1111 lines
44 KiB
C#
1111 lines
44 KiB
C#
using System;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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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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/// 实体组件。
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/// </summary>
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[DisallowMultipleComponent]
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public sealed partial class EntityModule : MonoBehaviour
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{
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public const int DefaultPriority = 0;
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private IEntityManager m_EntityManager = null;
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private readonly List<IEntity> m_InternalEntityResults = new List<IEntity>();
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[SerializeField]
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private Transform m_InstanceRoot = null;
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[SerializeField]
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private string m_EntityHelperTypeName = "TEngine.DefaultEntityHelper";
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[SerializeField]
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private EntityHelperBase m_CustomEntityHelper = null;
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[SerializeField]
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private string m_EntityGroupHelperTypeName = "TEngine.DefaultEntityGroupHelper";
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[SerializeField]
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private EntityGroupHelperBase m_CustomEntityGroupHelper = null;
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[SerializeField]
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private EntityGroup[] m_EntityGroups = null;
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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 => m_EntityManager.EntityCount;
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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 => m_EntityManager.EntityGroupCount;
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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private void Awake()
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{
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m_EntityManager = ModuleSystem.GetModule<IEntityManager>();
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if (m_EntityManager == null)
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{
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Log.Fatal("Entity manager is invalid.");
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return;
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}
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m_EntityManager.ShowEntitySuccess += OnShowEntitySuccess;
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m_EntityManager.ShowEntityFailure += OnShowEntityFailure;
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m_EntityManager.HideEntityComplete += OnHideEntityComplete;
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}
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private void Start()
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{
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m_EntityManager.SetResourceManager(ModuleSystem.GetModule<IResourceModule>());
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m_EntityManager.SetObjectPoolManager(ModuleSystem.GetModule<IObjectPoolModule>());
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GameObject defaultEntityHelper = new GameObject("Default Entity Helper");
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defaultEntityHelper.transform.SetParent(this.transform);
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defaultEntityHelper.AddComponent<DefaultEntityHelper>();
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EntityHelperBase entityHelper = defaultEntityHelper.AddComponent<DefaultEntityHelper>();//Helper.CreateHelper(m_EntityHelperTypeName, m_CustomEntityHelper);
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if (entityHelper == null)
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{
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Log.Error("Can not create entity helper.");
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return;
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}
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entityHelper.name = "Entity Helper";
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Transform entityHelperTransform = entityHelper.transform;
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entityHelperTransform.SetParent(this.transform);
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entityHelperTransform.localScale = Vector3.one;
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m_EntityManager.SetEntityHelper(entityHelper);
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if (m_InstanceRoot == null)
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{
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m_InstanceRoot = new GameObject("Entity Instances").transform;
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m_InstanceRoot.SetParent(gameObject.transform);
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m_InstanceRoot.localScale = Vector3.one;
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}
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DontDestroyOnLoad(m_InstanceRoot);
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for (int i = 0; i < m_EntityGroups.Length; i++)
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{
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if (!AddEntityGroup(m_EntityGroups[i].Name, m_EntityGroups[i].InstanceAutoReleaseInterval, m_EntityGroups[i].InstanceCapacity, m_EntityGroups[i].InstanceExpireTime, m_EntityGroups[i].InstancePriority))
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{
