/**
* @internal
*/
export class DeviceManager {
+ constructor();
get gfxDevice(): Device;
get swapchain(): Swapchain;
init(canvas: HTMLCanvasElement | null, bindingMappingInfo: BindingMappingInfo): boolean | Promise<boolean>;
}
@@ -11788,8 +11792,9 @@
protected _instancedAttributeBlock: IInstancedAttributeBlock;
protected _instancedWorldMatrixIndex: number;
protected _instancedSHIndex: number;
protected _useReflectionProbeType: number;
+ constructor();
/**
* @en
* sub model's passes
* @zh
@@ -12429,8 +12434,9 @@
* @en The fog representation in the render scene.
* @zh 渲染场景中的全局雾效配置
*/
export class Fog {
+ constructor();
/**
* @zh 是否启用全局雾效
* @en Enable global fog
*/
@@ -19973,8 +19979,9 @@
* @en The base class of all value types.
* @zh 所有值类型的基类。
*/
export class ValueType {
+ constructor();
/**
* @en
* Clone the current object. The clone result of the object should be equal to the current object,
* i.e. satisfy `this.equals(this, value.clone())`.
@@ -23025,8 +23032,9 @@
* You can access this single instance of the module via [settings].
*/
export class Settings {
static Category: typeof SettingsCategory;
+ constructor();
/**
* Initialization
* @internal
*/
@@ -25823,32 +25831,38 @@
export function expandPrefabInstanceNode(node: Node, recursively?: boolean): void;
export function expandNestedPrefabInstanceNode(node: Node): void;
export function applyNodeAndComponentId(prefabInstanceNode: Node, rootId: string): void;
export class TargetInfo {
+ constructor();
localID: string[];
}
export class TargetOverrideInfo {
+ constructor();
source: Component | Node | null;
sourceInfo: TargetInfo | null;
propertyPath: string[];
target: Node | null;
targetInfo: TargetInfo | null;
}
export class CompPrefabInfo {
+ constructor();
fileId: string;
}
export class PropertyOverrideInfo {
+ constructor();
targetInfo: TargetInfo | null;
propertyPath: string[];
value: any;
isTarget(localID: string[], propPath: string[]): boolean | undefined;
}
export class MountedChildrenInfo {
+ constructor();
targetInfo: TargetInfo | null;
nodes: Node[];
isTarget(localID: string[]): boolean | undefined;
}
export class MountedComponentsInfo {
+ constructor();
targetInfo: TargetInfo | null;
components: Component[];
isTarget(localID: string[]): boolean | undefined;
}
@@ -25856,8 +25870,9 @@
* Prefab实例类
* @internal
*/
export class PrefabInstance {
+ constructor();
fileId: string;
prefabRootNode?: Node;
mountedChildren: MountedChildrenInfo[];
mountedComponents: MountedComponentsInfo[];
@@ -25875,8 +25890,9 @@
export interface TargetMap {
[k: string]: TargetMap | Node | Component;
}
export class PrefabInfo {
+ constructor();
root?: Node;
asset?: Prefab;
fileId: string;
instance?: PrefabInstance;
@@ -28684,9 +28700,9 @@
* @zh
* `BufferAsset` 是一类资产,其内部数据是一段内存缓冲,你可以通过 [[BufferAsset.buffer]] 函数获取其内部数据。
*/
export class BufferAsset extends Asset {
- constructor();
+ constructor(name?: string);
/**
* @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
*/
get _nativeAsset(): ArrayBuffer | ArrayBufferView;
@@ -28817,9 +28833,9 @@
* @en The scene node
* @zh 场景节点。
*/
scene: Scene | null;
- constructor();
+ constructor(name?: string);
initDefault(uuid?: string): void;
validate(): boolean;
}
/**
@@ -28832,9 +28848,9 @@
* @zh 此资源包含的文本。
*/
text: string;
toString(): string;
- constructor();
+ constructor(name?: string);
}
/**
* @en Json asset, it will automatically parse the json to a JS object.
* @zh Json 资源。
@@ -28845,9 +28861,9 @@
* @en The parsed JS object
* @zh 解析后的对象。
*/
json: Record<string, any> | null;
- constructor();
+ constructor(name?: string);
}
/**
* @en Image Asset. The image resource stores the raw data of the image and you can use this resource to create any Texture resource.
* @zh 图像资源。图像资源存储了图像的原始数据,你可以使用此资源来创建任意 [[TextureBase]] 资源。
@@ -28930,9 +28946,9 @@
* @en The 2D texture asset. It supports mipmap, each level of mipmap use an [[ImageAsset]].
