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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework.ObjectPool;
- using System.Collections.Generic;
- namespace GameFramework.Entity
- {
- internal sealed partial class EntityManager : GameFrameworkModule, IEntityManager
- {
- /// <summary>
- /// 实体组。
- /// </summary>
- private sealed class EntityGroup : IEntityGroup
- {
- private readonly string m_Name;
- private readonly IEntityGroupHelper m_EntityGroupHelper;
- private readonly IObjectPool<EntityInstanceObject> m_InstancePool;
- private readonly GameFrameworkLinkedList<IEntity> m_Entities;
- private LinkedListNode<IEntity> m_CachedNode;
- /// <summary>
- /// 初始化实体组的新实例。
- /// </summary>
- /// <param name="name">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>
- /// <param name="objectPoolManager">对象池管理器。</param>
- public EntityGroup(string name, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority, IEntityGroupHelper entityGroupHelper, IObjectPoolManager objectPoolManager)
- {
- if (string.IsNullOrEmpty(name))
- {
- throw new GameFrameworkException("Entity group name is invalid.");
- }
- if (entityGroupHelper == null)
- {
- throw new GameFrameworkException("Entity group helper is invalid.");
- }
- m_Name = name;
- m_EntityGroupHelper = entityGroupHelper;
- m_InstancePool = objectPoolManager.CreateSingleSpawnObjectPool<EntityInstanceObject>(Utility.Text.Format("Entity Instance Pool ({0})", name), instanceCapacity, instanceExpireTime, instancePriority);
- m_InstancePool.AutoReleaseInterval = instanceAutoReleaseInterval;
- m_Entities = new GameFrameworkLinkedList<IEntity>();
- m_CachedNode = null;
- }
- /// <summary>
- /// 获取实体组名称。
- /// </summary>
- public string Name
- {
- get
- {
- return m_Name;
- }
- }
- /// <summary>
- /// 获取实体组中实体数量。
- /// </summary>
- public int EntityCount
- {
- get
- {
- return m_Entities.Count;
- }
- }
- /// <summary>
- /// 获取或设置实体组实例对象池自动释放可释放对象的间隔秒数。
- /// </summary>
- public float InstanceAutoReleaseInterval
- {
- get
- {
- return m_InstancePool.AutoReleaseInterval;
- }
- set
- {
- m_InstancePool.AutoReleaseInterval = value;
- }
- }
- /// <summary>
- /// 获取或设置实体组实例对象池的容量。
- /// </summary>
- public int InstanceCapacity
- {
- get
- {
- return m_InstancePool.Capacity;
- }
- set
- {
- m_InstancePool.Capacity = value;
- }
- }
- /// <summary>
- /// 获取或设置实体组实例对象池对象过期秒数。
- /// </summary>
- public float InstanceExpireTime
- {
- get
- {
- return m_InstancePool.ExpireTime;
- }
- set
- {
- m_InstancePool.ExpireTime = value;
- }
- }
- /// <summary>
- /// 获取或设置实体组实例对象池的优先级。
- /// </summary>
- public int InstancePriority
- {
- get
- {
- return m_InstancePool.Priority;
- }
- set
- {
- m_InstancePool.Priority = value;
- }
- }
- /// <summary>
- /// 获取实体组辅助器。
- /// </summary>
- public IEntityGroupHelper Helper
- {
- get
- {
- return m_EntityGroupHelper;
- }
- }
- /// <summary>
- /// 实体组轮询。
- /// </summary>
- /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
- /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
- public void Update(float elapseSeconds, float realElapseSeconds)
- {
- LinkedListNode<IEntity> current = m_Entities.First;
- while (current != null)
- {
- m_CachedNode = current.Next;
- current.Value.OnUpdate(elapseSeconds, realElapseSeconds);
- current = m_CachedNode;
- m_CachedNode = null;
- }
- }
- /// <summary>
- /// 实体组中是否存在实体。
- /// </summary>
- /// <param name="entityId">实体序列编号。</param>
- /// <returns>实体组中是否存在实体。</returns>
- public bool HasEntity(int entityId)
- {
- foreach (IEntity entity in m_Entities)
- {
- if (entity.Id == entityId)
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// 实体组中是否存在实体。
- /// </summary>
- /// <param name="entityAssetName">实体资源名称。</param>
- /// <returns>实体组中是否存在实体。</returns>
- public bool HasEntity(string entityAssetName)
- {
- if (string.IsNullOrEmpty(entityAssetName))
- {
- throw new GameFrameworkException("Entity asset name is invalid.");
- }
- foreach (IEntity entity in m_Entities)
- {
