1355 lines
51 KiB
C#
1355 lines
51 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using YooAsset;
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namespace TEngine
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{
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/// <summary>
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/// 实体管理器。
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/// </summary>
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internal sealed partial class EntityManager : Module, IEntityManager, IUpdateModule
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{
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private readonly Dictionary<int, EntityInfo> _entityInfos;
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private readonly Dictionary<string, EntityGroup> _entityGroups;
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private readonly Dictionary<int, int> _entitiesBeingLoaded;
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private readonly HashSet<int> _entitiesToReleaseOnLoad;
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private readonly Queue<EntityInfo> _recycleQueue;
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private IObjectPoolModule _objectPoolModule;
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private IResourceModule _resourceModule;
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private IEntityHelper _entityHelper;
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private int _serial;
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private bool _isShutdown;
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private Action<Type, IEntity, float, object> _showEntitySuccessEventHandler;
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private Action<int, Type, string, string, string, object> _showEntityFailureEventHandler;
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private Action<int, string, string, object> _hideEntityCompleteEventHandler;
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/// <summary>
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/// 初始化实体管理器的新实例。
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/// </summary>
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public EntityManager()
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{
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_entityInfos = new Dictionary<int, EntityInfo>();
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_entityGroups = new Dictionary<string, EntityGroup>(StringComparer.Ordinal);
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_entitiesBeingLoaded = new Dictionary<int, int>();
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_entitiesToReleaseOnLoad = new HashSet<int>();
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_recycleQueue = new Queue<EntityInfo>();
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_objectPoolModule = null;
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_resourceModule = null;
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_entityHelper = null;
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_serial = 0;
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_isShutdown = false;
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_showEntitySuccessEventHandler = null;
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_showEntityFailureEventHandler = null;
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_hideEntityCompleteEventHandler = null;
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}
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/// <summary>
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/// 获取实体数量。
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/// </summary>
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public int EntityCount => _entityInfos.Count;
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/// <summary>
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/// 获取实体组数量。
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/// </summary>
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public int EntityGroupCount => _entityGroups.Count;
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/// <summary>
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/// 显示实体成功事件。
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/// </summary>
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public event Action<Type, IEntity, float, object> ShowEntitySuccess
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{
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add => _showEntitySuccessEventHandler += value;
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remove => _showEntitySuccessEventHandler -= value;
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}
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/// <summary>
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/// 显示实体失败事件。
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/// </summary>
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public event Action<int, Type, string, string, string, object> ShowEntityFailure
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{
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add => _showEntityFailureEventHandler += value;
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remove => _showEntityFailureEventHandler -= value;
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}
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/// <summary>
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/// 隐藏实体完成事件。
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/// </summary>
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public event Action<int, string, string, object> HideEntityComplete
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{
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add => _hideEntityCompleteEventHandler += value;
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remove => _hideEntityCompleteEventHandler -= value;
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}
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/// <summary>
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/// 实体管理器轮询。
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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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public void Update(float elapseSeconds, float realElapseSeconds)
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{
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while (_recycleQueue.Count > 0)
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{
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EntityInfo entityInfo = _recycleQueue.Dequeue();
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IEntity entity = entityInfo.Entity;
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EntityGroup entityGroup = (EntityGroup)entity.EntityGroup;
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if (entityGroup == null)
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{
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throw new GameFrameworkException("Entity group is invalid.");
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}
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entityInfo.Status = EntityStatus.WillRecycle;
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entity.OnRecycle();
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entityInfo.Status = EntityStatus.Recycled;
