447 lines
18 KiB
C#
447 lines
18 KiB
C#
using System;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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namespace TEngine
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{
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/// <summary>
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/// 实体管理器接口。
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/// </summary>
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public interface IEntityManager
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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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int EntityCount { get; }
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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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int EntityGroupCount { get; }
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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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event Action<Type, IEntity, float, object> ShowEntitySuccess;
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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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event Action<int, Type, string, string, string, object> ShowEntityFailure;
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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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event Action<int, string, string, object> HideEntityComplete;
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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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void SetObjectPoolManager(IObjectPoolModule objectPoolManager);
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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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void SetResourceManager(IResourceModule resourceManager);
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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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void SetEntityHelper(IEntityHelper entityHelper);
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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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bool HasEntityGroup(string entityGroupName);
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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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IEntityGroup GetEntityGroup(string entityGroupName);
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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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IEntityGroup[] GetAllEntityGroups();
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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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void GetAllEntityGroups(List<IEntityGroup> results);
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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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bool AddEntityGroup(string entityGroupName, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority,
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IEntityGroupHelper entityGroupHelper);
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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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bool HasEntity(int entityId);
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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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bool HasEntity(string entityAssetName);
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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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IEntity GetEntity(int entityId);
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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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IEntity GetEntity(string entityAssetName);
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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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IEntity[] GetEntities(string entityAssetName);
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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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void GetEntities(string entityAssetName, List<IEntity> results);
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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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IEntity[] GetAllLoadedEntities();
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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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void GetAllLoadedEntities(List<IEntity> results);
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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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int[] GetAllLoadingEntityIds();
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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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void GetAllLoadingEntityIds(List<int> results);
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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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bool IsLoadingEntity(int entityId);
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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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bool IsValidEntity(IEntity entity);
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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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void ShowEntity(int entityId, string entityAssetName, string entityGroupName);
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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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void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority);
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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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void ShowEntity(int entityId, string entityAssetName, string entityGroupName, object userData);
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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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/// <param name="userData">用户自定义数据。</param>
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void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority, object userData);
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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, object userData) where T : class;
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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 UniTask<T> ShowEntityAsync<T>(int entityId, string entityAssetName, string entityGroupName, int priority, object userData) where T : class;
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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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void HideEntity(int entityId);
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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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/// <param name="userData">用户自定义数据。</param>
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void HideEntity(int entityId, object userData);
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/// <summary>
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/// 隐藏实体。
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/// </summary>
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/// <param name="entity">实体。</param>
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void HideEntity(IEntity entity);
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/// <summary>
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/// 隐藏实体。
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/// </summary>
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/// <param name="entity">实体。</param>
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/// <param name="userData">用户自定义数据。</param>
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void HideEntity(IEntity entity, object userData);
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/// <summary>
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/// 隐藏所有已加载的实体。
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/// </summary>
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void HideAllLoadedEntities();
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/// <summary>
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/// 隐藏所有已加载的实体。
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/// </summary>
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/// <param name="userData">用户自定义数据。</param>
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void HideAllLoadedEntities(object userData);
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/// <summary>
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/// 隐藏所有正在加载的实体。
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/// </summary>
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void HideAllLoadingEntities();
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/// <summary>
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/// 获取父实体。
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/// </summary>
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/// <param name="childEntityId">要获取父实体的子实体的实体编号。</param>