- if (entity.EntityAssetName == entityAssetName)
- {
- return true;
- }
- }
- return false;
- }
- /// <summary>
- /// 从实体组中获取实体。
- /// </summary>
- /// <param name="entityId">实体序列编号。</param>
- /// <returns>要获取的实体。</returns>
- public IEntity GetEntity(int entityId)
- {
- foreach (IEntity entity in m_Entities)
- {
- if (entity.Id == entityId)
- {
- return entity;
- }
- }
- return null;
- }
- /// <summary>
- /// 从实体组中获取实体。
- /// </summary>
- /// <param name="entityAssetName">实体资源名称。</param>
- /// <returns>要获取的实体。</returns>
- public IEntity GetEntity(string entityAssetName)
- {
- if (string.IsNullOrEmpty(entityAssetName))
- {
- throw new GameFrameworkException("Entity asset name is invalid.");
- }
- foreach (IEntity entity in m_Entities)
- {
- if (entity.EntityAssetName == entityAssetName)
- {
- return entity;
- }
- }
- return null;
- }
- /// <summary>
- /// 从实体组中获取实体。
- /// </summary>
- /// <param name="entityAssetName">实体资源名称。</param>
- /// <returns>要获取的实体。</returns>
- public IEntity[] GetEntities(string entityAssetName)
- {
- if (string.IsNullOrEmpty(entityAssetName))
- {
- throw new GameFrameworkException("Entity asset name is invalid.");
- }
- List<IEntity> results = new List<IEntity>();
- foreach (IEntity entity in m_Entities)
- {
- if (entity.EntityAssetName == entityAssetName)
- {
- results.Add(entity);
- }
- }
- return results.ToArray();
- }
- /// <summary>
- /// 从实体组中获取实体。
- /// </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<IEntity> results)
- {
- if (string.IsNullOrEmpty(entityAssetName))
- {
- throw new GameFrameworkException("Entity asset name is invalid.");
- }
- if (results == null)
- {
- throw new GameFrameworkException("Results is invalid.");
- }
- results.Clear();
- foreach (IEntity entity in m_Entities)
- {
- if (entity.EntityAssetName == entityAssetName)
- {
- results.Add(entity);
- }
- }
- }
- /// <summary>
- /// 从实体组中获取所有实体。
- /// </summary>
- /// <returns>实体组中的所有实体。</returns>
- public IEntity[] GetAllEntities()
- {
- List<IEntity> results = new List<IEntity>();
- foreach (IEntity entity in m_Entities)
- {
- results.Add(entity);
- }
- return results.ToArray();
- }
- /// <summary>
- /// 从实体组中获取所有实体。
- /// </summary>
- /// <param name="results">实体组中的所有实体。</param>
- public void GetAllEntities(List<IEntity> results)
- {
- if (results == null)
- {
- throw new GameFrameworkException("Results is invalid.");
- }
- results.Clear();
- foreach (IEntity entity in m_Entities)
- {
- results.Add(entity);
- }
- }
- /// <summary>
- /// 往实体组增加实体。
- /// </summary>
- /// <param name="entity">要增加的实体。</param>
- public void AddEntity(IEntity entity)
- {
- m_Entities.AddLast(entity);
- }
- /// <summary>
- /// 从实体组移除实体。
- /// </summary>
- /// <param name="entity">要移除的实体。</param>
- public void RemoveEntity(IEntity entity)
- {
- if (m_CachedNode != null && m_CachedNode.Value == entity)
- {
- m_CachedNode = m_CachedNode.Next;
- }
- if (!m_Entities.Remove(entity))
- {
- throw new GameFrameworkException(Utility.Text.Format("Entity group '{0}' not exists specified entity '[{1}]{2}'.", m_Name, entity.Id, entity.EntityAssetName));
- }
- }
- public void RegisterEntityInstanceObject(EntityInstanceObject obj, bool spawned)
- {
- m_InstancePool.Register(obj, spawned);
- }
- public EntityInstanceObject SpawnEntityInstanceObject(string name)
- {
- return m_InstancePool.Spawn(name);
- }
- public void UnspawnEntity(IEntity entity)
- {
- m_InstancePool.Unspawn(entity.Handle);
- }
- public void SetEntityInstanceLocked(object entityInstance, bool locked)
- {
- if (entityInstance == null)
- {
- throw new GameFrameworkException("Entity instance is invalid.");
- }
- m_InstancePool.SetLocked(entityInstance, locked);
- }
- public void SetEntityInstancePriority(object entityInstance, int priority)
- {
- if (entityInstance == null)
- {
- throw new GameFrameworkException("Entity instance is invalid.");
- }
- m_InstancePool.SetPriority(entityInstance, priority);
- }
- }
- }
- }
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