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entityGroup.UnspawnEntity(entity);
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MemoryPool.Release(entityInfo);
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}
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foreach (KeyValuePair<string, EntityGroup> entityGroup in _entityGroups)
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{
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entityGroup.Value.Update(elapseSeconds, realElapseSeconds);
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}
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}
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public override void OnInit()
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{
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}
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/// <summary>
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/// 关闭并清理实体管理器。
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/// </summary>
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public override void Shutdown()
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{
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_isShutdown = true;
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HideAllLoadedEntities();
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_entityGroups.Clear();
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_entitiesBeingLoaded.Clear();
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_entitiesToReleaseOnLoad.Clear();
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_recycleQueue.Clear();
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}
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/// <summary>
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/// 设置对象池管理器。
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/// </summary>
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/// <param name="objectPoolManager">对象池管理器。</param>
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public void SetObjectPoolManager(IObjectPoolModule objectPoolManager)
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{
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_objectPoolModule = objectPoolManager ?? throw new GameFrameworkException("Object pool manager is invalid.");
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}
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/// <summary>
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/// 设置资源管理器。
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/// </summary>
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/// <param name="resourceManager">资源管理器。</param>
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public void SetResourceManager(IResourceModule resourceManager)
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{
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_resourceModule = resourceManager ?? throw new GameFrameworkException("Resource manager is invalid.");
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}
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/// <summary>
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/// 设置实体辅助器。
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/// </summary>
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/// <param name="entityHelper">实体辅助器。</param>
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public void SetEntityHelper(IEntityHelper entityHelper)
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{
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_entityHelper = entityHelper ?? throw new GameFrameworkException("Entity helper is invalid.");
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}
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/// <summary>
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/// 是否存在实体组。
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/// </summary>
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/// <param name="entityGroupName">实体组名称。</param>
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/// <returns>是否存在实体组。</returns>
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public bool HasEntityGroup(string entityGroupName)
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{
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if (string.IsNullOrEmpty(entityGroupName))
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{
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throw new GameFrameworkException("Entity group name is invalid.");
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}
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return _entityGroups.ContainsKey(entityGroupName);
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}
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/// <summary>
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/// 获取实体组。
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/// </summary>
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/// <param name="entityGroupName">实体组名称。</param>
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/// <returns>要获取的实体组。</returns>
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public IEntityGroup GetEntityGroup(string entityGroupName)
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{
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if (string.IsNullOrEmpty(entityGroupName))
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{
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throw new GameFrameworkException("Entity group name is invalid.");
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}
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if (_entityGroups.TryGetValue(entityGroupName, out var entityGroup))
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{
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return entityGroup;
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}
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return null;
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}
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/// <summary>
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/// 获取所有实体组。
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/// </summary>
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/// <returns>所有实体组。</returns>
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public IEntityGroup[] GetAllEntityGroups()
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{
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int index = 0;
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IEntityGroup[] results = new IEntityGroup[_entityGroups.Count];
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foreach (KeyValuePair<string, EntityGroup> entityGroup in _entityGroups)
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{
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results[index++] = entityGroup.Value;
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}
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return results;
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}
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/// <summary>
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/// 获取所有实体组。
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/// </summary>
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/// <param name="results">所有实体组。</param>
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public void GetAllEntityGroups(List<IEntityGroup> results)