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/// <returns>子实体的父实体。</returns>
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IEntity GetParentEntity(int childEntityId);
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/// <summary>
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/// 获取父实体。
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/// </summary>
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/// <param name="childEntity">要获取父实体的子实体。</param>
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/// <returns>子实体的父实体。</returns>
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IEntity GetParentEntity(IEntity childEntity);
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/// <summary>
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/// 获取子实体数量。
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/// </summary>
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/// <param name="parentEntityId">要获取子实体数量的父实体的实体编号。</param>
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/// <returns>子实体数量。</returns>
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int GetChildEntityCount(int parentEntityId);
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/// <summary>
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/// 获取子实体。
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/// </summary>
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/// <param name="parentEntityId">要获取子实体的父实体的实体编号。</param>
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/// <returns>子实体。</returns>
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IEntity GetChildEntity(int parentEntityId);
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/// <summary>
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/// 获取子实体。
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/// </summary>
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/// <param name="parentEntity">要获取子实体的父实体。</param>
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/// <returns>子实体。</returns>
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IEntity GetChildEntity(IEntity parentEntity);
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/// <summary>
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/// 获取所有子实体。
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/// </summary>
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/// <param name="parentEntityId">要获取所有子实体的父实体的实体编号。</param>
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/// <returns>所有子实体。</returns>
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IEntity[] GetChildEntities(int parentEntityId);
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/// <summary>
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/// 获取所有子实体。
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/// </summary>
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/// <param name="parentEntityId">要获取所有子实体的父实体的实体编号。</param>
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/// <param name="results">所有子实体。</param>
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void GetChildEntities(int parentEntityId, List<IEntity> results);
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/// <summary>
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/// 获取所有子实体。
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/// </summary>
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/// <param name="parentEntity">要获取所有子实体的父实体。</param>
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/// <returns>所有子实体。</returns>
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IEntity[] GetChildEntities(IEntity parentEntity);
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/// <summary>
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/// 获取所有子实体。
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/// </summary>
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/// <param name="parentEntity">要获取所有子实体的父实体。</param>
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/// <param name="results">所有子实体。</param>
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void GetChildEntities(IEntity parentEntity, List<IEntity> results);
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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="childEntityId">要附加的子实体的实体编号。</param>
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/// <param name="parentEntityId">被附加的父实体的实体编号。</param>
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void AttachEntity(int childEntityId, int parentEntityId);
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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="childEntityId">要附加的子实体的实体编号。</param>
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/// <param name="parentEntityId">被附加的父实体的实体编号。</param>
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/// <param name="userData">用户自定义数据。</param>
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void AttachEntity(int childEntityId, int parentEntityId, object 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="childEntityId">要附加的子实体的实体编号。</param>
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/// <param name="parentEntity">被附加的父实体。</param>
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void AttachEntity(int childEntityId, IEntity parentEntity);
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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="childEntityId">要附加的子实体的实体编号。</param>
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/// <param name="parentEntity">被附加的父实体。</param>
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/// <param name="userData">用户自定义数据。</param>
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void AttachEntity(int childEntityId, IEntity parentEntity, object 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="parentEntityId">被附加的父实体的实体编号。</param>
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void AttachEntity(IEntity childEntity, int parentEntityId);
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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="parentEntityId">被附加的父实体的实体编号。</param>
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/// <param name="userData">用户自定义数据。</param>
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void AttachEntity(IEntity childEntity, int parentEntityId, object 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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void AttachEntity(IEntity childEntity, IEntity parentEntity);
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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="userData">用户自定义数据。</param>
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void AttachEntity(IEntity childEntity, IEntity parentEntity, object userData);
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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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void DetachEntity(int childEntityId);
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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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/// <param name="userData">用户自定义数据。</param>
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void DetachEntity(int childEntityId, object userData);
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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="childEntity">要解除的子实体。</param>
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void DetachEntity(IEntity childEntity);
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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="childEntity">要解除的子实体。</param>
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/// <param name="userData">用户自定义数据。</param>
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void DetachEntity(IEntity childEntity, object userData);
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/// <summary>
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/// 解除所有子实体。
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/// </summary>
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/// <param name="parentEntityId">被解除的父实体的实体编号。</param>
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void DetachChildEntities(int parentEntityId);
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/// <summary>
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/// 解除所有子实体。
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/// </summary>
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/// <param name="parentEntityId">被解除的父实体的实体编号。</param>
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/// <param name="userData">用户自定义数据。</param>
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void DetachChildEntities(int parentEntityId, object userData);
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/// <summary>
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/// 解除所有子实体。
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/// </summary>
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/// <param name="parentEntity">被解除的父实体。</param>
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void DetachChildEntities(IEntity parentEntity);
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/// <summary>
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/// 解除所有子实体。
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/// </summary>
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/// <param name="parentEntity">被解除的父实体。</param>
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/// <param name="userData">用户自定义数据。</param>
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void DetachChildEntities(IEntity parentEntity, object userData);
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}
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} |