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

345 lines
12 KiB
C#

using System.Collections.Generic;
namespace TEngine
{
internal sealed partial class EntityManager
{
/// <summary>
/// 实体组。
/// </summary>
private sealed class EntityGroup : IEntityGroup
{
private readonly string _name;
private readonly IEntityGroupHelper _entityGroupHelper;
private readonly IObjectPool<EntityInstanceObject> _instancePool;
private readonly GameFrameworkLinkedList<IEntity> _entities;
private LinkedListNode<IEntity> _cachedNode;
/// <summary>
/// 初始化实体组的新实例。
/// </summary>
/// <param name="name">实体组名称。</param>
/// <param name="instanceAutoReleaseInterval">实体实例对象池自动释放可释放对象的间隔秒数。</param>
/// <param name="instanceCapacity">实体实例对象池容量。</param>
/// <param name="instanceExpireTime">实体实例对象池对象过期秒数。</param>
/// <param name="instancePriority">实体实例对象池的优先级。</param>
/// <param name="entityGroupHelper">实体组辅助器。</param>
/// <param name="objectPoolManager">对象池管理器。</param>
public EntityGroup(string name, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority, IEntityGroupHelper entityGroupHelper, IObjectPoolModule objectPoolManager)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Entity group name is invalid.");
}
if (entityGroupHelper == null)
{
throw new GameFrameworkException("Entity group helper is invalid.");
}
_name = name;
_entityGroupHelper = entityGroupHelper;
_instancePool = objectPoolManager.CreateSingleSpawnObjectPool<EntityInstanceObject>(Utility.Text.Format("Entity Instance Pool ({0})", name), instanceCapacity, instanceExpireTime, instancePriority);
_instancePool.AutoReleaseInterval = instanceAutoReleaseInterval;
_entities = new GameFrameworkLinkedList<IEntity>();
_cachedNode = null;
}
/// <summary>
/// 获取实体组名称。
/// </summary>
public string Name => _name;
/// <summary>
/// 获取实体组中实体数量。
/// </summary>
public int EntityCount => _entities.Count;
/// <summary>
/// 获取或设置实体组实例对象池自动释放可释放对象的间隔秒数。
/// </summary>
public float InstanceAutoReleaseInterval
{
get => _instancePool.AutoReleaseInterval;
set => _instancePool.AutoReleaseInterval = value;
}
/// <summary>
/// 获取或设置实体组实例对象池的容量。
/// </summary>
public int InstanceCapacity
{
get => _instancePool.Capacity;
set => _instancePool.Capacity = value;
}
/// <summary>
/// 获取或设置实体组实例对象池对象过期秒数。
/// </summary>
public float InstanceExpireTime
{
get => _instancePool.ExpireTime;
set => _instancePool.ExpireTime = value;
}
/// <summary>
/// 获取或设置实体组实例对象池的优先级。
/// </summary>
public int InstancePriority
{
get => _instancePool.Priority;
set => _instancePool.Priority = value;
}
/// <summary>
/// 获取实体组辅助器。
/// </summary>
public IEntityGroupHelper Helper => _entityGroupHelper;
/// <summary>
/// 实体组轮询。
/// </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>
public void Update(float elapseSeconds, float realElapseSeconds)
{
LinkedListNode<IEntity> current = _entities.First;
while (current != null)
{
_cachedNode = current.Next;
current.Value.OnUpdate(elapseSeconds, realElapseSeconds);
current = _cachedNode;
_cachedNode = null;
}
}
/// <summary>
/// 实体组中是否存在实体。
/// </summary>
/// <param name="entityId">实体序列编号。</param>
/// <returns>实体组中是否存在实体。</returns>
public bool HasEntity(int entityId)
{
foreach (IEntity entity in _entities)
{
if (entity.Id == entityId)
{
return true;
}
}
return false;
}
/// <summary>
/// 实体组中是否存在实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <returns>实体组中是否存在实体。</returns>
public bool HasEntity(string entityAssetName)
{
if (string.IsNullOrEmpty(entityAssetName))
{
throw new GameFrameworkException("Entity asset name is invalid.");
}
