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

447 lines
18 KiB
C#

using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
namespace TEngine
{
/// <summary>
/// 实体管理器接口。
/// </summary>
public interface IEntityManager
{
/// <summary>
/// 获取实体数量。
/// </summary>
int EntityCount { get; }
/// <summary>
/// 获取实体组数量。
/// </summary>
int EntityGroupCount { get; }
/// <summary>
/// 显示实体成功事件。
/// </summary>
event Action<Type, IEntity, float, object> ShowEntitySuccess;
/// <summary>
/// 显示实体失败事件。
/// </summary>
event Action<int, Type, string, string, string, object> ShowEntityFailure;
/// <summary>
/// 隐藏实体完成事件。
/// </summary>
event Action<int, string, string, object> HideEntityComplete;
/// <summary>
/// 设置对象池管理器。
/// </summary>
/// <param name="objectPoolManager">对象池管理器。</param>
void SetObjectPoolManager(IObjectPoolModule objectPoolManager);
/// <summary>
/// 设置资源管理器。
/// </summary>
/// <param name="resourceManager">资源管理器。</param>
void SetResourceManager(IResourceModule resourceManager);
/// <summary>
/// 设置实体辅助器。
/// </summary>
/// <param name="entityHelper">实体辅助器。</param>
void SetEntityHelper(IEntityHelper entityHelper);
/// <summary>
/// 是否存在实体组。
/// </summary>
/// <param name="entityGroupName">实体组名称。</param>
/// <returns>是否存在实体组。</returns>
bool HasEntityGroup(string entityGroupName);
/// <summary>
/// 获取实体组。
/// </summary>
/// <param name="entityGroupName">实体组名称。</param>
/// <returns>要获取的实体组。</returns>
IEntityGroup GetEntityGroup(string entityGroupName);
/// <summary>
/// 获取所有实体组。
/// </summary>
/// <returns>所有实体组。</returns>
IEntityGroup[] GetAllEntityGroups();
/// <summary>
/// 获取所有实体组。
/// </summary>
/// <param name="results">所有实体组。</param>
void GetAllEntityGroups(List<IEntityGroup> results);
/// <summary>
/// 增加实体组。
/// </summary>
/// <param name="entityGroupName">实体组名称。</param>
/// <param name="instanceAutoReleaseInterval">实体实例对象池自动释放可释放对象的间隔秒数。</param>
/// <param name="instanceCapacity">实体实例对象池容量。</param>
/// <param name="instanceExpireTime">实体实例对象池对象过期秒数。</param>
/// <param name="instancePriority">实体实例对象池的优先级。</param>
/// <param name="entityGroupHelper">实体组辅助器。</param>
/// <returns>是否增加实体组成功。</returns>
bool AddEntityGroup(string entityGroupName, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority,
IEntityGroupHelper entityGroupHelper);
/// <summary>
/// 是否存在实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <returns>是否存在实体。</returns>
bool HasEntity(int entityId);
/// <summary>
/// 是否存在实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <returns>是否存在实体。</returns>
bool HasEntity(string entityAssetName);
/// <summary>
/// 获取实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <returns>要获取的实体。</returns>
IEntity GetEntity(int entityId);
/// <summary>
/// 获取实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <returns>要获取的实体。</returns>
IEntity GetEntity(string entityAssetName);
/// <summary>
/// 获取实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <returns>要获取的实体。</returns>
IEntity[] GetEntities(string entityAssetName);
/// <summary>
/// 获取实体。
/// </summary>
/// <param name="entityAssetName">实体资源名称。</param>
/// <param name="results">要获取的实体。</param>
void GetEntities(string entityAssetName, List<IEntity> results);
/// <summary>
/// 获取所有已加载的实体。
/// </summary>
/// <returns>所有已加载的实体。</returns>
IEntity[] GetAllLoadedEntities();
/// <summary>
/// 获取所有已加载的实体。
/// </summary>
/// <param name="results">所有已加载的实体。</param>
void GetAllLoadedEntities(List<IEntity> results);
/// <summary>
/// 获取所有正在加载实体的编号。
/// </summary>
/// <returns>所有正在加载实体的编号。</returns>
int[] GetAllLoadingEntityIds();
/// <summary>
/// 获取所有正在加载实体的编号。
/// </summary>
/// <param name="results">所有正在加载实体的编号。</param>
void GetAllLoadingEntityIds(List<int> results);
/// <summary>
/// 是否正在加载实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <returns>是否正在加载实体。</returns>
bool IsLoadingEntity(int entityId);
/// <summary>
/// 是否是合法的实体。
/// </summary>
/// <param name="entity">实体。</param>
/// <returns>实体是否合法。</returns>
bool IsValidEntity(IEntity entity);
/// <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>
void ShowEntity(int entityId, string entityAssetName, string entityGroupName);
/// <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>
void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority);
