IEntityManager.cs 17 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. using GameFramework.ObjectPool;
  8. using GameFramework.Resource;
  9. using System;
  10. using System.Collections.Generic;
  11. namespace GameFramework.Entity
  12. {
  13. /// <summary>
  14. /// 实体管理器接口。
  15. /// </summary>
  16. public interface IEntityManager
  17. {
  18. /// <summary>
  19. /// 获取实体数量。
  20. /// </summary>
  21. int EntityCount
  22. {
  23. get;
  24. }
  25. /// <summary>
  26. /// 获取实体组数量。
  27. /// </summary>
  28. int EntityGroupCount
  29. {
  30. get;
  31. }
  32. /// <summary>
  33. /// 显示实体成功事件。
  34. /// </summary>
  35. event EventHandler<ShowEntitySuccessEventArgs> ShowEntitySuccess;
  36. /// <summary>
  37. /// 显示实体失败事件。
  38. /// </summary>
  39. event EventHandler<ShowEntityFailureEventArgs> ShowEntityFailure;
  40. /// <summary>
  41. /// 显示实体更新事件。
  42. /// </summary>
  43. event EventHandler<ShowEntityUpdateEventArgs> ShowEntityUpdate;
  44. /// <summary>
  45. /// 显示实体时加载依赖资源事件。
  46. /// </summary>
  47. event EventHandler<ShowEntityDependencyAssetEventArgs> ShowEntityDependencyAsset;
  48. /// <summary>
  49. /// 隐藏实体完成事件。
  50. /// </summary>
  51. event EventHandler<HideEntityCompleteEventArgs> HideEntityComplete;
  52. /// <summary>
  53. /// 设置对象池管理器。
  54. /// </summary>
  55. /// <param name="objectPoolManager">对象池管理器。</param>
  56. void SetObjectPoolManager(IObjectPoolManager objectPoolManager);
  57. /// <summary>
  58. /// 设置资源管理器。
  59. /// </summary>
  60. /// <param name="resourceManager">资源管理器。</param>
  61. void SetResourceManager(IResourceManager resourceManager);
  62. /// <summary>
  63. /// 设置实体辅助器。
  64. /// </summary>
  65. /// <param name="entityHelper">实体辅助器。</param>
  66. void SetEntityHelper(IEntityHelper entityHelper);
  67. /// <summary>
  68. /// 是否存在实体组。
  69. /// </summary>
  70. /// <param name="entityGroupName">实体组名称。</param>
  71. /// <returns>是否存在实体组。</returns>
  72. bool HasEntityGroup(string entityGroupName);
  73. /// <summary>
  74. /// 获取实体组。
  75. /// </summary>
  76. /// <param name="entityGroupName">实体组名称。</param>
  77. /// <returns>要获取的实体组。</returns>
  78. IEntityGroup GetEntityGroup(string entityGroupName);
  79. /// <summary>
  80. /// 获取所有实体组。
  81. /// </summary>
  82. /// <returns>所有实体组。</returns>
  83. IEntityGroup[] GetAllEntityGroups();
  84. /// <summary>
  85. /// 获取所有实体组。
  86. /// </summary>
  87. /// <param name="results">所有实体组。</param>
  88. void GetAllEntityGroups(List<IEntityGroup> results);
  89. /// <summary>
  90. /// 增加实体组。
  91. /// </summary>
  92. /// <param name="entityGroupName">实体组名称。</param>
  93. /// <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>
  94. /// <param name="instanceCapacity">实体实例对象池容量。</param>
  95. /// <param name="instanceExpireTime">实体实例对象池对象过期秒数。</param>
  96. /// <param name="instancePriority">实体实例对象池的优先级。</param>
  97. /// <param name="entityGroupHelper">实体组辅助器。</param>
  98. /// <returns>是否增加实体组成功。</returns>
  99. bool AddEntityGroup(string entityGroupName, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority, IEntityGroupHelper entityGroupHelper);
  100. /// <summary>
  101. /// 是否存在实体。
  102. /// </summary>
  103. /// <param name="entityId">实体编号。</param>
  104. /// <returns>是否存在实体。</returns>
  105. bool HasEntity(int entityId);
  106. /// <summary>
  107. /// 是否存在实体。
  108. /// </summary>
  109. /// <param name="entityAssetName">实体资源名称。</param>
  110. /// <returns>是否存在实体。</returns>
