//------------------------------------------------------------// Game Framework// Copyright © 2013-2019 Jiang Yin. All rights reserved.// Homepage: http://gameframework.cn/// Feedback: mailto:jiangyin@gameframework.cn//------------------------------------------------------------using GameFramework;using GameFramework.Entity;using GameFramework.ObjectPool;using GameFramework.Resource;using System;using System.Collections.Generic;using UnityEngine;namespace UnityGameFramework.Runtime{/// <summary>/// 实体组件。/// </summary>[DisallowMultipleComponent][AddComponentMenu("Game Framework/Entity")]public sealed partial class EntityComponent : GameFrameworkComponent{private const int DefaultPriority = 0;private IEntityManager m_EntityManager = null;private EventComponent m_EventComponent = null;private readonly List<IEntity> m_InternalEntityResultsCache = new List<IEntity>();[SerializeField]private bool m_EnableShowEntitySuccessEvent = true;[SerializeField]private bool m_EnableShowEntityFailureEvent = true;[SerializeField]private bool m_EnableShowEntityUpdateEvent = false;[SerializeField]private bool m_EnableShowEntityDependencyAssetEvent = false;[SerializeField]private bool m_EnableHideEntityCompleteEvent = true;[SerializeField]private Transform m_InstanceRoot = null;[SerializeField]private string m_EntityHelperTypeName = "UnityGameFramework.Runtime.DefaultEntityHelper";[SerializeField]private EntityHelperBase m_CustomEntityHelper = null;[SerializeField]private string m_EntityGroupHelperTypeName = "UnityGameFramework.Runtime.DefaultEntityGroupHelper";[SerializeField]private EntityGroupHelperBase m_CustomEntityGroupHelper = null;[SerializeField]private EntityGroup[] m_EntityGroups = null;/// <summary>/// 获取实体数量。/// </summary>public int EntityCount{get{return m_EntityManager.EntityCount;}}/// <summary>/// 获取实体组数量。/// </summary>public int EntityGroupCount{get{return m_EntityManager.EntityGroupCount;}}/// <summary>/// 游戏框架组件初始化。/// </summary>protected override void Awake(){base.Awake();m_EntityManager = GameFrameworkEntry.GetModule<IEntityManager>();if (m_EntityManager == null){Log.Fatal("Entity manager is invalid.");return;}m_EntityManager.ShowEntitySuccess += OnShowEntitySuccess;m_EntityManager.ShowEntityFailure += OnShowEntityFailure;m_EntityManager.ShowEntityUpdate += OnShowEntityUpdate;m_EntityManager.ShowEntityDependencyAsset += OnShowEntityDependencyAsset;m_EntityManager.HideEntityComplete += OnHideEntityComplete;}private void Start(){BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();if (baseComponent == null){Log.Fatal("Base component is invalid.");return;}m_EventComponent = GameEntry.GetComponent<EventComponent>();if (m_EventComponent == null){Log.Fatal("Event component is invalid.");return;}if (baseComponent.EditorResourceMode){m_EntityManager.SetResourceManager(baseComponent.EditorResourceHelper);}else{m_EntityManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());}m_EntityManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());EntityHelperBase entityHelper = Helper.CreateHelper(m_EntityHelperTypeName, m_CustomEntityHelper);if (entityHelper == null){Log.Error("Can not create entity helper.");return;}entityHelper.name = "Entity Helper";Transform transform = entityHelper.transform;transform.SetParent(this.transform);transform.localScale = Vector3.one;m_EntityManager.SetEntityHelper(entityHelper);if (m_InstanceRoot == null){m_InstanceRoot = (new GameObject("Entity Instances")).transform;m_InstanceRoot.SetParent(gameObject.transform);m_InstanceRoot.localScale = Vector3.one;}for (int i = 0; i < m_EntityGroups.Length; i++){if (!AddEntityGroup(m_EntityGroups[i].Name, m_EntityGroups[i].InstanceAutoReleaseInterval, m_EntityGroups[i].InstanceCapacity, m_EntityGroups[i].InstanceExpireTime, m_EntityGroups[i].InstancePriority)){Log.Warning("Add entity group '{0}' failure.", m_EntityGroups[i].Name);continue;}}}/// <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>public bool HasEntityGroup(string entityGroupName){return m_EntityManager.HasEntityGroup(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>public IEntityGroup GetEntityGroup(string entityGroupName){return m_EntityManager.GetEntityGroup(entityGroupName);}/// <summary>/// 获取所有实体组。/// </summary>/// <returns>所有实体组。</returns>public IEntityGroup[] GetAllEntityGroups(){return m_EntityManager.GetAllEntityGroups();}/// <summary>/// 获取所有实体组。/// </summary>/// <param name="results">所有实体组。</param>public void GetAllEntityGroups(List<IEntityGroup> results){m_EntityManager.GetAllEntityGroups(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>/// <returns>是否增加实体组成功。