329 lines
10 KiB
C#
329 lines
10 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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namespace TEngine
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{
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/// <summary>
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/// 实体逻辑基类。
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/// </summary>
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public abstract class EntityLogic : MonoBehaviour
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{
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private bool _available = false;
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private bool _visible = false;
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private Entity _entity = null;
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private Transform _cachedTransform = null;
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private int _originalLayer = 0;
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private Transform _originalTransform = null;
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/// <summary>
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/// 获取实体。
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/// </summary>
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public Entity Entity => _entity;
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/// <summary>
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/// 获取或设置实体名称。
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/// </summary>
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public string Name
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{
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get => gameObject.name;
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set => gameObject.name = value;
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}
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/// <summary>
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/// 获取实体是否可用。
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/// </summary>
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public bool Available => _available;
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/// <summary>
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/// 获取或设置实体是否可见。
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/// </summary>
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public bool Visible
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{
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get => _available && _visible;
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set
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{
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if (!_available)
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{
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Log.Warning("Entity '{0}' is not available.", Name);
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return;
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}
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if (_visible == value)
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{
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return;
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}
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_visible = value;
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InternalSetVisible(value);
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}
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}
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/// <summary>
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/// 获取已缓存的 Transform。
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/// </summary>
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public Transform CachedTransform => _cachedTransform;
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private ActorEventDispatcher _event;
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/// <summary>
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/// 事件分发器。
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/// </summary>
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public ActorEventDispatcher Event => _event ??= MemoryPool.Acquire<ActorEventDispatcher>();
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/// <summary>
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/// 实体初始化。
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/// </summary>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnInit(object userData)
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{
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if (_cachedTransform == null)
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{
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_cachedTransform = transform;
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}
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_entity = GetComponent<Entity>();
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_originalLayer = gameObject.layer;
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_originalTransform = CachedTransform.parent;
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}
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/// <summary>
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/// 实体回收。
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/// </summary>
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protected internal virtual void OnRecycle()
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{
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}
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/// <summary>
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/// 实体显示。
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/// </summary>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnShow(object userData)
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{
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_available = true;
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Visible = true;
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}
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/// <summary>
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/// 实体隐藏。
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/// </summary>
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/// <param name="isShutdown">是否是关闭实体管理器时触发。</param>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnHide(bool isShutdown, object userData)
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{
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if (_event != null)
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{
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MemoryPool.Release(_event);
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_event = null;
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}
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if (gameObject != null)
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{
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// gameObject.SetLayerRecursively(_originalLayer);
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}
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Visible = false;
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_available = false;
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var iter = _componentMap.GetEnumerator();
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while (iter.MoveNext())
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{
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EntityComponent component = iter.Current.Value;
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if (component == null)
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{
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continue;
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}
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if (gameObject != null)
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{
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MemoryPool.Release(component);
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}
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}
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iter.Dispose();
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_componentMap.Clear();
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_updateComponents.Clear();
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}
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/// <summary>
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/// 实体附加子实体。
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/// </summary>
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/// <param name="childEntity">附加的子实体。</param>
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/// <param name="parentTransform">被附加父实体的位置。</param>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
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{
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}
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/// <summary>
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/// 实体解除子实体。
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/// </summary>
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/// <param name="childEntity">解除的子实体。</param>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnDetached(EntityLogic childEntity, object userData)
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{
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}
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/// <summary>
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/// 实体附加子实体。
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/// </summary>
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/// <param name="parentEntity">被附加的父实体。</param>
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/// <param name="parentTransform">被附加父实体的位置。</param>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
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{
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CachedTransform.SetParent(parentTransform);
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}
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/// <summary>
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/// 实体解除子实体。
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/// </summary>
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/// <param name="parentEntity">被解除的父实体。</param>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnDetachFrom(EntityLogic parentEntity, object userData)
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{
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CachedTransform.SetParent(_originalTransform);
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}
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/// <summary>
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/// 实体轮询。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
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/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
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protected virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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}
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/// <summary>
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/// 实体轮询。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
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/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
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internal void OnExecuteUpdate(float elapseSeconds, float realElapseSeconds)
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{
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OnUpdate(elapseSeconds, realElapseSeconds);
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var iter = _updateComponents.GetEnumerator();
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while (iter.MoveNext())
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{
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var current = iter.Current;
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if (current != null)
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{
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current.OnUpdate(elapseSeconds, realElapseSeconds);
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}
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}
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iter.Dispose();
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}
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/// <summary>
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/// 设置实体的可见性。
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/// </summary>
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/// <param name="visible">实体的可见性。</param>
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protected virtual void InternalSetVisible(bool visible)
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{
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gameObject.SetActive(visible);
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}
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private readonly Dictionary<Type,EntityComponent> _componentMap = new Dictionary<Type,EntityComponent>();
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private static readonly GameFrameworkLinkedList<EntityComponent> _updateComponents = new GameFrameworkLinkedList<EntityComponent>();
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/// <summary>
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/// 添加实体组件。
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/// </summary>
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/// <typeparam name="T">实体组件类型。</typeparam>
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/// <returns>实体组件。</returns>
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public T AddEntityComponent<T>() where T : EntityComponent
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{
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T ret = MemoryPool.Acquire(typeof(T)) as T;
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if (ret == null)
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{
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Log.Fatal($"add entityComponent failed");
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return null;
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}
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_componentMap.Add(typeof(T),ret);
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if (ret.NeedUpdate)
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{
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LinkedListNode<EntityComponent> current = _updateComponents.First;
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while (current != null)
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{
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if (ret.Priority > current.Value.Priority)
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{
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break;
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}
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current = current.Next;
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}
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if (current != null)
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{
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_updateComponents.AddBefore(current, ret);
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}
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else
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{
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_updateComponents.AddLast(ret);
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}
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}
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ret?.OnAwake(this);
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return ret;
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}
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/// <summary>
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/// 获取实体组件。
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/// </summary>
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/// <typeparam name="T">实体组件类型。</typeparam>
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/// <returns>实体组件。</returns>
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public T GetEntityComponent<T>() where T : EntityComponent
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{
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_componentMap.TryGetValue(typeof(T), out EntityComponent component);
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return component as T;
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}
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/// <summary>
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/// 获取或者添加实体组件。
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/// </summary>
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/// <typeparam name="T">实体组件类型。</typeparam>
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/// <returns>实体组件。</returns>
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public T GetOrAddEntityComponent<T>() where T : EntityComponent
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{
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T ret = GetEntityComponent<T>() ?? AddEntityComponent<T>();
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return ret;
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}
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/// <summary>
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/// 移除实体组件。
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/// </summary>
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/// <typeparam name="T">实体组件类型。</typeparam>
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/// <returns>实体组件。</returns>
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public void RemoveEntityComponent<T>() where T : EntityComponent
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{
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Type key = typeof(T);
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RemoveEntityComponentImp(key);
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}
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/// <summary>
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/// 移除实体组件。
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/// </summary>
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/// <param name="component">实体组件。</param>
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/// <returns>实体组件。</returns>
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public void RemoveEntityComponent(EntityComponent component)
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{
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Type key = component.GetType();
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RemoveEntityComponentImp(key);
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}
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private void RemoveEntityComponentImp(Type type)
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{
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if (_componentMap.ContainsKey(type))
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{
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EntityComponent component = _componentMap[type];
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if (component.NeedUpdate)
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{
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_updateComponents.Remove(component);
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}
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MemoryPool.Release(component);
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_componentMap.Remove(type);
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}
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}
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}
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}
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