  111. bool HasEntity(string entityAssetName);
  112. /// <summary>
  113. /// 获取实体。
  114. /// </summary>
  115. /// <param name="entityId">实体编号。</param>
  116. /// <returns>要获取的实体。</returns>
  117. IEntity GetEntity(int entityId);
  118. /// <summary>
  119. /// 获取实体。
  120. /// </summary>
  121. /// <param name="entityAssetName">实体资源名称。</param>
  122. /// <returns>要获取的实体。</returns>
  123. IEntity GetEntity(string entityAssetName);
  124. /// <summary>
  125. /// 获取实体。
  126. /// </summary>
  127. /// <param name="entityAssetName">实体资源名称。</param>
  128. /// <returns>要获取的实体。</returns>
  129. IEntity[] GetEntities(string entityAssetName);
  130. /// <summary>
  131. /// 获取实体。
  132. /// </summary>
  133. /// <param name="entityAssetName">实体资源名称。</param>
  134. /// <param name="results">要获取的实体。</param>
  135. void GetEntities(string entityAssetName, List<IEntity> results);
  136. /// <summary>
  137. /// 获取所有已加载的实体。
  138. /// </summary>
  139. /// <returns>所有已加载的实体。</returns>
  140. IEntity[] GetAllLoadedEntities();
  141. /// <summary>
  142. /// 获取所有已加载的实体。
  143. /// </summary>
  144. /// <param name="results">所有已加载的实体。</param>
  145. void GetAllLoadedEntities(List<IEntity> results);
  146. /// <summary>
  147. /// 获取所有正在加载实体的编号。
  148. /// </summary>
  149. /// <returns>所有正在加载实体的编号。</returns>
  150. int[] GetAllLoadingEntityIds();
  151. /// <summary>
  152. /// 获取所有正在加载实体的编号。
  153. /// </summary>
  154. /// <param name="results">所有正在加载实体的编号。</param>
  155. void GetAllLoadingEntityIds(List<int> results);
  156. /// <summary>
  157. /// 是否正在加载实体。
  158. /// </summary>
  159. /// <param name="entityId">实体编号。</param>
  160. /// <returns>是否正在加载实体。</returns>
  161. bool IsLoadingEntity(int entityId);
  162. /// <summary>
  163. /// 是否是合法的实体。
  164. /// </summary>
  165. /// <param name="entity">实体。</param>
  166. /// <returns>实体是否合法。</returns>
  167. bool IsValidEntity(IEntity entity);
  168. /// <summary>
  169. /// 显示实体。
  170. /// </summary>
  171. /// <param name="entityId">实体编号。</param>
  172. /// <param name="entityAssetName">实体资源名称。</param>
  173. /// <param name="entityGroupName">实体组名称。</param>
  174. void ShowEntity(int entityId, string entityAssetName, string entityGroupName);
  175. /// <summary>
  176. /// 显示实体。
  177. /// </summary>
  178. /// <param name="entityId">实体编号。</param>
  179. /// <param name="entityAssetName">实体资源名称。</param>
  180. /// <param name="entityGroupName">实体组名称。</param>
  181. /// <param name="priority">加载实体资源的优先级。</param>
  182. void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority);
  183. /// <summary>
  184. /// 显示实体。
  185. /// </summary>
  186. /// <param name="entityId">实体编号。</param>
  187. /// <param name="entityAssetName">实体资源名称。</param>
  188. /// <param name="entityGroupName">实体组名称。</param>
  189. /// <param name="userData">用户自定义数据。</param>
  190. void ShowEntity(int entityId, string entityAssetName, string entityGroupName, object userData);
  191. /// <summary>
  192. /// 显示实体。
  193. /// </summary>
  194. /// <param name="entityId">实体编号。</param>
  195. /// <param name="entityAssetName">实体资源名称。</param>
  196. /// <param name="entityGroupName">实体组名称。</param>
  197. /// <param name="priority">加载实体资源的优先级。</param>
  198. /// <param name="userData">用户自定义数据。</param>
  199. void ShowEntity(int entityId, string entityAssetName, string entityGroupName, int priority, object userData);
  200. /// <summary>
  201. /// 隐藏实体。
  202. /// </summary>