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{
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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (KeyValuePair<string, EntityGroup> entityGroup in _entityGroups)
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{
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results.Add(entityGroup.Value);
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}
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}
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/// <summary>
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/// 增加实体组。
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/// </summary>
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/// <param name="entityGroupName">实体组名称。</param>
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/// <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>
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/// <param name="instanceCapacity">实体实例对象池容量。</param>
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/// <param name="instanceExpireTime">实体实例对象池对象过期秒数。</param>
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/// <param name="instancePriority">实体实例对象池的优先级。</param>
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/// <param name="entityGroupHelper">实体组辅助器。</param>
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/// <returns>是否增加实体组成功。</returns>
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public bool AddEntityGroup(string entityGroupName, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority, IEntityGroupHelper entityGroupHelper)
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{
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if (string.IsNullOrEmpty(entityGroupName))
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{
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throw new GameFrameworkException("Entity group name is invalid.");
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}
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if (entityGroupHelper == null)
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{
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throw new GameFrameworkException("Entity group helper is invalid.");
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}
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if (_objectPoolModule == null)
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{
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throw new GameFrameworkException("You must set object pool manager first.");
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}
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if (HasEntityGroup(entityGroupName))
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{
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return false;
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}
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_entityGroups.Add(entityGroupName, new EntityGroup(entityGroupName, instanceAutoReleaseInterval, instanceCapacity, instanceExpireTime, instancePriority, entityGroupHelper, _objectPoolModule));
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return true;
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}
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/// <summary>
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/// 是否存在实体。
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/// </summary>
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/// <param name="entityId">实体编号。</param>
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/// <returns>是否存在实体。</returns>
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public bool HasEntity(int entityId)
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{
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return _entityInfos.ContainsKey(entityId);
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}
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/// <summary>
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/// 是否存在实体。
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/// </summary>
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/// <param name="entityAssetName">实体资源名称。</param>
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/// <returns>是否存在实体。</returns>
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public bool HasEntity(string entityAssetName)
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{
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if (string.IsNullOrEmpty(entityAssetName))
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{
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throw new GameFrameworkException("Entity asset name is invalid.");
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}
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foreach (KeyValuePair<int, EntityInfo> entityInfo in _entityInfos)
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{
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if (entityInfo.Value.Entity.EntityAssetName == entityAssetName)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// 获取实体。
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/// </summary>
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/// <param name="entityId">实体编号。</param>
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/// <returns>要获取的实体。</returns>
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public IEntity GetEntity(int entityId)
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{
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EntityInfo entityInfo = GetEntityInfo(entityId);
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if (entityInfo == null)
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{
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return null;
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}
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return entityInfo.Entity;
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}
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/// <summary>
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/// 获取实体。
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/// </summary>
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/// <param name="entityAssetName">实体资源名称。</param>
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/// <returns>要获取的实体。</returns>
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public IEntity GetEntity(string entityAssetName)
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{
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if (string.IsNullOrEmpty(entityAssetName))
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{
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throw new GameFrameworkException("Entity asset name is invalid.");
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}
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foreach (KeyValuePair<int, EntityInfo> entityInfo in _entityInfos)
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{
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if (entityInfo.Value.Entity.EntityAssetName == entityAssetName)
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{
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return entityInfo.Value.Entity;
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}
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}
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return null;
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}
