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EntityComponent.cs 43.63 KB
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Jiang Yin 提交于 2018-12-17 17:24 +08:00 . 更新版权信息
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2019 Jiang Yin. All rights reserved.
// Homepage: http://gameframework.cn/
// Feedback: mailto:jiangyin@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Entity;
using GameFramework.ObjectPool;
using GameFramework.Resource;
using System;
using System.Collections.Generic;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 实体组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/Entity")]
public sealed partial class EntityComponent : GameFrameworkComponent
{
private const int DefaultPriority = 0;
private IEntityManager m_EntityManager = null;
private EventComponent m_EventComponent = null;
private readonly List<IEntity> m_InternalEntityResultsCache = new List<IEntity>();
[SerializeField]
private bool m_EnableShowEntitySuccessEvent = true;
[SerializeField]
private bool m_EnableShowEntityFailureEvent = true;
[SerializeField]
private bool m_EnableShowEntityUpdateEvent = false;
[SerializeField]
private bool m_EnableShowEntityDependencyAssetEvent = false;
[SerializeField]
private bool m_EnableHideEntityCompleteEvent = true;
[SerializeField]
private Transform m_InstanceRoot = null;
[SerializeField]
private string m_EntityHelperTypeName = "UnityGameFramework.Runtime.DefaultEntityHelper";
[SerializeField]
private EntityHelperBase m_CustomEntityHelper = null;
[SerializeField]
private string m_EntityGroupHelperTypeName = "UnityGameFramework.Runtime.DefaultEntityGroupHelper";
[SerializeField]
private EntityGroupHelperBase m_CustomEntityGroupHelper = null;
[SerializeField]
private EntityGroup[] m_EntityGroups = null;
/// <summary>
/// 获取实体数量。
/// </summary>
public int EntityCount
{
get
{
return m_EntityManager.EntityCount;
}
}
/// <summary>
/// 获取实体组数量。
/// </summary>
public int EntityGroupCount
{
get
{
return m_EntityManager.EntityGroupCount;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_EntityManager = GameFrameworkEntry.GetModule<IEntityManager>();
if (m_EntityManager == null)
{
Log.Fatal("Entity manager is invalid.");
return;
}
m_EntityManager.ShowEntitySuccess += OnShowEntitySuccess;
m_EntityManager.ShowEntityFailure += OnShowEntityFailure;
m_EntityManager.ShowEntityUpdate += OnShowEntityUpdate;
m_EntityManager.ShowEntityDependencyAsset += OnShowEntityDependencyAsset;
m_EntityManager.HideEntityComplete += OnHideEntityComplete;
}
private void Start()
{
BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
if (baseComponent == null)
{
Log.Fatal("Base component is invalid.");
return;
}
m_EventComponent = GameEntry.GetComponent<EventComponent>();
if (m_EventComponent == null)
{
Log.Fatal("Event component is invalid.");
return;
}
if (baseComponent.EditorResourceMode)
{
m_EntityManager.SetResourceManager(baseComponent.EditorResourceHelper);
}
else
{
m_EntityManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());
}
m_EntityManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());
EntityHelperBase entityHelper = Helper.CreateHelper(m_EntityHelperTypeName, m_CustomEntityHelper);
if (entityHelper == null)
{
Log.Error("Can not create entity helper.");
return;
}
entityHelper.name = "Entity Helper";
Transform transform = entityHelper.transform;
transform.SetParent(this.transform);
transform.localScale = Vector3.one;
m_EntityManager.SetEntityHelper(entityHelper);
if (m_InstanceRoot == null)
{
m_InstanceRoot = (new GameObject("Entity Instances")).transform;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
for (int i = 0; i < m_EntityGroups.Length; i++)
{
if (!AddEntityGroup(m_EntityGroups[i].Name, m_EntityGroups[i].InstanceAutoReleaseInterval, m_EntityGroups[i].InstanceCapacity, m_EntityGroups[i].InstanceExpireTime, m_EntityGroups[i].InstancePriority))
{
Log.Warning("Add entity group '{0}' failure.", m_EntityGroups[i].Name);
continue;
}
}
}
/// <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>
public bool HasEntityGroup(string entityGroupName)
{
return m_EntityManager.HasEntityGroup(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>
public IEntityGroup GetEntityGroup(string entityGroupName)
{
return m_EntityManager.GetEntityGroup(entityGroupName);
}
/// <summary>
/// 获取所有实体组。
/// </summary>
/// <returns>所有实体组。</returns>
public IEntityGroup[] GetAllEntityGroups()
{
return m_EntityManager.GetAllEntityGroups();
}
/// <summary>
/// 获取所有实体组。
/// </summary>
/// <param name="results">所有实体组。</param>
public void GetAllEntityGroups(List<IEntityGroup> results)
{
m_EntityManager.GetAllEntityGroups(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>
/// <returns>是否增加实体组成功。</returns>
public bool AddEntityGroup(string entityGroupName, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority)
{
if (m_EntityManager.HasEntityGroup(entityGroupName))
{
return false;
}
EntityGroupHelperBase entityGroupHelper = Helper.CreateHelper(m_EntityGroupHelperTypeName, m_CustomEntityGroupHelper, EntityGroupCount);