  203. /// <param name="entityId">实体编号。</param>
  204. void HideEntity(int entityId);
  205. /// <summary>
  206. /// 隐藏实体。
  207. /// </summary>
  208. /// <param name="entityId">实体编号。</param>
  209. /// <param name="userData">用户自定义数据。</param>
  210. void HideEntity(int entityId, object userData);
  211. /// <summary>
  212. /// 隐藏实体。
  213. /// </summary>
  214. /// <param name="entity">实体。</param>
  215. void HideEntity(IEntity entity);
  216. /// <summary>
  217. /// 隐藏实体。
  218. /// </summary>
  219. /// <param name="entity">实体。</param>
  220. /// <param name="userData">用户自定义数据。</param>
  221. void HideEntity(IEntity entity, object userData);
  222. /// <summary>
  223. /// 隐藏所有已加载的实体。
  224. /// </summary>
  225. void HideAllLoadedEntities();
  226. /// <summary>
  227. /// 隐藏所有已加载的实体。
  228. /// </summary>
  229. /// <param name="userData">用户自定义数据。</param>
  230. void HideAllLoadedEntities(object userData);
  231. /// <summary>
  232. /// 隐藏所有正在加载的实体。
  233. /// </summary>
  234. void HideAllLoadingEntities();
  235. /// <summary>
  236. /// 获取父实体。
  237. /// </summary>
  238. /// <param name="childEntityId">要获取父实体的子实体的实体编号。</param>
  239. /// <returns>子实体的父实体。</returns>
  240. IEntity GetParentEntity(int childEntityId);
  241. /// <summary>
  242. /// 获取父实体。
  243. /// </summary>
  244. /// <param name="childEntity">要获取父实体的子实体。</param>
  245. /// <returns>子实体的父实体。</returns>
  246. IEntity GetParentEntity(IEntity childEntity);
  247. /// <summary>
  248. /// 获取子实体数量。
  249. /// </summary>
  250. /// <param name="parentEntityId">要获取子实体数量的父实体的实体编号。</param>
  251. /// <returns>子实体数量。</returns>
  252. int GetChildEntityCount(int parentEntityId);
  253. /// <summary>
  254. /// 获取子实体。
  255. /// </summary>
  256. /// <param name="parentEntityId">要获取子实体的父实体的实体编号。</param>
  257. /// <returns>子实体。</returns>
  258. IEntity GetChildEntity(int parentEntityId);
  259. /// <summary>
  260. /// 获取子实体。
  261. /// </summary>
  262. /// <param name="parentEntity">要获取子实体的父实体。</param>
  263. /// <returns>子实体。</returns>
  264. IEntity GetChildEntity(IEntity parentEntity);
  265. /// <summary>
  266. /// 获取所有子实体。
  267. /// </summary>
  268. /// <param name="parentEntityId">要获取所有子实体的父实体的实体编号。</param>
  269. /// <returns>所有子实体。</returns>
  270. IEntity[] GetChildEntities(int parentEntityId);
  271. /// <summary>
  272. /// 获取所有子实体。
  273. /// </summary>
  274. /// <param name="parentEntityId">要获取所有子实体的父实体的实体编号。</param>
  275. /// <param name="results">所有子实体。</param>
  276. void GetChildEntities(int parentEntityId, List<IEntity> results);
  277. /// <summary>
  278. /// 获取所有子实体。
  279. /// </summary>
  280. /// <param name="parentEntity">要获取所有子实体的父实体。</param>
  281. /// <returns>所有子实体。</returns>
  282. IEntity[] GetChildEntities(IEntity parentEntity);
  283. /// <summary>
  284. /// 获取所有子实体。
  285. /// </summary>
  286. /// <param name="parentEntity">要获取所有子实体的父实体。</param>
  287. /// <param name="results">所有子实体。</param>
  288. void GetChildEntities(IEntity parentEntity, List<IEntity> results);
  289. /// <summary>
  290. /// 附加子实体。
  291. /// </summary>
  292. /// <param name="childEntityId">要附加的子实体的实体编号。</param>
  293. /// <param name="parentEntityId">被附加的父实体的实体编号。</param>
  294. void AttachEntity(int childEntityId, int parentEntityId);
  295. /// <summary>
  296. /// 附加子实体。
  297. /// </summary>
  298. /// <param name="childEntityId">要附加的子实体的实体编号。</param>
  299. /// <param name="parentEntityId">被附加的父实体的实体编号。</param>