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Log.Warning("Add entity group '{0}' failure.", m_EntityGroups[i].Name);
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continue;
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}
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}
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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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return m_EntityManager.HasEntityGroup(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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return m_EntityManager.GetEntityGroup(entityGroupName);
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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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return m_EntityManager.GetAllEntityGroups();
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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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m_EntityManager.GetAllEntityGroups(results);
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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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/// <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)
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{
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if (m_EntityManager.HasEntityGroup(entityGroupName))
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{
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return false;
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}
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GameObject defaultEntityGroupHelper = new GameObject("Default Entity GroupHelper");
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defaultEntityGroupHelper.transform.SetParent(this.transform);
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EntityGroupHelperBase entityGroupHelper = defaultEntityGroupHelper.AddComponent<DefaultEntityGroupHelper>();//Helper.CreateHelper(m_EntityGroupHelperTypeName, m_CustomEntityGroupHelper, EntityGroupCount);
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if (entityGroupHelper == null)
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{
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Log.Error("Can not create entity group helper.");
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return false;
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}
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entityGroupHelper.name = Utility.Text.Format("Entity Group - {0}", entityGroupName);
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Transform entityTransform = entityGroupHelper.transform;
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entityTransform.SetParent(m_InstanceRoot);
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entityTransform.localScale = Vector3.one;
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return m_EntityManager.AddEntityGroup(entityGroupName, instanceAutoReleaseInterval, instanceCapacity, instanceExpireTime, instancePriority, entityGroupHelper);
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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 m_EntityManager.HasEntity(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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return m_EntityManager.HasEntity(entityAssetName);
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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>实体。</returns>
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public Entity GetEntity(int entityId)
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{
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return (Entity)m_EntityManager.GetEntity(entityId);
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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 Entity GetEntity(string entityAssetName)
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{
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return (Entity)m_EntityManager.GetEntity(entityAssetName);
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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 Entity[] GetEntities(string entityAssetName)
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{
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IEntity[] entities = m_EntityManager.GetEntities(entityAssetName);
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Entity[] entityImpls = new Entity[entities.Length];
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for (int i = 0; i < entities.Length; i++)
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{
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entityImpls[i] = (Entity)entities[i];
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}
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return entityImpls;
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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<Entity> results)
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{
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if (results == null)
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{
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Log.Error("Results is invalid.");
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return;
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}
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results.Clear();
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m_EntityManager.GetEntities(entityAssetName, m_InternalEntityResults);
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foreach (IEntity entity in m_InternalEntityResults)
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{
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results.Add((Entity)entity);
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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 Entity[] GetAllLoadedEntities()
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{
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IEntity[] entities = m_EntityManager.GetAllLoadedEntities();
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Entity[] entityImpls = new Entity[entities.Length];