if (entityGroupHelper == null)
{
Log.Error("Can not create entity group helper.");
return false;
}
entityGroupHelper.name = Utility.Text.Format("Entity Group - {0}", entityGroupName);
Transform transform = entityGroupHelper.transform;
transform.SetParent(m_InstanceRoot);
transform.localScale = Vector3.one;
return m_EntityManager.AddEntityGroup(entityGroupName, instanceAutoReleaseInterval, instanceCapacity, instanceExpireTime, instancePriority, 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>
public bool HasEntity(int entityId)
{
return m_EntityManager.HasEntity(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>
public bool HasEntity(string entityAssetName)
{
return m_EntityManager.HasEntity(entityAssetName);
}
/// <summary>
/// 获取实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <returns>实体。</returns>
public Entity GetEntity(int entityId)
{
return (Entity)m_EntityManager.GetEntity(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>
public Entity GetEntity(string entityAssetName)
{
return (Entity)m_EntityManager.GetEntity(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>
public Entity[] GetEntities(string entityAssetName)
{
IEntity[] entities = m_EntityManager.GetEntities(entityAssetName);
Entity[] entityImpls = new Entity[entities.Length];
for (int i = 0; i < entities.Length; i++)
{
entityImpls[i] = (Entity)entities[i];
}
return entityImpls;
}
/// <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>
public void GetEntities(string entityAssetName, List<Entity> results)
{
if (results == null)
{
Log.Error("Results is invalid.");
return;
}
results.Clear();
m_EntityManager.GetEntities(entityAssetName, m_InternalEntityResultsCache);
foreach (IEntity entity in m_InternalEntityResultsCache)
{
results.Add((Entity)entity);
}
}
/// <summary>
/// 获取所有已加载的实体。
/// </summary>
/// <returns>所有已加载的实体。</returns>
public Entity[] GetAllLoadedEntities()
{
IEntity[] entities = m_EntityManager.GetAllLoadedEntities();
Entity[] entityImpls = new Entity[entities.Length];
for (int i = 0; i < entities.Length; i++)
{
entityImpls[i] = (Entity)entities[i];
}
return entityImpls;
}
/// <summary>
/// 获取所有已加载的实体。
/// </summary>
/// <param name="results">所有已加载的实体。</param>
public void GetAllLoadedEntities(List<Entity> results)
{
if (results == null)
{
Log.Error("Results is invalid.");
return;
}
results.Clear();
m_EntityManager.GetAllLoadedEntities(m_InternalEntityResultsCache);
foreach (IEntity entity in m_InternalEntityResultsCache)
{
results.Add((Entity)entity);
}
}
/// <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>
public int[] GetAllLoadingEntityIds()
{
return m_EntityManager.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>
public void GetAllLoadingEntityIds(List<int> results)
{
m_EntityManager.GetAllLoadingEntityIds(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>
public bool IsLoadingEntity(int entityId)
{
return m_EntityManager.IsLoadingEntity(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>
public bool IsValidEntity(Entity entity)
{
return m_EntityManager.IsValidEntity(entity);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <typeparam name="T">实体逻辑类型。</typeparam>
/// <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>
public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName) where T : EntityLogic
{
ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, DefaultPriority, null);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <param name="entityLogicType">实体逻辑类型。</param>
/// <param name="entityAssetName">实体资源名称。</param>
/// <param name="entityGroupName">实体组名称。</param>
public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName)
{
ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, DefaultPriority, null);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <typeparam name="T">实体逻辑类型。</typeparam>
/// <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>
public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName, int priority) where T : EntityLogic
{
ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, priority, null);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <param name="entityLogicType">实体逻辑类型。</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>
public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, int priority)
{
ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, priority, null);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <typeparam name="T">实体逻辑类型。</typeparam>
/// <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>
public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName, object userData) where T : EntityLogic
{
ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, DefaultPriority, userData);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <param name="entityLogicType">实体逻辑类型。</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>
public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, object userData)
{
ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, DefaultPriority, userData);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <typeparam name="T">实体逻辑类型。</typeparam>
/// <param name="entityId">实体编号。</param>
/// <param name="entityAssetName">实体资源名称。</param>
/// <param name="entityGroupName">实体组名称。</param>
/// <param name="priority">加载实体资源的优先级。</param>
/// <param name="userData">用户自定义数据。</param>
public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName, int priority, object userData) where T : EntityLogic
{
ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, priority, userData);
}
/// <summary>
/// 显示实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
/// <param name="entityLogicType">实体逻辑类型。</param>
/// <param name="entityAssetName">实体资源名称。</param>
/// <param name="entityGroupName">实体组名称。</param>
/// <param name="priority">加载实体资源的优先级。</param>
/// <param name="userData">用户自定义数据。</param>
public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, int priority, object userData)
{
if (entityLogicType == null)
{
Log.Error("Entity type is invalid.");
return;
}
m_EntityManager.ShowEntity(entityId, entityAssetName, entityGroupName, priority, new ShowEntityInfo(entityLogicType, userData));
}
/// <summary>
/// 隐藏实体。
/// </summary>
/// <param name="entityId">实体编号。</param>
public void HideEntity(int entityId)
{
m_EntityManager.HideEntity(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>
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。
/// </summary>
/// <param name="parentEntityId">要获取子实体的父实体的实体编号。</param>
/// <returns>子实体数组。</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>
/// 获取子实体。
/// </summary>
/// <param name="parentEntityId">要获取子实体的父实体的实体编号。</param>
/// <param name="results">子实体数组。</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_InternalEntityResultsCache);
foreach (IEntity entity in m_InternalEntityResultsCache)
{
results.Add((Entity)entity);
}
}
/// <summary>
/// 获取子实体。
/// </summary>
/// <param name="parentEntity">要获取子实体的父实体。</param>
/// <returns>子实体数组。</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>
/// 获取子实体。
/// </summary>
/// <param name="parentEntity">要获取子实体的父实体。</param>
/// <param name="results">子实体数组。</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_InternalEntityResultsCache);
foreach (IEntity entity in m_InternalEntityResultsCache)
{
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);
}
/// <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>
/// <param name="userData">用户自定义数据。</param>
public void AttachEntity(Entity childEntity, Entity parentEntity, Transform parentTransform, object userData)
{
if (childEntity == null)
{
Log.Warning("Child entity is invalid.");
return;
}
if (parentEntity == null)
{
Log.Warning("Parent entity is invalid.");
return;
}
if (parentTransform == null)
{
parentTransform = parentEntity.Logic.CachedTransform;
}
m_EntityManager.AttachEntity(childEntity, parentEntity, new AttachEntityInfo(parentTransform, userData));
}
/// <summary>
/// 解除子实体。
/// </summary>
/// <param name="childEntityId">要解除的子实体的实体编号。</param>
public void DetachEntity(int childEntityId)
{
m_EntityManager.DetachEntity(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>
public void DetachEntity(int childEntityId, object userData)
{
m_EntityManager.DetachEntity(childEntityId, userData);
}
/// <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);
}
private void OnShowEntitySuccess(object sender, GameFramework.Entity.ShowEntitySuccessEventArgs e)
{
if (m_EnableShowEntitySuccessEvent)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntitySuccessEventArgs>().Fill(e));
}
}
private void OnShowEntityFailure(object sender, GameFramework.Entity.ShowEntityFailureEventArgs e)
{
Log.Error("Show entity failure, entity id '{0}', asset name '{1}', entity group name '{2}', error message '{3}'.", e.EntityId.ToString(), e.EntityAssetName, e.EntityGroupName, e.ErrorMessage);
if (m_EnableShowEntityFailureEvent)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntityFailureEventArgs>().Fill(e));
}
}
private void OnShowEntityUpdate(object sender, GameFramework.Entity.ShowEntityUpdateEventArgs e)
{
if (m_EnableShowEntityUpdateEvent)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntityUpdateEventArgs>().Fill(e));
}
}
private void OnShowEntityDependencyAsset(object sender, GameFramework.Entity.ShowEntityDependencyAssetEventArgs e)
{
if (m_EnableShowEntityDependencyAssetEvent)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntityDependencyAssetEventArgs>().Fill(e));
}
}
private void OnHideEntityComplete(object sender, GameFramework.Entity.HideEntityCompleteEventArgs e)
{
if (m_EnableHideEntityCompleteEvent)
{
m_EventComponent.Fire(this, ReferencePool.Acquire<HideEntityCompleteEventArgs>().Fill(e));
}
}
}
}
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https://gitee.com/XTST/UnityGameFramework.git
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UnityGameFramework
UnityGameFramework
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