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/// <summary>
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/// 获取实体。
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/// </summary>
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/// <param name="entityAssetName">实体资源名称。</param>
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/// <returns>要获取的实体。</returns>
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public IEntity[] GetEntities(string entityAssetName)
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{
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if (string.IsNullOrEmpty(entityAssetName))
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{
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throw new GameFrameworkException("Entity asset name is invalid.");
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}
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List<IEntity> results = new List<IEntity>();
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foreach (KeyValuePair<int, EntityInfo> entityInfo in _entityInfos)
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{
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if (entityInfo.Value.Entity.EntityAssetName == entityAssetName)
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{
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results.Add(entityInfo.Value.Entity);
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}
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}
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return results.ToArray();
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}
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/// <summary>
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/// 获取实体。
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/// </summary>
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/// <param name="entityAssetName">实体资源名称。</param>
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/// <param name="results">要获取的实体。</param>
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public void GetEntities(string entityAssetName, List<IEntity> results)
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{
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if (string.IsNullOrEmpty(entityAssetName))
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{
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throw new GameFrameworkException("Entity asset name is invalid.");
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}
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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (KeyValuePair<int, EntityInfo> entityInfo in _entityInfos)
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{
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if (entityInfo.Value.Entity.EntityAssetName == entityAssetName)
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{
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results.Add(entityInfo.Value.Entity);
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}
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}
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}
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/// <summary>
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/// 获取所有已加载的实体。
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/// </summary>
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/// <returns>所有已加载的实体。</returns>
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public IEntity[] GetAllLoadedEntities()
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{
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int index = 0;
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IEntity[] results = new IEntity[_entityInfos.Count];
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foreach (KeyValuePair<int, EntityInfo> entityInfo in _entityInfos)
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{
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results[index++] = entityInfo.Value.Entity;
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}
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return results;
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}
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/// <summary>
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/// 获取所有已加载的实体。
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/// </summary>
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/// <param name="results">所有已加载的实体。</param>
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public void GetAllLoadedEntities(List<IEntity> results)
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{
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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (KeyValuePair<int, EntityInfo> entityInfo in _entityInfos)
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{
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results.Add(entityInfo.Value.Entity);
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}
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}
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/// <summary>
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/// 获取所有正在加载实体的编号。
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/// </summary>
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/// <returns>所有正在加载实体的编号。</returns>
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public int[] GetAllLoadingEntityIds()
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{
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int index = 0;
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int[] results = new int[_entitiesBeingLoaded.Count];
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foreach (KeyValuePair<int, int> entityBeingLoaded in _entitiesBeingLoaded)
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{
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results[index++] = entityBeingLoaded.Key;
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}
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return results;
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}
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/// <summary>
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/// 获取所有正在加载实体的编号。
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/// </summary>
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/// <param name="results">所有正在加载实体的编号。</param>
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public void GetAllLoadingEntityIds(List<int> results)
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{
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if (results == null)
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{
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throw new GameFrameworkException("Results is invalid.");
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}
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results.Clear();
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foreach (KeyValuePair<int, int> entityBeingLoaded in _entitiesBeingLoaded)
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{
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results.Add(entityBeingLoaded.Key);
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}
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}
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/// <summary>
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/// 是否正在加载实体。