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for (int i = 0; i < entities.Length; i++)
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{
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entityImpls[i] = (Entity)entities[i];
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}
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return entityImpls;
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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<Entity> results)
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{
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if (results == null)
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{
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Log.Error("Results is invalid.");
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return;
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}
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results.Clear();
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m_EntityManager.GetAllLoadedEntities(m_InternalEntityResults);
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foreach (IEntity entity in m_InternalEntityResults)
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{
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results.Add((Entity)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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return m_EntityManager.GetAllLoadingEntityIds();
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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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m_EntityManager.GetAllLoadingEntityIds(results);
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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 m_EntityManager.IsLoadingEntity(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(Entity entity)
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{
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return m_EntityManager.IsValidEntity(entity);
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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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/// <typeparam name="T">实体逻辑类型。</typeparam>
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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<T>(int entityId, string entityAssetName, string entityGroupName) where T : EntityLogic
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{
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ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, 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="entityLogicType">实体逻辑类型。</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, Type entityLogicType, string entityAssetName, string entityGroupName)
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{
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ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, 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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/// <typeparam name="T">实体逻辑类型。</typeparam>
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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<T>(int entityId, string entityAssetName, string entityGroupName, int priority) where T : EntityLogic
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{
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ShowEntity(entityId, typeof(T), 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="entityLogicType">实体逻辑类型。</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, Type entityLogicType, string entityAssetName, string entityGroupName, int priority)
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{
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ShowEntity(entityId, entityLogicType, 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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/// <typeparam name="T">实体逻辑类型。</typeparam>
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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<T>(int entityId, string entityAssetName, string entityGroupName, object userData) where T : EntityLogic
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{
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ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, DefaultPriority, userData);
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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="entityLogicType">实体逻辑类型。</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, Type entityLogicType, string entityAssetName, string entityGroupName, object userData)
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{
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ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, DefaultPriority, userData);
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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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/// <typeparam name="T">实体逻辑类型。</typeparam>
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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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/// <param name="userData">用户自定义数据。</param>
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public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName, int priority, object userData) where T : EntityLogic
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{
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ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, priority, userData);
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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="entityLogicType">实体逻辑类型。</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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/// <param name="userData">用户自定义数据。</param>
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public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, int priority, object userData)
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{
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if (entityLogicType == null)
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{