  300. /// <param name="userData">用户自定义数据。</param>
  301. void AttachEntity(int childEntityId, int parentEntityId, object userData);
  302. /// <summary>
  303. /// 附加子实体。
  304. /// </summary>
  305. /// <param name="childEntityId">要附加的子实体的实体编号。</param>
  306. /// <param name="parentEntity">被附加的父实体。</param>
  307. void AttachEntity(int childEntityId, IEntity parentEntity);
  308. /// <summary>
  309. /// 附加子实体。
  310. /// </summary>
  311. /// <param name="childEntityId">要附加的子实体的实体编号。</param>
  312. /// <param name="parentEntity">被附加的父实体。</param>
  313. /// <param name="userData">用户自定义数据。</param>
  314. void AttachEntity(int childEntityId, IEntity parentEntity, object userData);
  315. /// <summary>
  316. /// 附加子实体。
  317. /// </summary>
  318. /// <param name="childEntity">要附加的子实体。</param>
  319. /// <param name="parentEntityId">被附加的父实体的实体编号。</param>
  320. void AttachEntity(IEntity childEntity, int parentEntityId);
  321. /// <summary>
  322. /// 附加子实体。
  323. /// </summary>
  324. /// <param name="childEntity">要附加的子实体。</param>
  325. /// <param name="parentEntityId">被附加的父实体的实体编号。</param>
  326. /// <param name="userData">用户自定义数据。</param>
  327. void AttachEntity(IEntity childEntity, int parentEntityId, object userData);
  328. /// <summary>
  329. /// 附加子实体。
  330. /// </summary>
  331. /// <param name="childEntity">要附加的子实体。</param>
  332. /// <param name="parentEntity">被附加的父实体。</param>
  333. void AttachEntity(IEntity childEntity, IEntity parentEntity);
  334. /// <summary>
  335. /// 附加子实体。
  336. /// </summary>
  337. /// <param name="childEntity">要附加的子实体。</param>
  338. /// <param name="parentEntity">被附加的父实体。</param>
  339. /// <param name="userData">用户自定义数据。</param>
  340. void AttachEntity(IEntity childEntity, IEntity parentEntity, object userData);
  341. /// <summary>
  342. /// 解除子实体。
  343. /// </summary>
  344. /// <param name="childEntityId">要解除的子实体的实体编号。</param>
  345. void DetachEntity(int childEntityId);
  346. /// <summary>
  347. /// 解除子实体。
  348. /// </summary>
  349. /// <param name="childEntityId">要解除的子实体的实体编号。</param>
  350. /// <param name="userData">用户自定义数据。</param>
  351. void DetachEntity(int childEntityId, object userData);
  352. /// <summary>
  353. /// 解除子实体。
  354. /// </summary>
  355. /// <param name="childEntity">要解除的子实体。</param>
  356. void DetachEntity(IEntity childEntity);
  357. /// <summary>
  358. /// 解除子实体。
  359. /// </summary>
  360. /// <param name="childEntity">要解除的子实体。</param>
  361. /// <param name="userData">用户自定义数据。</param>
  362. void DetachEntity(IEntity childEntity, object userData);
  363. /// <summary>
  364. /// 解除所有子实体。
  365. /// </summary>
  366. /// <param name="parentEntityId">被解除的父实体的实体编号。</param>
  367. void DetachChildEntities(int parentEntityId);
  368. /// <summary>
  369. /// 解除所有子实体。
  370. /// </summary>
  371. /// <param name="parentEntityId">被解除的父实体的实体编号。</param>
  372. /// <param name="userData">用户自定义数据。</param>
  373. void DetachChildEntities(int parentEntityId, object userData);
  374. /// <summary>
  375. /// 解除所有子实体。
  376. /// </summary>
  377. /// <param name="parentEntity">被解除的父实体。</param>
  378. void DetachChildEntities(IEntity parentEntity);
  379. /// <summary>
  380. /// 解除所有子实体。
  381. /// </summary>
  382. /// <param name="parentEntity">被解除的父实体。</param>
  383. /// <param name="userData">用户自定义数据。</param>
  384. void DetachChildEntities(IEntity parentEntity, object userData);
  385. }
  386. }