* @zh 二维贴图资源。二维贴图资源的每个 Mipmap 层级都为一张 [[ImageAsset]]。
*/
export class Texture2D extends __private._cocos_asset_assets_simple_texture__SimpleTexture {
- constructor();
+ constructor(name?: string);
/**
* @en All levels of mipmap images, be noted, automatically generated mipmaps are not included.
* When setup mipmap, the size of the texture and pixel format could be modified.
* @zh 所有层级 Mipmap,注意,这里不包含自动生成的 Mipmap。
@@ -29027,9 +29043,9 @@
static FaceIndex: typeof __private._cocos_asset_assets_texture_cube__FaceIndex;
isRGBE: boolean;
_mipmapAtlas: __private._cocos_asset_assets_texture_cube__ITextureCubeMipmapAtlas | null;
_mipmapMode: __private._cocos_asset_assets_texture_cube__MipmapMode;
- constructor();
+ constructor(name?: string);
/**
* @en All levels of mipmap images, be noted, automatically generated mipmaps are not included.
* When setup mipmap, the size of the texture and pixel format could be modified.
* @zh 所有层级 Mipmap,注意,这里不包含自动生成的 Mipmap。
@@ -29181,9 +29197,9 @@
* @en Whether to hide in editor mode.
* @zh 是否在编辑器内隐藏。
*/
hideInEditor: boolean;
- constructor();
+ constructor(name?: string);
/**
* @en The loaded callback which should be invoked by the [[AssetManager]], will automatically register the effect.
* @zh 通过 [[AssetManager]] 加载完成时的回调,将自动注册 effect 资源。
*/
@@ -29428,9 +29444,9 @@
/**
* @internal
*/
protected _hash: number;
- constructor();
+ constructor(name?: string);
/**
* @en The current [[EffectAsset]].
* @zh 当前使用的 [[EffectAsset]] 资源。
*/
@@ -29561,9 +29577,9 @@
* the render pipeline will use its `RenderWindow` as the target of the rendering process.
* @zh 渲染贴图是 [[Camera]] 或 [[Canvas]] 组件的渲染目标对象,渲染管线会使用它的 `RenderWindow` 作为渲染的目标窗口。
*/
export class RenderTexture extends __private._cocos_asset_assets_texture_base__TextureBase {
- constructor();
+ constructor(name?: string);
/**
* @en The render window for the render pipeline, it's created internally and cannot be modified.
* @zh 渲染管线所使用的渲染窗口,内部逻辑创建,无法被修改。
*/
@@ -29638,20 +29654,23 @@
* @en The script asset base class
* @zh 脚本资源基类。
*/
export class Script extends Asset {
+ constructor(name?: string);
}
/**
* @en JavaScript asset.
* @zh JavaScript 脚本资源。
*/
export class JavaScript extends Script {
+ constructor(name?: string);
}
/**
* @en TypeScript asset
* @zh TypeScript 脚本资源。
*/
export class TypeScript extends Script {
+ constructor(name?: string);
}
/**
* @en `assetManager` is a global singleton instance of [[AssetManager]].
* The engine uses `assetManager` to manage all asset and asset bundle, including loading, releasing, etc.
@@ -30782,8 +30801,9 @@
* 一个包含一定数量资源(包括场景)的包,你可以加载,预加载,释放此包内的资源。
*
*/
export class Bundle {
+ constructor();
/**
* @en
* The name of this bundle.
*
@@ -32220,8 +32240,9 @@
export const url: {};
export class BuiltinResMgr {
protected _resources: Record<string, Asset>;
protected _materialsToBeCompiled: Material[];
+ constructor();
init(): void;
addAsset(key: string, asset: Asset): void;
get<T extends Asset>(uuid: string): T;
/**
@@ -60790,9 +60811,9 @@
* @en The texture filter mode enum.
* @zh 纹理过滤模式枚举类型。
*/
static Filter: typeof _cocos_asset_assets_asset_enum__TextureFilter;
- constructor();
+ constructor(name?: string);
/**
* @en Gets the id of the texture.