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Log.Error("Entity type is invalid.");
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return;
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}
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m_EntityManager.ShowEntity(entityId, entityAssetName, entityGroupName, priority, ShowEntityInfo.Create(entityLogicType, 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>
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/// <param name="userData">用户自定义数据。</param>
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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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return m_EntityManager.ShowEntitySync<T>(entityId, entityAssetName, entityGroupName, priority, ShowEntityInfo.Create(typeof(T), userData));
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}
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/// <summary>
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/// 异步显示实体。
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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>
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/// <param name="userData">用户自定义数据。</param>
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public async UniTask<T> ShowEntityAsync<T>(int entityId, string entityAssetName, string entityGroupName, int priority = 0, object userData = null) where T : class
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{
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return await m_EntityManager.ShowEntityAsync<T>(entityId, entityAssetName, entityGroupName, priority, ShowEntityInfo.Create(typeof(T), userData));
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}
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/// <summary>
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/// 隐藏实体。
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/// </summary>
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/// <param name="entityId">实体编号。</param>
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public void HideEntity(int entityId)
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{
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m_EntityManager.HideEntity(entityId);
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}
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/// <summary>
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/// 隐藏实体。
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/// </summary>
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/// <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)
|
|
{
|
|
m_EntityManager.HideEntity(entityId, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏实体。
|
|
/// </summary>
|
|
/// <param name="entity">实体。</param>
|
|
public void HideEntity(Entity entity)
|
|
{
|
|
m_EntityManager.HideEntity(entity);
|
|
}
|
|
|
|
/// <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(Entity entity, object userData)
|
|
{
|
|
m_EntityManager.HideEntity(entity, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏所有已加载的实体。
|
|
/// </summary>
|
|
public void HideAllLoadedEntities()
|
|
{
|
|
m_EntityManager.HideAllLoadedEntities();
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
m_EntityManager.HideAllLoadedEntities(userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 隐藏所有正在加载的实体。
|
|
/// </summary>
|
|
public void HideAllLoadingEntities()
|
|
{
|
|
m_EntityManager.HideAllLoadingEntities();
|
|
}
|
|
|
|
/// <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 Entity GetParentEntity(int childEntityId)
|
|
{
|
|
return (Entity)m_EntityManager.GetParentEntity(childEntityId);
|
|
}
|
|
|
|
/// <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 Entity GetParentEntity(Entity childEntity)
|
|
{
|
|
return (Entity)m_EntityManager.GetParentEntity(childEntity);
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
return m_EntityManager.GetChildEntityCount(parentEntityId);
|
|
}
|
|
|
|
/// <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 Entity GetChildEntity(int parentEntityId)
|
|
{
|
|
return (Entity)m_EntityManager.GetChildEntity(parentEntityId);
|
|
}
|
|
|
|
/// <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 Entity GetChildEntity(IEntity parentEntity)
|
|
{
|
|
return (Entity)m_EntityManager.GetChildEntity(parentEntity);
|
|
}
|
|
|
|
/// <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 Entity[] GetChildEntities(int parentEntityId)
|
|
{
|
|
IEntity[] entities = m_EntityManager.GetChildEntities(parentEntityId);
|
|
Entity[] entityImpls = new Entity[entities.Length];
|
|
for (int i = 0; i < entities.Length; i++)
|
|
{
|
|
entityImpls[i] = (Entity)entities[i];
|
|
}
|
|
|
|
return entityImpls;
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
if (results == null)
|
|
{
|
|
Log.Error("Results is invalid.");
|
|
return;
|
|
}
|
|
|
|
results.Clear();
|
|
m_EntityManager.GetChildEntities(parentEntityId, m_InternalEntityResults);
|
|
foreach (IEntity entity in m_InternalEntityResults)
|
|
{
|
|
results.Add((Entity)entity);
|
|
}
|
|
}
|
|
|
|
/// <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 Entity[] GetChildEntities(Entity parentEntity)
|
|
{
|
|
IEntity[] entities = m_EntityManager.GetChildEntities(parentEntity);
|
|
Entity[] entityImpls = new Entity[entities.Length];
|
|
for (int i = 0; i < entities.Length; i++)
|
|
{
|
|
entityImpls[i] = (Entity)entities[i];
|
|
}
|
|
|
|
return entityImpls;
|
|
}
|
|
|
|
/// <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 (results == null)
|
|
{
|
|
Log.Error("Results is invalid.");
|
|
return;
|
|
}
|
|
|
|
results.Clear();
|
|
m_EntityManager.GetChildEntities(parentEntity, m_InternalEntityResults);
|
|
foreach (IEntity entity in m_InternalEntityResults)
|
|
{
|
|
results.Add((Entity)entity);
|
|
}
|
|
}
|
|
|
|
/// <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(GetEntity(childEntityId), GetEntity(parentEntityId), string.Empty, 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>
|
|
public void AttachEntity(int childEntityId, Entity parentEntity)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), parentEntity, string.Empty, 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>