</returns>public bool AddEntityGroup(string entityGroupName, float instanceAutoReleaseInterval, int instanceCapacity, float instanceExpireTime, int instancePriority){if (m_EntityManager.HasEntityGroup(entityGroupName)){return false;}EntityGroupHelperBase entityGroupHelper = Helper.CreateHelper(m_EntityGroupHelperTypeName, m_CustomEntityGroupHelper, EntityGroupCount);if (entityGroupHelper == null){Log.Error("Can not create entity group helper.");return false;}entityGroupHelper.name = Utility.Text.Format("Entity Group - {0}", entityGroupName);Transform transform = entityGroupHelper.transform;transform.SetParent(m_InstanceRoot);transform.localScale = Vector3.one;return m_EntityManager.AddEntityGroup(entityGroupName, instanceAutoReleaseInterval, instanceCapacity, instanceExpireTime, instancePriority, 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>public bool HasEntity(int entityId){return m_EntityManager.HasEntity(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>public bool HasEntity(string entityAssetName){return m_EntityManager.HasEntity(entityAssetName);}/// <summary>/// 获取实体。/// </summary>/// <param name="entityId">实体编号。</param>/// <returns>实体。</returns>public Entity GetEntity(int entityId){return (Entity)m_EntityManager.GetEntity(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>public Entity GetEntity(string entityAssetName){return (Entity)m_EntityManager.GetEntity(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>public Entity[] GetEntities(string entityAssetName){IEntity[] entities = m_EntityManager.GetEntities(entityAssetName);Entity[] entityImpls = new Entity[entities.Length];for (int i = 0; i < entities.Length; i++){entityImpls[i] = (Entity)entities[i];}return entityImpls;}/// <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>public void GetEntities(string entityAssetName, List<Entity> results){if (results == null){Log.Error("Results is invalid.");return;}results.Clear();m_EntityManager.GetEntities(entityAssetName, m_InternalEntityResultsCache);foreach (IEntity entity in m_InternalEntityResultsCache){results.Add((Entity)entity);}}/// <summary>/// 获取所有已加载的实体。/// </summary>/// <returns>所有已加载的实体。</returns>public Entity[] GetAllLoadedEntities(){IEntity[] entities = m_EntityManager.GetAllLoadedEntities();Entity[] entityImpls = new Entity[entities.Length];for (int i = 0; i < entities.Length; i++){entityImpls[i] = (Entity)entities[i];}return entityImpls;}/// <summary>/// 获取所有已加载的实体。/// </summary>/// <param name="results">所有已加载的实体。</param>public void GetAllLoadedEntities(List<Entity> results){if (results == null){Log.Error("Results is invalid.");return;}results.Clear();m_EntityManager.GetAllLoadedEntities(m_InternalEntityResultsCache);foreach (IEntity entity in m_InternalEntityResultsCache){results.Add((Entity)entity);}}/// <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>public int[] GetAllLoadingEntityIds(){return m_EntityManager.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>public void GetAllLoadingEntityIds(List<int> results){m_EntityManager.GetAllLoadingEntityIds(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>public bool IsLoadingEntity(int entityId){return m_EntityManager.IsLoadingEntity(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>public bool IsValidEntity(Entity entity){return m_EntityManager.IsValidEntity(entity);}/// <summary>/// 显示实体。/// </summary>/// <typeparam name="T">实体逻辑类型。</typeparam>/// <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>public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName) where T : EntityLogic{ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, DefaultPriority, null);}/// <summary>/// 显示实体。/// </summary>/// <param name="entityId">实体编号。</param>/// <param name="entityLogicType">实体逻辑类型。</param>/// <param name="entityAssetName">实体资源名称。</param>/// <param name="entityGroupName">实体组名称。</param>public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName){ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, DefaultPriority, null);}/// <summary>/// 显示实体。/// </summary>/// <typeparam name="T">实体逻辑类型。</typeparam>/// <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>public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName, int priority) where T : EntityLogic{ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, priority, null);}/// <summary>/// 显示实体。/// </summary>/// <param name="entityId">实体编号。</param>/// <param name="entityLogicType">实体逻辑类型。</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>public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, int priority){ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, priority, null);}/// <summary>/// 显示实体。/// </summary>/// <typeparam name="T">实体逻辑类型。</typeparam>/// <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>public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName, object userData) where T : EntityLogic{ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, DefaultPriority, userData);}/// <summary>/// 显示实体。/// </summary>/// <param name="entityId">实体编号。</param>/// <param name="entityLogicType">实体逻辑类型。