* @zh 获取标识符。
* @returns @en The id of this texture. @zh 此贴图的 id。
@@ -64259,8 +64280,9 @@
export class _cocos_core_event_callbacks_invoker__CallbackInfo {
callback: __types_globals__AnyFunction;
target: unknown;
once: boolean;
+ constructor();
set(callback: __types_globals__AnyFunction, target?: unknown, once?: boolean): void;
reset(): void;
check(): boolean;
}
@@ -64271,8 +64293,9 @@
export class _cocos_core_event_callbacks_invoker__CallbackList {
callbackInfos: Array<_cocos_core_event_callbacks_invoker__CallbackInfo | null>;
isInvoking: boolean;
containCanceled: boolean;
+ constructor();
/**
* @zh 从列表中移除与指定目标相同回调函数的事件。
* @en Remove the event listeners with the given callback from the list
*
@@ -64321,8 +64344,9 @@
/**
* @deprecated since v3.5.0, this is an engine private interface that will be removed in the future.
*/
_callbackTable: _cocos_core_event_callbacks_invoker__ICallbackTable;
+ constructor();
/**
* @zh 向一个事件名注册一个新的事件监听器,包含回调函数和调用者
* @en Register an event listener to a given event key with callback and target.
*
@@ -64635,10 +64659,10 @@
* @deprecated since v3.4
*/
static markOpacityTree(node: any, isDirty?: boolean): void;
}
+ export type _cocos_scene_graph_component_scheduler__InvokeFunc = (...args: unknown[]) => void;
function _cocos_scene_graph_component_scheduler__stableRemoveInactive(iterator: any, flagToClear: any): void;
- export type _cocos_scene_graph_component_scheduler__InvokeFunc = (...args: unknown[]) => void;
export class _cocos_scene_graph_component_scheduler__LifeCycleInvoker {
static stableRemoveInactive: typeof _cocos_scene_graph_component_scheduler__stableRemoveInactive;
protected _zero: js.array.MutableForwardIterator<any>;
protected _neg: js.array.MutableForwardIterator<any>;
@@ -64646,8 +64670,9 @@
protected _invoke: _cocos_scene_graph_component_scheduler__InvokeFunc;
constructor(invokeFunc: _cocos_scene_graph_component_scheduler__InvokeFunc);
}
export class _cocos_scene_graph_node_activator__UnsortedInvoker extends _cocos_scene_graph_component_scheduler__LifeCycleInvoker {
+ constructor(invokeFunc: _cocos_scene_graph_component_scheduler__InvokeFunc);
add(comp: Component): void;
remove(comp: Component): void;
cancelInactive(flagToClear: number): void;
invoke(): void;
@@ -64698,8 +64723,9 @@
export const _cocos_misc_camera_component__Aperture: typeof renderer.scene.CameraAperture;
export const _cocos_misc_camera_component__Shutter: typeof renderer.scene.CameraShutter;
export const _cocos_misc_camera_component__ISO: typeof renderer.scene.CameraISO;
export class _cocos_scene_graph_component_scheduler__ReusableInvoker extends _cocos_scene_graph_component_scheduler__LifeCycleInvoker {
+ constructor(invokeFunc: _cocos_scene_graph_component_scheduler__InvokeFunc);
add(comp: Component): void;
remove(comp: Component): void;
invoke(dt: number): void;
}
@@ -65176,9 +65202,9 @@
* 简单贴图内部创建了 GFX 贴图和该贴图上的 GFX 贴图视图。
* 简单贴图允许指定不同的 Mipmap 层级。
*/
export class _cocos_asset_assets_simple_texture__SimpleTexture extends _cocos_asset_assets_texture_base__TextureBase {
- constructor();
+ constructor(name?: string);
/**
* @en The mipmap level of the texture.
* @zh 贴图中的 Mipmap 层级数量。
*/
@@ -65610,8 +65636,9 @@
load(item: AssetManager.RequestItem, options: Record<string, any> | null, onComplete: ((err: Error | null, data?: any) => void)): void;
}
export type _cocos_asset_asset_manager_factory__CreateHandler = (id: string, data: any, options: Record<string, any>, onComplete: ((err: Error | null, data?: Asset | AssetManager.Bundle | null) => void)) => void;
export class _cocos_asset_asset_manager_factory__Factory {
+ constructor();
register(type: string | Record<string, _cocos_asset_asset_manager_factory__CreateHandler>, handler?: _cocos_asset_asset_manager_factory__CreateHandler): void;
create(id: string, data: any, type: string, options: Record<string, any>, onComplete: ((err: Error | null, data?: Asset | AssetManager.Bundle | null) => void)): void;
}
export function _cocos_asset_asset_manager_preprocess__default(task: AssetManager.Task, done: ((err?: Error | null) => void)): void;
|
minggo
approved these changes
Jan 13, 2025
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