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/// </summary>
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/// <param name="entityId">实体编号。</param>
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/// <returns>是否正在加载实体。</returns>
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public bool IsLoadingEntity(int entityId)
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{
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return _entitiesBeingLoaded.ContainsKey(entityId);
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}
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/// <summary>
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/// 是否是合法的实体。
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/// </summary>
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/// <param name="entity">实体。</param>
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/// <returns>实体是否合法。</returns>
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public bool IsValidEntity(IEntity entity)
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{
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if (entity == null)
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{
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return false;
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}
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return HasEntity(entity.Id);
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}
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/// <summary>
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/// 显示实体。
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/// </summary>
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/// <param name="entityId">实体编号。</param>
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/// <param name="entityAssetName">实体资源名称。</param>
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/// <param name="entityGroupName">实体组名称。</param>
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public void ShowEntity(int entityId, string entityAssetName, string entityGroupName)
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{
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ShowEntity(entityId, entityAssetName, entityGroupName, EntityModule.DefaultPriority, null);
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}
|
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/// <summary>
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/// 显示实体。
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/// </summary>
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/// <param name="entityId">实体编号。</param>
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/// <param name="entityAssetName">实体资源名称。</param>
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/// <param name="entityGroupName">实体组名称。</param>
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/// <param name="priority">加载实体资源的优先级。</param>
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public void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority)
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{
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ShowEntity(entityId, entityAssetName, entityGroupName, priority, null);
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}
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/// <summary>
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/// 显示实体。
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/// </summary>
|
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/// <param name="entityId">实体编号。</param>
|
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/// <param name="entityAssetName">实体资源名称。</param>
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/// <param name="entityGroupName">实体组名称。</param>
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/// <param name="userData">用户自定义数据。</param>
|
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public void ShowEntity(int entityId, string entityAssetName, string entityGroupName, object userData)
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{
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ShowEntity(entityId, entityAssetName, entityGroupName, EntityModule.DefaultPriority, userData);
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}
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/// <summary>
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/// 同步显示实体。
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/// </summary>
|
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/// <param name="entityId">实体编号。</param>
|
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/// <param name="entityAssetName">实体资源名称。</param>
|
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/// <param name="entityGroupName">实体组名称。</param>
|
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/// <param name="priority">加载实体资源的优先级。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public T ShowEntitySync<T>(int entityId, string entityAssetName, string entityGroupName, int priority = 0, object userData = null) where T : class
|
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{
|
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if (_resourceModule == null)
|
|
{
|
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throw new GameFrameworkException("You must set resource manager first.");
|
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}
|
|
|
|
if (_entityHelper == null)
|
|
{
|
|
throw new GameFrameworkException("You must set entity helper first.");
|
|
}
|
|
|
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if (string.IsNullOrEmpty(entityAssetName))
|
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{
|
|
throw new GameFrameworkException("Entity asset name is invalid.");
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(entityGroupName))
|
|
{
|
|
throw new GameFrameworkException("Entity group name is invalid.");
|
|
}
|
|
|
|
if (HasEntity(entityId))
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity id '{0}' is already exist.", entityId));
|
|
}
|
|
|
|
if (IsLoadingEntity(entityId))
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity '{0}' is already being loaded.", entityId));
|
|
}
|
|
|
|
EntityGroup entityGroup = (EntityGroup)GetEntityGroup(entityGroupName);
|
|
if (entityGroup == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity group '{0}' is not exist.", entityGroupName));
|
|
}
|
|
|
|
EntityInstanceObject entityInstanceObject = entityGroup.SpawnEntityInstanceObject(entityAssetName);
|
|
if (entityInstanceObject == null)
|
|
{
|
|
int serialId = ++_serial;
|
|
_entitiesBeingLoaded.Add(entityId, serialId);
|
|
var assetInfo = _resourceModule.GetAssetInfo(entityAssetName);
|
|
if (!string.IsNullOrEmpty(assetInfo.Error))
|
|
{
|
|
LoadAssetFailureCallback(entityAssetName,assetInfo.Error,null);
|
|
return default;
|
|
}
|
|
float duration = GameTime.time;
|
|
UnityEngine.GameObject gameObject = _resourceModule.LoadAsset<UnityEngine.GameObject>(assetInfo.Address);
|
|
duration = GameTime.time - duration;
|
|
Entity entity = (Entity)LoadAssetSuccessCallback(entityAssetName, gameObject, duration, ShowEntityInfo.Create(serialId, entityId, entityGroup, userData));
|
|
return entity.Logic as T;
|
|
}
|
|
return InternalShowEntity(entityId, entityAssetName, entityGroup, entityInstanceObject.Target, false, 0f, userData) as T;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 异步显示实体。
|
|
/// </summary>
|
|
/// <param name="entityId">实体编号。</param>
