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

329 lines
10 KiB
C#

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