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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using UnityEngine;
- namespace UnityGameFramework.Runtime
- {
- /// <summary>
- /// 实体逻辑基类。
- /// </summary>
- public abstract class EntityLogic : MonoBehaviour
- {
- private bool m_Available = false;
- private bool m_Visible = false;
- private Entity m_Entity = null;
- private Transform m_CachedTransform = null;
- private int m_OriginalLayer = 0;
- private Transform m_OriginalTransform = null;
- /// <summary>
- /// 获取实体。
- /// </summary>
- public Entity Entity
- {
- get
- {
- return m_Entity;
- }
- }
- /// <summary>
- /// 获取或设置实体名称。
- /// </summary>
- public string Name
- {
- get
- {
- return gameObject.name;
- }
- set
- {
- gameObject.name = value;
- }
- }
- /// <summary>
- /// 获取实体是否可用。
- /// </summary>
- public bool Available
- {
- get
- {
- return m_Available;
- }
- }
- /// <summary>
- /// 获取或设置实体是否可见。
- /// </summary>
- public bool Visible
- {
- get
- {
- return m_Available && m_Visible;
- }
- set
- {
- if (!m_Available)
- {
- Log.Warning("Entity '{0}' is not available.", Name);
- return;
- }
- if (m_Visible == value)
- {
- return;
- }
- m_Visible = value;
- InternalSetVisible(value);
- }
- }
- /// <summary>
- /// 获取已缓存的 Transform。
- /// </summary>
- public Transform CachedTransform
- {
- get
- {
- return m_CachedTransform;
- }
- }
- /// <summary>
- /// 实体初始化。
- /// </summary>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnInit(object userData)
- {
- if (m_CachedTransform == null)
- {
- m_CachedTransform = transform;
- }
- m_Entity = GetComponent<Entity>();
- m_OriginalLayer = gameObject.layer;
- m_OriginalTransform = CachedTransform.parent;
- }
- /// <summary>
- /// 实体回收。
- /// </summary>
- public virtual void OnRecycle()
- {
- }
- /// <summary>
- /// 实体显示。
- /// </summary>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnShow(object userData)
- {
- m_Available = true;
- Visible = true;
- }
- /// <summary>
- /// 实体隐藏。
- /// </summary>
- /// <param name="isShutdown">是否是关闭实体管理器时触发。</param>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnHide(bool isShutdown, object userData)
- {
- gameObject.SetLayerRecursively(m_OriginalLayer);
- Visible = false;
- m_Available = false;
- }
- /// <summary>
- /// 实体附加子实体。
- /// </summary>
- /// <param name="childEntity">附加的子实体。</param>
- /// <param name="parentTransform">被附加父实体的位置。</param>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
- {
- }
- /// <summary>
- /// 实体解除子实体。
- /// </summary>
- /// <param name="childEntity">解除的子实体。</param>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnDetached(EntityLogic childEntity, object userData)
- {
- }
- /// <summary>
- /// 实体附加子实体。
- /// </summary>
- /// <param name="parentEntity">被附加的父实体。</param>
- /// <param name="parentTransform">被附加父实体的位置。</param>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
- {
- CachedTransform.SetParent(parentTransform);
- }
- /// <summary>
- /// 实体解除子实体。
- /// </summary>
- /// <param name="parentEntity">被解除的父实体。</param>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnDetachFrom(EntityLogic parentEntity, object userData)
- {
- CachedTransform.SetParent(m_OriginalTransform);
- }
- /// <summary>
- /// 实体轮询。
- /// </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 virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- }
- /// <summary>
- /// 设置实体的可见性。
- /// </summary>
- /// <param name="visible">实体的可见性。</param>
- public virtual void InternalSetVisible(bool visible)
- {
- gameObject.SetActive(visible);
- }
- }
- }
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