2025-04-22 17:16:40 +08:00

70 lines
2.2 KiB
C#

using UnityEngine;
namespace TEngine
{
/// <summary>
/// 默认实体辅助器。
/// </summary>
public class DefaultEntityHelper : EntityHelperBase
{
private IResourceModule _resourceModule = null;
/// <summary>
/// 实例化实体。
/// </summary>
/// <param name="entityAsset">要实例化的实体资源。</param>
/// <returns>实例化后的实体。</returns>
public override object InstantiateEntity(object entityAsset)
{
return Instantiate((Object)entityAsset);
}
/// <summary>
/// 创建实体。
/// </summary>
/// <param name="entityInstance">实体实例。</param>
/// <param name="entityGroup">实体所属的实体组。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>实体。</returns>
public override IEntity CreateEntity(object entityInstance, IEntityGroup entityGroup, object userData)
{
GameObject entityGameObject = entityInstance as GameObject;
if (entityGameObject == null)
{
Log.Error("Entity instance is invalid.");
return null;
}
Transform entityTransform = entityGameObject.transform;
entityTransform.SetParent(((MonoBehaviour)entityGroup.Helper).transform);
var entity = entityGameObject.GetComponent<Entity>();
if (entity == null)
{
entity = entityGameObject.AddComponent<Entity>();
}
return entity;
}
/// <summary>
/// 释放实体。
/// </summary>
/// <param name="entityAsset">要释放的实体资源。</param>
/// <param name="entityInstance">要释放的实体实例。</param>
public override void ReleaseEntity(object entityAsset, object entityInstance)
{
Destroy((Object)entityInstance);
}
private void Start()
{
_resourceModule = ModuleSystem.GetModule<IResourceModule>();
if (_resourceModule == null)
{
Log.Fatal("Resource component is invalid.");
return;
}
}
}
}