/// <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="userData">用户自定义数据。</param>
void ShowEntity(int entityId, string entityAssetName, string entityGroupName, object userData);
/// <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>
void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority, object userData);
/// <summary>
/// 同步显示实体。
/// </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 T ShowEntitySync<T>(int entityId, string entityAssetName, string entityGroupName, int priority, object userData) where T : class;
/// <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 UniTask<T> ShowEntityAsync<T>(int entityId, string entityAssetName, string entityGroupName, int priority, object userData) where T : class;
/// <summary>
/// 隐藏实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
void HideEntity(int entityId);
/// <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>
void HideEntity(int entityId, object userData);
/// <summary>
/// 隐藏实体。
/// </summary>
/// <param name="entity">实体。</param>
void HideEntity(IEntity entity);
/// <summary>
/// 隐藏实体。
/// </summary>
/// <param name="entity">实体。</param>
/// <param name="userData">用户自定义数据。</param>
void HideEntity(IEntity entity, object userData);
/// <summary>
/// 隐藏所有已加载的实体。
/// </summary>
void HideAllLoadedEntities();
/// <summary>
/// 隐藏所有已加载的实体。
/// </summary>
/// <param name="userData">用户自定义数据。</param>
void HideAllLoadedEntities(object userData);
/// <summary>
/// 隐藏所有正在加载的实体。
/// </summary>
void 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>
IEntity GetParentEntity(int 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>
IEntity GetParentEntity(IEntity 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>
int GetChildEntityCount(int 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>
IEntity GetChildEntity(int 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>
IEntity GetChildEntity(IEntity 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>
IEntity[] GetChildEntities(int parentEntityId);
/// <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>
void GetChildEntities(int parentEntityId, List<IEntity> 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>
IEntity[] GetChildEntities(IEntity parentEntity);
/// <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>
void GetChildEntities(IEntity parentEntity, List<IEntity> 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>
void AttachEntity(int childEntityId, int parentEntityId);
/// <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>
void AttachEntity(int childEntityId, int parentEntityId, object 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>
void AttachEntity(int childEntityId, IEntity parentEntity);
/// <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>
void AttachEntity(int childEntityId, IEntity parentEntity, object 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>
void AttachEntity(IEntity childEntity, int parentEntityId);
/// <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>
void AttachEntity(IEntity childEntity, int parentEntityId, object 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>
void AttachEntity(IEntity childEntity, IEntity parentEntity);
/// <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>
void AttachEntity(IEntity childEntity, IEntity parentEntity, object userData);
/// <summary>
/// 解除子实体。
/// </summary>
/// <param name="childEntityId">要解除的子实体的实体编号。</param>
void DetachEntity(int childEntityId);
/// <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>
void DetachEntity(int childEntityId, object userData);
/// <summary>
/// 解除子实体。
/// </summary>
/// <param name="childEntity">要解除的子实体。</param>
void DetachEntity(IEntity 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>
void DetachEntity(IEntity childEntity, object 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>
void DetachChildEntities(int 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>
void DetachChildEntities(int parentEntityId, object userData);
/// <summary>
/// 解除所有子实体。
/// </summary>
/// <param name="parentEntity">被解除的父实体。</param>
void DetachChildEntities(IEntity 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>
void DetachChildEntities(IEntity parentEntity, object userData);
}
}