|
|
/// <param name="entityAssetName">实体资源名称。</param>
|
|
/// <param name="entityGroupName">实体组名称。</param>
|
|
/// <param name="priority">加载实体资源的优先级。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public async UniTask<T> ShowEntityAsync<T>(int entityId, string entityAssetName, string entityGroupName, int priority = 0, object userData = null) where T : class
|
|
{
|
|
if (_resourceModule == null)
|
|
{
|
|
throw new GameFrameworkException("You must set resource manager first.");
|
|
}
|
|
|
|
if (_entityHelper == null)
|
|
{
|
|
throw new GameFrameworkException("You must set entity helper first.");
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(entityAssetName))
|
|
{
|
|
throw new GameFrameworkException("Entity asset name is invalid.");
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(entityGroupName))
|
|
{
|
|
throw new GameFrameworkException("Entity group name is invalid.");
|
|
}
|
|
|
|
if (HasEntity(entityId))
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity id '{0}' is already exist.", entityId));
|
|
}
|
|
|
|
if (IsLoadingEntity(entityId))
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity '{0}' is already being loaded.", entityId));
|
|
}
|
|
|
|
EntityGroup entityGroup = (EntityGroup)GetEntityGroup(entityGroupName);
|
|
if (entityGroup == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity group '{0}' is not exist.", entityGroupName));
|
|
}
|
|
|
|
EntityInstanceObject entityInstanceObject = entityGroup.SpawnEntityInstanceObject(entityAssetName);
|
|
if (entityInstanceObject == null)
|
|
{
|
|
int serialId = ++_serial;
|
|
_entitiesBeingLoaded.Add(entityId, serialId);
|
|
var assetInfo = _resourceModule.GetAssetInfo(entityAssetName);
|
|
if (!string.IsNullOrEmpty(assetInfo.Error))
|
|
{
|
|
LoadAssetFailureCallback(entityAssetName,assetInfo.Error,null);
|
|
return default;
|
|
}
|
|
float duration = GameTime.time;
|
|
UnityEngine.GameObject gameObject = await _resourceModule.LoadAssetAsync<UnityEngine.GameObject>(assetInfo.Address,CancellationToken.None);
|
|
duration = GameTime.time - duration;
|
|
Entity entity = (Entity)LoadAssetSuccessCallback(entityAssetName, gameObject, duration, ShowEntityInfo.Create(serialId, entityId, entityGroup, userData));
|
|
return entity.Logic as T;
|
|
}
|
|
return InternalShowEntity(entityId, entityAssetName, entityGroup, entityInstanceObject.Target, false, 0f, userData) as T;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 显示实体。
|
|
/// </summary>
|
|
/// <param name="entityId">实体编号。</param>
|
|
/// <param name="entityAssetName">实体资源名称。</param>
|
|
/// <param name="entityGroupName">实体组名称。</param>
|
|
/// <param name="priority">加载实体资源的优先级。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority, object userData)
|
|
{
|
|
if (_resourceModule == null)
|
|
{
|
|
throw new GameFrameworkException("You must set resource manager first.");
|
|
}
|
|
|
|
if (_entityHelper == null)
|
|
{
|
|
throw new GameFrameworkException("You must set entity helper first.");
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(entityAssetName))
|
|
{
|
|
throw new GameFrameworkException("Entity asset name is invalid.");
|
|
}
|
|
|
|
if (string.IsNullOrEmpty(entityGroupName))
|
|
{
|
|
throw new GameFrameworkException("Entity group name is invalid.");
|
|
}
|
|
|
|
if (HasEntity(entityId))
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity id '{0}' is already exist.", entityId));
|
|
}
|
|
|
|
if (IsLoadingEntity(entityId))
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity '{0}' is already being loaded.", entityId));
|
|
}
|
|
|
|
EntityGroup entityGroup = (EntityGroup)GetEntityGroup(entityGroupName);
|
|
if (entityGroup == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Entity group '{0}' is not exist.", entityGroupName));
|
|
}
|
|
|
|
EntityInstanceObject entityInstanceObject = entityGroup.SpawnEntityInstanceObject(entityAssetName);
|
|
if (entityInstanceObject == null)
|
|
{
|
|
int serialId = ++_serial;
|
|
_entitiesBeingLoaded.Add(entityId, serialId);
|
|
var assetInfo = _resourceModule.GetAssetInfo(entityAssetName);
|
|
if (!string.IsNullOrEmpty(assetInfo.Error))
|
|
{
|
|
LoadAssetFailureCallback(entityAssetName,assetInfo.Error,null);
|
|
return;
|
|
}
|
|
float duration = GameTime.time;
|
|
_resourceModule.LoadAsset<UnityEngine.GameObject>(assetInfo.Address, gameObject =>
|
|
{
|
|
duration = GameTime.time - duration;
|
|
LoadAssetSuccessCallback(entityAssetName, gameObject, duration, ShowEntityInfo.Create(serialId, entityId, entityGroup, userData));
|
|
}).Forget();
|
|
return;
|
|
}
|
|
|
|
InternalShowEntity(entityId, entityAssetName, entityGroup, entityInstanceObject.Target, false, 0f, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏实体。
|
|
/// </summary>
|
|
/// <param name="entityId">实体编号。</param>
|
|
public void HideEntity(int entityId)
|
|
{
|
|
HideEntity(entityId, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏实体。
|
|
/// </summary>
|
|
/// <param name="entityId">实体编号。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void HideEntity(int entityId, object userData)
|
|
{
|
|
if (IsLoadingEntity(entityId))
|
|
{
|
|
_entitiesToReleaseOnLoad.Add(_entitiesBeingLoaded[entityId]);
|
|
_entitiesBeingLoaded.Remove(entityId);
|
|
return;
|
|
}
|
|
|
|
EntityInfo entityInfo = GetEntityInfo(entityId);
|
|
if (entityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find entity '{0}'.", entityId));
|
|
}
|
|
|
|
InternalHideEntity(entityInfo, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏实体。
|
|
/// </summary>
|
|
/// <param name="entity">实体。</param>
|
|
public void HideEntity(IEntity entity)
|
|
{
|
|
HideEntity(entity, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏实体。
|
|
/// </summary>
|
|
/// <param name="entity">实体。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void HideEntity(IEntity entity, object userData)
|
|
{
|
|
if (entity == null)
|
|
{
|
|
throw new GameFrameworkException("Entity is invalid.");
|
|
}
|
|
|
|
HideEntity(entity.Id, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏所有已加载的实体。
|
|
/// </summary>
|
|
public void HideAllLoadedEntities()
|
|
{
|
|
HideAllLoadedEntities(null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏所有已加载的实体。
|
|
/// </summary>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void HideAllLoadedEntities(object userData)
|
|
{
|
|
while (_entityInfos.Count > 0)
|
|
{
|
|
foreach (KeyValuePair<int, EntityInfo> entityInfo in _entityInfos)
|
|
{
|
|
InternalHideEntity(entityInfo.Value, userData);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏所有正在加载的实体。
|
|
/// </summary>
|
|
public void HideAllLoadingEntities()
|
|
{
|
|
foreach (KeyValuePair<int, int> entityBeingLoaded in _entitiesBeingLoaded)
|
|
{
|
|
_entitiesToReleaseOnLoad.Add(entityBeingLoaded.Value);
|
|
}
|
|
|
|
_entitiesBeingLoaded.Clear();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取父实体。
|
|
/// </summary>
|
|
/// <param name="childEntityId">要获取父实体的子实体的实体编号。</param>
|
|
/// <returns>子实体的父实体。</returns>
|
|
public IEntity GetParentEntity(int childEntityId)
|
|
{
|
|
EntityInfo childEntityInfo = GetEntityInfo(childEntityId);
|
|
if (childEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find child entity '{0}'.", childEntityId));
|
|
}
|
|
|
|
return childEntityInfo.ParentEntity;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取父实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要获取父实体的子实体。</param>
|
|
/// <returns>子实体的父实体。</returns>
|
|
public IEntity GetParentEntity(IEntity childEntity)
|
|
{
|
|
if (childEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Child entity is invalid.");
