IEntityGroup.cs 4.3 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 System.Collections.Generic;
  8. namespace GameFramework.Entity
  9. {
  10. /// <summary>
  11. /// 实体组接口。
  12. /// </summary>
  13. public interface IEntityGroup
  14. {
  15. /// <summary>
  16. /// 获取实体组名称。
  17. /// </summary>
  18. string Name
  19. {
  20. get;
  21. }
  22. /// <summary>
  23. /// 获取实体组中实体数量。
  24. /// </summary>
  25. int EntityCount
  26. {
  27. get;
  28. }
  29. /// <summary>
  30. /// 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。
  31. /// </summary>
  32. float InstanceAutoReleaseInterval
  33. {
  34. get;
  35. set;
  36. }
  37. /// <summary>
  38. /// 获取或设置实体组实例对象池的容量。
  39. /// </summary>
  40. int InstanceCapacity
  41. {
  42. get;
  43. set;
  44. }
  45. /// <summary>
  46. /// 获取或设置实体组实例对象池对象过期秒数。
  47. /// </summary>
  48. float InstanceExpireTime
  49. {
  50. get;
  51. set;
  52. }
  53. /// <summary>
  54. /// 获取或设置实体组实例对象池的优先级。
  55. /// </summary>
  56. int InstancePriority
  57. {
  58. get;
  59. set;
  60. }
  61. /// <summary>
  62. /// 获取实体组辅助器。
  63. /// </summary>
  64. IEntityGroupHelper Helper
  65. {
  66. get;
  67. }
  68. /// <summary>
  69. /// 实体组中是否存在实体。
  70. /// </summary>
  71. /// <param name="entityId">实体序列编号。</param>
  72. /// <returns>实体组中是否存在实体。</returns>
  73. bool HasEntity(int entityId);
  74. /// <summary>
  75. /// 实体组中是否存在实体。
  76. /// </summary>
  77. /// <param name="entityAssetName">实体资源名称。</param>
  78. /// <returns>实体组中是否存在实体。</returns>
  79. bool HasEntity(string entityAssetName);
  80. /// <summary>
  81. /// 从实体组中获取实体。
  82. /// </summary>
  83. /// <param name="entityId">实体序列编号。</param>
  84. /// <returns>要获取的实体。</returns>
  85. IEntity GetEntity(int entityId);
  86. /// <summary>
  87. /// 从实体组中获取实体。
  88. /// </summary>
  89. /// <param name="entityAssetName">实体资源名称。</param>
  90. /// <returns>要获取的实体。</returns>
  91. IEntity GetEntity(string entityAssetName);
  92. /// <summary>
  93. /// 从实体组中获取实体。
  94. /// </summary>
  95. /// <param name="entityAssetName">实体资源名称。</param>
  96. /// <returns>要获取的实体。</returns>
  97. IEntity[] GetEntities(string entityAssetName);
  98. /// <summary>
  99. /// 从实体组中获取实体。
  100. /// </summary>
  101. /// <param name="entityAssetName">实体资源名称。</param>
  102. /// <param name="results">要获取的实体。</param>
  103. void GetEntities(string entityAssetName, List<IEntity> results);
  104. /// <summary>
  105. /// 从实体组中获取所有实体。
  106. /// </summary>
  107. /// <returns>实体组中的所有实体。</returns>
  108. IEntity[] GetAllEntities();
  109. /// <summary>
  110. /// 从实体组中获取所有实体。
  111. /// </summary>
  112. /// <param name="results">实体组中的所有实体。</param>
  113. void GetAllEntities(List<IEntity> results);
  114. /// <summary>
  115. /// 设置实体实例是否被加锁。
  116. /// </summary>
  117. /// <param name="entityInstance">实体实例。</param>
  118. /// <param name="locked">实体实例是否被加锁。</param>
  119. void SetEntityInstanceLocked(object entityInstance, bool locked);
  120. /// <summary>
  121. /// 设置实体实例的优先级。
  122. /// </summary>
  123. /// <param name="entityInstance">实体实例。</param>
  124. /// <param name="priority">实体实例优先级。</param>
  125. void SetEntityInstancePriority(object entityInstance, int priority);
  126. }
  127. }