foreach (IEntity entity in _entities)
{
if (entity.EntityAssetName == entityAssetName)
{
return true;
}
}
return false;
}
/// <summary>
/// 从实体组中获取实体。
/// </summary>
/// <param name="entityId">实体序列编号。</param>
/// <returns>要获取的实体。</returns>
public IEntity GetEntity(int entityId)
{
foreach (IEntity entity in _entities)
{
if (entity.Id == entityId)
{
return entity;
}
}
return null;
}
/// <summary>
/// 从实体组中获取实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <returns>要获取的实体。</returns>
public IEntity GetEntity(string entityAssetName)
{
if (string.IsNullOrEmpty(entityAssetName))
{
throw new GameFrameworkException("Entity asset name is invalid.");
}
foreach (IEntity entity in _entities)
{
if (entity.EntityAssetName == entityAssetName)
{
return entity;
}
}
return null;
}
/// <summary>
/// 从实体组中获取实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <returns>要获取的实体。</returns>
public IEntity[] GetEntities(string entityAssetName)
{
if (string.IsNullOrEmpty(entityAssetName))
{
throw new GameFrameworkException("Entity asset name is invalid.");
}
List<IEntity> results = new List<IEntity>();
foreach (IEntity entity in _entities)
{
if (entity.EntityAssetName == entityAssetName)
{
results.Add(entity);
}
}
return results.ToArray();
}
/// <summary>
/// 从实体组中获取实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <param name="results">要获取的实体。</param>
public void GetEntities(string entityAssetName, List<IEntity> results)
{
if (string.IsNullOrEmpty(entityAssetName))
{
throw new GameFrameworkException("Entity asset name is invalid.");
}
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (IEntity entity in _entities)
{
if (entity.EntityAssetName == entityAssetName)
{
results.Add(entity);
}
}
}
/// <summary>
/// 从实体组中获取所有实体。
/// </summary>
/// <returns>实体组中的所有实体。</returns>
public IEntity[] GetAllEntities()
{
List<IEntity> results = new List<IEntity>();
foreach (IEntity entity in _entities)
{
results.Add(entity);
}
return results.ToArray();
}
/// <summary>
/// 从实体组中获取所有实体。
/// </summary>
/// <param name="results">实体组中的所有实体。</param>
public void GetAllEntities(List<IEntity> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (IEntity entity in _entities)
{
results.Add(entity);
}
}
/// <summary>
/// 往实体组增加实体。
/// </summary>
/// <param name="entity">要增加的实体。</param>
public void AddEntity(IEntity entity)
{
_entities.AddLast(entity);
}
/// <summary>
/// 从实体组移除实体。
/// </summary>
/// <param name="entity">要移除的实体。</param>
public void RemoveEntity(IEntity entity)
{
if (_cachedNode != null && _cachedNode.Value == entity)
{
_cachedNode = _cachedNode.Next;
}
if (!_entities.Remove(entity))
{
throw new GameFrameworkException(Utility.Text.Format("Entity group '{0}' not exists specified entity '[{1}]{2}'.", _name, entity.Id, entity.EntityAssetName));
}
}
public void RegisterEntityInstanceObject(EntityInstanceObject obj, bool spawned)
{
_instancePool.Register(obj, spawned);
}
public EntityInstanceObject SpawnEntityInstanceObject(string name)
{
return _instancePool.Spawn(name);
}
public void UnspawnEntity(IEntity entity)
{
_instancePool.Unspawn(entity.Handle);
}
public void SetEntityInstanceLocked(object entityInstance, bool locked)
{
if (entityInstance == null)
{
throw new GameFrameworkException("Entity instance is invalid.");
}
_instancePool.SetLocked(entityInstance, locked);
}
public void SetEntityInstancePriority(object entityInstance, int priority)
{
if (entityInstance == null)
{
throw new GameFrameworkException("Entity instance is invalid.");
}
_instancePool.SetPriority(entityInstance, priority);
}
}
}
}