|
|
}
|
|
|
|
return GetParentEntity(childEntity.Id);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取子实体数量。
|
|
/// </summary>
|
|
/// <param name="parentEntityId">要获取子实体数量的父实体的实体编号。</param>
|
|
/// <returns>子实体数量。</returns>
|
|
public int GetChildEntityCount(int parentEntityId)
|
|
{
|
|
EntityInfo parentEntityInfo = GetEntityInfo(parentEntityId);
|
|
if (parentEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find parent entity '{0}'.", parentEntityId));
|
|
}
|
|
|
|
return parentEntityInfo.ChildEntityCount;
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntityId">要获取子实体的父实体的实体编号。</param>
|
|
/// <returns>子实体。</returns>
|
|
public IEntity GetChildEntity(int parentEntityId)
|
|
{
|
|
EntityInfo parentEntityInfo = GetEntityInfo(parentEntityId);
|
|
if (parentEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find parent entity '{0}'.", parentEntityId));
|
|
}
|
|
|
|
return parentEntityInfo.GetChildEntity();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntity">要获取子实体的父实体。</param>
|
|
/// <returns>子实体。</returns>
|
|
public IEntity GetChildEntity(IEntity parentEntity)
|
|
{
|
|
if (parentEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Parent entity is invalid.");
|
|
}
|
|
|
|
return GetChildEntity(parentEntity.Id);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntityId">要获取所有子实体的父实体的实体编号。</param>
|
|
/// <returns>所有子实体。</returns>
|
|
public IEntity[] GetChildEntities(int parentEntityId)
|
|
{
|
|
EntityInfo parentEntityInfo = GetEntityInfo(parentEntityId);
|
|
if (parentEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find parent entity '{0}'.", parentEntityId));
|
|
}
|
|
|
|
return parentEntityInfo.GetChildEntities();
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntityId">要获取所有子实体的父实体的实体编号。</param>
|
|
/// <param name="results">所有子实体。</param>
|
|
public void GetChildEntities(int parentEntityId, List<IEntity> results)
|
|
{
|
|
EntityInfo parentEntityInfo = GetEntityInfo(parentEntityId);
|
|
if (parentEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find parent entity '{0}'.", parentEntityId));
|
|
}
|
|
|
|
parentEntityInfo.GetChildEntities(results);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntity">要获取所有子实体的父实体。</param>
|
|
/// <returns>所有子实体。</returns>
|
|
public IEntity[] GetChildEntities(IEntity parentEntity)
|
|
{
|
|
if (parentEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Parent entity is invalid.");
|
|
}
|
|
|
|
return GetChildEntities(parentEntity.Id);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntity">要获取所有子实体的父实体。</param>
|
|
/// <param name="results">所有子实体。</param>
|
|
public void GetChildEntities(IEntity parentEntity, List<IEntity> results)
|
|
{
|
|
if (parentEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Parent entity is invalid.");
|
|
}
|
|
|
|
GetChildEntities(parentEntity.Id, results);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntityId">要附加的子实体的实体编号。</param>
|
|
/// <param name="parentEntityId">被附加的父实体的实体编号。</param>
|
|
public void AttachEntity(int childEntityId, int parentEntityId)
|
|
{
|
|
AttachEntity(childEntityId, parentEntityId, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntityId">要附加的子实体的实体编号。</param>
|
|
/// <param name="parentEntityId">被附加的父实体的实体编号。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(int childEntityId, int parentEntityId, object userData)
|
|
{
|
|
if (childEntityId == parentEntityId)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not attach entity when child entity id equals to parent entity id '{0}'.", parentEntityId));
|
|
}
|
|
|
|
EntityInfo childEntityInfo = GetEntityInfo(childEntityId);
|
|
if (childEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find child entity '{0}'.", childEntityId));
|
|
}
|
|
|
|
if (childEntityInfo.Status >= EntityStatus.WillHide)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not attach entity when child entity status is '{0}'.", childEntityInfo.Status));
|
|
}
|
|
|
|
EntityInfo parentEntityInfo = GetEntityInfo(parentEntityId);
|
|
if (parentEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find parent entity '{0}'.", parentEntityId));
|
|
}
|
|
|
|
if (parentEntityInfo.Status >= EntityStatus.WillHide)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not attach entity when parent entity status is '{0}'.", parentEntityInfo.Status));
|
|
}
|
|
|
|
IEntity childEntity = childEntityInfo.Entity;
|
|
IEntity parentEntity = parentEntityInfo.Entity;
|
|
DetachEntity(childEntity.Id, userData);
|
|
childEntityInfo.ParentEntity = parentEntity;
|
|
parentEntityInfo.AddChildEntity(childEntity);
|
|
parentEntity.OnAttached(childEntity, userData);
|
|
childEntity.OnAttachTo(parentEntity, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntityId">要附加的子实体的实体编号。</param>
|
|
/// <param name="parentEntity">被附加的父实体。</param>
|
|
public void AttachEntity(int childEntityId, IEntity parentEntity)
|
|
{
|
|
AttachEntity(childEntityId, parentEntity, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntityId">要附加的子实体的实体编号。</param>
|
|
/// <param name="parentEntity">被附加的父实体。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(int childEntityId, IEntity parentEntity, object userData)
|
|
{
|
|
if (parentEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Parent entity is invalid.");
|
|
}
|
|
|
|
AttachEntity(childEntityId, parentEntity.Id, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要附加的子实体。</param>
|
|
/// <param name="parentEntityId">被附加的父实体的实体编号。</param>
|
|
public void AttachEntity(IEntity childEntity, int parentEntityId)
|
|
{
|
|
AttachEntity(childEntity, parentEntityId, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要附加的子实体。</param>
|
|
/// <param name="parentEntityId">被附加的父实体的实体编号。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(IEntity childEntity, int parentEntityId, object userData)
|
|
{
|
|
if (childEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Child entity is invalid.");
|
|
}
|
|
|
|
AttachEntity(childEntity.Id, parentEntityId, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要附加的子实体。</param>
|
|
/// <param name="parentEntity">被附加的父实体。</param>
|
|
public void AttachEntity(IEntity childEntity, IEntity parentEntity)
|
|
{
|
|
AttachEntity(childEntity, parentEntity, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 附加子实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要附加的子实体。</param>
|
|
/// <param name="parentEntity">被附加的父实体。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(IEntity childEntity, IEntity parentEntity, object userData)
|
|
{
|
|
if (childEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Child entity is invalid.");
|
|
}
|
|
|
|
if (parentEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Parent entity is invalid.");
|
|
}
|
|
|
|
AttachEntity(childEntity.Id, parentEntity.Id, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除子实体。
|
|
/// </summary>
|
|
/// <param name="childEntityId">要解除的子实体的实体编号。</param>
|
|
public void DetachEntity(int childEntityId)
|
|
{
|
|
DetachEntity(childEntityId, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除子实体。
|
|
/// </summary>
|
|
/// <param name="childEntityId">要解除的子实体的实体编号。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void DetachEntity(int childEntityId, object userData)
|
|
{
|
|
EntityInfo childEntityInfo = GetEntityInfo(childEntityId);
|
|
if (childEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find child entity '{0}'.", childEntityId));
|
|
}
|
|
|
|
IEntity parentEntity = childEntityInfo.ParentEntity;
|
|
if (parentEntity == null)
|
|
{
|
|
return;
|
|
}
|
|
|
|