|
|
public void AttachEntity(Entity childEntity, int parentEntityId)
|
|
{
|
|
AttachEntity(childEntity, GetEntity(parentEntityId), string.Empty, 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>
|
|
public void AttachEntity(Entity childEntity, Entity parentEntity)
|
|
{
|
|
AttachEntity(childEntity, parentEntity, string.Empty, 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="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(int childEntityId, int parentEntityId, string parentTransformPath)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransformPath, 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="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(int childEntityId, Entity parentEntity, string parentTransformPath)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), parentEntity, parentTransformPath, 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="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(Entity childEntity, int parentEntityId, string parentTransformPath)
|
|
{
|
|
AttachEntity(childEntity, GetEntity(parentEntityId), parentTransformPath, 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="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(Entity childEntity, Entity parentEntity, string parentTransformPath)
|
|
{
|
|
AttachEntity(childEntity, parentEntity, parentTransformPath, 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="parentTransform">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(int childEntityId, int parentEntityId, Transform parentTransform)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransform, 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="parentTransform">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(int childEntityId, Entity parentEntity, Transform parentTransform)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), parentEntity, parentTransform, 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="parentTransform">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(Entity childEntity, int parentEntityId, Transform parentTransform)
|
|
{
|
|
AttachEntity(childEntity, GetEntity(parentEntityId), parentTransform, 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="parentTransform">相对于被附加父实体的位置。</param>
|
|
public void AttachEntity(Entity childEntity, Entity parentEntity, Transform parentTransform)
|
|
{
|
|
AttachEntity(childEntity, parentEntity, parentTransform, 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)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), string.Empty, 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>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(int childEntityId, Entity parentEntity, object userData)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), parentEntity, string.Empty, 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>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(Entity childEntity, int parentEntityId, object userData)
|
|
{
|
|
AttachEntity(childEntity, GetEntity(parentEntityId), string.Empty, 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>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(Entity childEntity, Entity parentEntity, object userData)
|
|
{
|
|
AttachEntity(childEntity, parentEntity, string.Empty, 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="parentEntityId">被附加的父实体的实体编号。</param>
|
|
/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(int childEntityId, int parentEntityId, string parentTransformPath, object userData)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransformPath, 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>
|
|
/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(int childEntityId, Entity parentEntity, string parentTransformPath, object userData)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), parentEntity, parentTransformPath, 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>
|
|
/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(Entity childEntity, int parentEntityId, string parentTransformPath, object userData)
|
|
{
|
|
AttachEntity(childEntity, GetEntity(parentEntityId), parentTransformPath, 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>
|
|
/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(Entity childEntity, Entity parentEntity, string parentTransformPath, object userData)
|
|
{
|
|
if (childEntity == null)
|
|
{
|
|
Log.Warning("Child entity is invalid.");
|
|
return;
|
|
}
|
|
|
|
if (parentEntity == null)
|
|
{
|
|
Log.Warning("Parent entity is invalid.");
|
|
return;
|
|
}
|
|
|
|
Transform parentTransform = null;
|
|
if (string.IsNullOrEmpty(parentTransformPath))
|
|
{
|
|
parentTransform = parentEntity.Logic.CachedTransform;
|
|
}
|
|
else
|
|
{
|
|
parentTransform = parentEntity.Logic.CachedTransform.Find(parentTransformPath);
|
|
if (parentTransform == null)
|
|
{
|
|
Log.Warning("Can not find transform path '{0}' from parent entity '{1}'.", parentTransformPath, parentEntity.Logic.Name);
|
|
parentTransform = parentEntity.Logic.CachedTransform;
|
|
}
|
|
}
|
|
|
|
AttachEntity(childEntity, parentEntity, parentTransform, 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="parentEntityId">被附加的父实体的实体编号。</param>
|
|
/// <param name="parentTransform">相对于被附加父实体的位置。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(int childEntityId, int parentEntityId, Transform parentTransform, object userData)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransform, 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>
|
|
/// <param name="parentTransform">相对于被附加父实体的位置。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(int childEntityId, Entity parentEntity, Transform parentTransform, object userData)
|
|
{
|
|
AttachEntity(GetEntity(childEntityId), parentEntity, parentTransform, 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>
|
|
/// <param name="parentTransform">相对于被附加父实体的位置。</param>
|
|
/// <param name="userData">用户自定义数据。</param>
|
|
public void AttachEntity(Entity childEntity, int parentEntityId, Transform parentTransform, object userData)
|
|
{
|
|
AttachEntity(childEntity, GetEntity(parentEntityId), parentTransform, userData);
|
|
}
|
|
|
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/// <summary>
