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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 GameFramework.Resource;
- using System;
- using System.Collections.Generic;
- namespace GameFramework.Entity
- {
- /// <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 EventHandler<ShowEntitySuccessEventArgs> ShowEntitySuccess;
- /// <summary>
- /// 显示实体失败事件。
- /// </summary>
- event EventHandler<ShowEntityFailureEventArgs> ShowEntityFailure;
- /// <summary>
- /// 显示实体更新事件。
- /// </summary>
- event EventHandler<ShowEntityUpdateEventArgs> ShowEntityUpdate;
- /// <summary>
- /// 显示实体时加载依赖资源事件。
- /// </summary>
- event EventHandler<ShowEntityDependencyAssetEventArgs> ShowEntityDependencyAsset;
- /// <summary>
- /// 隐藏实体完成事件。
- /// </summary>
- event EventHandler<HideEntityCompleteEventArgs> HideEntityComplete;
- /// <summary>
- /// 设置对象池管理器。
- /// </summary>
- /// <param name="objectPoolManager">对象池管理器。</param>
- void SetObjectPoolManager(IObjectPoolManager objectPoolManager);
- /// <summary>
- /// 设置资源管理器。
- /// </summary>
- /// <param name="resourceManager">资源管理器。</param>
- void SetResourceManager(IResourceManager 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>
- /// 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);
- }
- }
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