EntityInfo parentEntityInfo = GetEntityInfo(parentEntity.Id);
|
|
if (parentEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find parent entity '{0}'.", parentEntity.Id));
|
|
}
|
|
|
|
IEntity childEntity = childEntityInfo.Entity;
|
|
childEntityInfo.ParentEntity = null;
|
|
parentEntityInfo.RemoveChildEntity(childEntity);
|
|
parentEntity.OnDetached(childEntity, userData);
|
|
childEntity.OnDetachFrom(parentEntity, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除子实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要解除的子实体。</param>
|
|
public void DetachEntity(IEntity childEntity)
|
|
{
|
|
DetachEntity(childEntity, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除子实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要解除的子实体。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void DetachEntity(IEntity childEntity, object userData)
|
|
{
|
|
if (childEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Child entity is invalid.");
|
|
}
|
|
|
|
DetachEntity(childEntity.Id, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntityId">被解除的父实体的实体编号。</param>
|
|
public void DetachChildEntities(int parentEntityId)
|
|
{
|
|
DetachChildEntities(parentEntityId, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntityId">被解除的父实体的实体编号。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void DetachChildEntities(int parentEntityId, object userData)
|
|
{
|
|
EntityInfo parentEntityInfo = GetEntityInfo(parentEntityId);
|
|
if (parentEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException(Utility.Text.Format("Can not find parent entity '{0}'.", parentEntityId));
|
|
}
|
|
|
|
while (parentEntityInfo.ChildEntityCount > 0)
|
|
{
|
|
IEntity childEntity = parentEntityInfo.GetChildEntity();
|
|
DetachEntity(childEntity.Id, userData);
|
|
}
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntity">被解除的父实体。</param>
|
|
public void DetachChildEntities(IEntity parentEntity)
|
|
{
|
|
DetachChildEntities(parentEntity, null);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntity">被解除的父实体。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void DetachChildEntities(IEntity parentEntity, object userData)
|
|
{
|
|
if (parentEntity == null)
|
|
{
|
|
throw new GameFrameworkException("Parent entity is invalid.");
|
|
}
|
|
|
|
DetachChildEntities(parentEntity.Id, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 获取实体信息。
|
|
/// </summary>
|
|
/// <param name="entityId">实体编号。</param>
|
|
/// <returns>实体信息。</returns>
|
|
private EntityInfo GetEntityInfo(int entityId)
|
|
{
|
|
if (_entityInfos.TryGetValue(entityId, out var entityInfo))
|
|
{
|
|
return entityInfo;
|
|
}
|
|
|
|
return null;
|
|
}
|
|
|
|
private IEntity InternalShowEntity(int entityId, string entityAssetName, EntityGroup entityGroup, object entityInstance, bool isNewInstance, float duration, object userData)
|
|
{
|
|
try
|
|
{
|
|
IEntity entity = _entityHelper.CreateEntity(entityInstance, entityGroup, userData);
|
|
if (entity == null)
|
|
{
|
|
throw new GameFrameworkException("Can not create entity in entity helper.");
|
|
}
|
|
|
|
EntityInfo entityInfo = EntityInfo.Create(entity);
|
|
_entityInfos.Add(entityId, entityInfo);
|
|
entityInfo.Status = EntityStatus.WillInit;
|
|
entity.OnInit(entityId, entityAssetName, entityGroup, isNewInstance, userData);
|
|
entityInfo.Status = EntityStatus.Inited;
|
|
entityGroup.AddEntity(entity);
|
|
entityInfo.Status = EntityStatus.WillShow;
|
|
entity.OnShow(userData);
|
|
entityInfo.Status = EntityStatus.Showed;
|
|
|
|
if (_showEntitySuccessEventHandler != null)
|
|
{
|
|
TEngine.ShowEntityInfo showEntityInfo = (TEngine.ShowEntityInfo)userData;
|
|
Type entityLogicType = showEntityInfo.EntityLogicType;
|
|
_showEntitySuccessEventHandler.Invoke(entityLogicType, entity, duration, userData);
|
|
}
|
|
return entity;
|
|
}
|
|
catch (Exception exception)
|
|
{
|
|
if (_showEntityFailureEventHandler != null)
|
|
{
|
|
TEngine.ShowEntityInfo showEntityInfo = (TEngine.ShowEntityInfo)userData;
|
|
Type entityLogicType = showEntityInfo.EntityLogicType;
|
|
_showEntityFailureEventHandler.Invoke(entityId,entityLogicType,entityAssetName, entityGroup.Name, exception.ToString(), userData);
|
|
return null;
|
|
}
|
|
|
|
throw;
|
|
}
|
|
}
|
|
|
|
private void InternalHideEntity(EntityInfo entityInfo, object userData)
|
|
{
|
|
while (entityInfo.ChildEntityCount > 0)
|
|
{
|
|
IEntity childEntity = entityInfo.GetChildEntity();
|
|
HideEntity(childEntity.Id, userData);
|
|
}
|
|
|
|
if (entityInfo.Status == EntityStatus.Hidden)
|
|
{
|
|
return;
|
|
}
|
|
|
|
IEntity entity = entityInfo.Entity;
|
|
DetachEntity(entity.Id, userData);
|
|
entityInfo.Status = EntityStatus.WillHide;
|
|
entity.OnHide(_isShutdown, userData);
|
|
entityInfo.Status = EntityStatus.Hidden;
|
|
|
|
EntityGroup entityGroup = (EntityGroup)entity.EntityGroup;
|
|
if (entityGroup == null)
|
|
{
|
|
throw new GameFrameworkException("Entity group is invalid.");
|
|
}
|
|
|
|
entityGroup.RemoveEntity(entity);
|
|
if (!_entityInfos.Remove(entity.Id))
|
|
{
|
|
throw new GameFrameworkException("Entity info is unmanaged.");
|
|
}
|
|
|
|
if (_hideEntityCompleteEventHandler != null)
|
|
{
|
|
_hideEntityCompleteEventHandler.Invoke(entity.Id, entity.EntityAssetName, entityGroup.Name, userData);
|
|
}
|
|
|
|
_recycleQueue.Enqueue(entityInfo);
|
|
}
|
|
|
|
private IEntity LoadAssetSuccessCallback(string entityAssetName, object entityAsset, float duration, object userData)
|
|
{
|
|
ShowEntityInfo showEntityInfo = (ShowEntityInfo)userData;
|
|
if (showEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException("Show entity info is invalid.");
|
|
}
|
|
|
|
if (_entitiesToReleaseOnLoad.Contains(showEntityInfo.SerialId))
|
|
{
|
|
_entitiesToReleaseOnLoad.Remove(showEntityInfo.SerialId);
|
|
MemoryPool.Release(showEntityInfo);
|
|
_entityHelper.ReleaseEntity(entityAsset, null);
|
|
return null;
|
|
}
|
|
|
|
_entitiesBeingLoaded.Remove(showEntityInfo.EntityId);
|
|
EntityInstanceObject entityInstanceObject = EntityInstanceObject.Create(entityAssetName, entityAsset, _entityHelper.InstantiateEntity(entityAsset), _entityHelper);
|
|
showEntityInfo.EntityGroup.RegisterEntityInstanceObject(entityInstanceObject, true);
|
|
|
|
IEntity entity = InternalShowEntity(showEntityInfo.EntityId, entityAssetName, showEntityInfo.EntityGroup, entityInstanceObject.Target, true, duration, showEntityInfo.UserData);
|
|
MemoryPool.Release(showEntityInfo);
|
|
return entity;
|
|
}
|
|
|
|
private void LoadAssetFailureCallback(string entityAssetName, string errorMessage, object userData)
|
|
{
|
|
ShowEntityInfo showEntityInfo = (ShowEntityInfo)userData;
|
|
if (showEntityInfo == null)
|
|
{
|
|
throw new GameFrameworkException("Show entity info is invalid.");
|
|
}
|
|
|
|
if (_entitiesToReleaseOnLoad.Contains(showEntityInfo.SerialId))
|
|
{
|
|
_entitiesToReleaseOnLoad.Remove(showEntityInfo.SerialId);
|
|
return;
|
|
}
|
|
|
|
_entitiesBeingLoaded.Remove(showEntityInfo.EntityId);
|
|
string appendErrorMessage = Utility.Text.Format("Load entity failure, asset name '{0}', error message '{1}'.", entityAssetName, errorMessage);
|
|
if (_showEntityFailureEventHandler != null)
|
|
{
|
|
TEngine.ShowEntityInfo info = (TEngine.ShowEntityInfo)showEntityInfo.UserData;
|
|
Type entityLogicType = info.EntityLogicType;
|
|
_showEntityFailureEventHandler.Invoke(showEntityInfo.EntityId, entityLogicType, entityAssetName, showEntityInfo.EntityGroup.Name, appendErrorMessage, showEntityInfo.UserData);
|
|
return;
|
|
}
|
|
|
|
throw new GameFrameworkException(appendErrorMessage);
|
|
}
|
|
}
|
|
}
|