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/// 附加子实体。
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/// </summary>
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/// <param name="childEntity">要附加的子实体。</param>
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/// <param name="parentEntity">被附加的父实体。</param>
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/// <param name="parentTransform">相对于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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public void AttachEntity(Entity childEntity, Entity parentEntity, Transform parentTransform, object userData)
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{
|
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if (childEntity == null)
|
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{
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Log.Warning("Child entity is invalid.");
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return;
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}
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if (parentEntity == null)
|
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{
|
|
Log.Warning("Parent entity is invalid.");
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return;
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}
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if (parentTransform == null)
|
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{
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parentTransform = parentEntity.Logic.CachedTransform;
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}
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m_EntityManager.AttachEntity(childEntity, parentEntity, AttachEntityInfo.Create(parentTransform, userData));
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}
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/// <summary>
|
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/// 解除子实体。
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/// </summary>
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/// <param name="childEntityId">要解除的子实体的实体编号。</param>
|
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public void DetachEntity(int childEntityId)
|
|
{
|
|
m_EntityManager.DetachEntity(childEntityId);
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|
}
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|
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/// <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>
|
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public void DetachEntity(int childEntityId, object userData)
|
|
{
|
|
m_EntityManager.DetachEntity(childEntityId, userData);
|
|
}
|
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|
|
/// <summary>
|
|
/// 解除子实体。
|
|
/// </summary>
|
|
/// <param name="childEntity">要解除的子实体。</param>
|
|
public void DetachEntity(Entity childEntity)
|
|
{
|
|
m_EntityManager.DetachEntity(childEntity);
|
|
}
|
|
|
|
/// <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(Entity childEntity, object userData)
|
|
{
|
|
m_EntityManager.DetachEntity(childEntity, 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)
|
|
{
|
|
m_EntityManager.DetachChildEntities(parentEntityId);
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
m_EntityManager.DetachChildEntities(parentEntityId, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 解除所有子实体。
|
|
/// </summary>
|
|
/// <param name="parentEntity">被解除的父实体。</param>
|
|
public void DetachChildEntities(Entity parentEntity)
|
|
{
|
|
m_EntityManager.DetachChildEntities(parentEntity);
|
|
}
|
|
|
|
/// <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(Entity parentEntity, object userData)
|
|
{
|
|
m_EntityManager.DetachChildEntities(parentEntity, userData);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 设置实体是否被加锁。
|
|
/// </summary>
|
|
/// <param name="entity">实体。</param>
|
|
/// <param name="locked">实体是否被加锁。</param>
|
|
public void SetEntityInstanceLocked(Entity entity, bool locked)
|
|
{
|
|
if (entity == null)
|
|
{
|
|
Log.Warning("Entity is invalid.");
|
|
return;
|
|
}
|
|
|
|
IEntityGroup entityGroup = entity.EntityGroup;
|
|
if (entityGroup == null)
|
|
{
|
|
Log.Warning("Entity group is invalid.");
|
|
return;
|
|
}
|
|
|
|
entityGroup.SetEntityInstanceLocked(entity.gameObject, locked);
|
|
}
|
|
|
|
/// <summary>
|
|
/// 设置实体的优先级。
|
|
/// </summary>
|
|
/// <param name="entity">实体。</param>
|
|
/// <param name="priority">实体优先级。</param>
|
|
public void SetInstancePriority(Entity entity, int priority)
|
|
{
|
|
if (entity == null)
|
|
{
|
|
Log.Warning("Entity is invalid.");
|
|
return;
|
|
}
|
|
|
|
IEntityGroup entityGroup = entity.EntityGroup;
|
|
if (entityGroup == null)
|
|
{
|
|
Log.Warning("Entity group is invalid.");
|
|
return;
|
|
}
|
|
|
|
entityGroup.SetEntityInstancePriority(entity.gameObject, priority);
|
|
}
|
|
|
|
public static readonly int OnShowEntitySuccessEvent = RuntimeId.ToRuntimeId("OnShowEntitySuccessEvent");
|
|
public static readonly int OnShowEntityFailureEvent = RuntimeId.ToRuntimeId("OnShowEntityFailureEvent");
|
|
public static readonly int OnHideEntityCompleteEvent = RuntimeId.ToRuntimeId("OnHideEntityCompleteEvent");
|
|
|
|
private void OnShowEntitySuccess(Type entityLogicType, IEntity entity, float duration, object userData)
|
|
{
|
|
GameEvent.Send(EntityModule.OnShowEntitySuccessEvent, entityLogicType, entity, duration, userData);
|
|
}
|
|
|
|
private void OnShowEntityFailure(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, string errorMessage, object userData)
|
|
{
|
|
Log.Warning("Show entity failure, entity id '{0}', asset name '{1}', entity group name '{2}', error message '{3}'.", entityId, entityAssetName, entityGroupName, errorMessage);
|
|
GameEvent.Send(EntityModule.OnShowEntityFailureEvent, entityId, entityLogicType, entityAssetName, entityGroupName, errorMessage, userData);
|
|
}
|
|
|
|
private void OnHideEntityComplete(int entityId, string entityAssetName, string entityGroupName, object userData)
|
|
{
|
|
GameEvent.Send(EntityModule.OnHideEntityCompleteEvent, entityId, entityAssetName, entityGroupName, userData);
|
|
}
|
|
}
|
|
}
|