</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>public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, object userData){ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, DefaultPriority, userData);}/// <summary>/// 显示实体。/// </summary>/// <typeparam name="T">实体逻辑类型。</typeparam>/// <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>public void ShowEntity<T>(int entityId, string entityAssetName, string entityGroupName, int priority, object userData) where T : EntityLogic{ShowEntity(entityId, typeof(T), entityAssetName, entityGroupName, priority, userData);}/// <summary>/// 显示实体。/// </summary>/// <param name="entityId">实体编号。</param>/// <param name="entityLogicType">实体逻辑类型。</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>public void ShowEntity(int entityId, Type entityLogicType, string entityAssetName, string entityGroupName, int priority, object userData){if (entityLogicType == null){Log.Error("Entity type is invalid.");return;}m_EntityManager.ShowEntity(entityId, entityAssetName, entityGroupName, priority, new ShowEntityInfo(entityLogicType, userData));}/// <summary>/// 隐藏实体。/// </summary>/// <param name="entityId">实体编号。</param>public void HideEntity(int entityId){m_EntityManager.HideEntity(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>public void HideEntity(int entityId, object userData){m_EntityManager.HideEntity(entityId, userData);}/// <summary>/// 隐藏实体。/// </summary>/// <param name="entity">实体。</param>public void HideEntity(Entity entity){m_EntityManager.HideEntity(entity);}/// <summary>/// 隐藏实体。/// </summary>/// <param name="entity">实体。</param>/// <param name="userData">用户自定义数据。</param>public void HideEntity(Entity entity, object userData){m_EntityManager.HideEntity(entity, userData);}/// <summary>/// 隐藏所有已加载的实体。/// </summary>public void HideAllLoadedEntities(){m_EntityManager.HideAllLoadedEntities();}/// <summary>/// 隐藏所有已加载的实体。/// </summary>/// <param name="userData">用户自定义数据。</param>public void HideAllLoadedEntities(object userData){m_EntityManager.HideAllLoadedEntities(userData);}/// <summary>/// 隐藏所有正在加载的实体。/// </summary>public void HideAllLoadingEntities(){m_EntityManager.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>public Entity GetParentEntity(int childEntityId){return (Entity)m_EntityManager.GetParentEntity(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>public Entity GetParentEntity(Entity childEntity){return (Entity)m_EntityManager.GetParentEntity(childEntity);}/// <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>子实体数组。</returns>public Entity[] GetChildEntities(int parentEntityId){IEntity[] entities = m_EntityManager.GetChildEntities(parentEntityId);Entity[] entityImpls = new Entity[entities.Length];for (int i = 0; i < entities.Length; i++){entityImpls[i] = (Entity)entities[i];}return entityImpls;}/// <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>/// <param name="results">子实体数组。</param>public void GetChildEntities(int parentEntityId, List<IEntity> results){if (results == null){Log.Error("Results is invalid.");return;}results.Clear();m_EntityManager.GetChildEntities(parentEntityId, m_InternalEntityResultsCache);foreach (IEntity entity in m_InternalEntityResultsCache){results.Add((Entity)entity);}}/// <summary>/// 获取子实体。/// </summary>/// <param name="parentEntity">要获取子实体的父实体。</param>/// <returns>子实体数组。</returns>public Entity[] GetChildEntities(Entity parentEntity){IEntity[] entities = m_EntityManager.GetChildEntities(parentEntity);Entity[] entityImpls = new Entity[entities.Length];for (int i = 0; i < entities.Length; i++){entityImpls[i] = (Entity)entities[i];}return entityImpls;}/// <summary>/// 获取子实体。/// </summary>/// <param name="parentEntity">要获取子实体的父实体。</param>/// <param name="results">子实体数组。</param>public void GetChildEntities(IEntity parentEntity, List<IEntity> results){if (results == null){Log.Error("Results is invalid.");return;}results.Clear();m_EntityManager.GetChildEntities(parentEntity, m_InternalEntityResultsCache);foreach (IEntity entity in m_InternalEntityResultsCache){results.Add((Entity)entity);}}/// <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>public void AttachEntity(int childEntityId, int parentEntityId){AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), string.Empty, null);}/// <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>public void AttachEntity(int childEntityId, Entity parentEntity){AttachEntity(GetEntity(childEntityId), parentEntity, string.Empty, null);}/// <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>public void AttachEntity(Entity childEntity, int parentEntityId){AttachEntity(childEntity, GetEntity(parentEntityId), string.Empty, null);}/// <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>public void AttachEntity(Entity childEntity, Entity parentEntity){AttachEntity(childEntity, parentEntity, string.Empty, null);}/// <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="parentTransformPath">相对于被附加父实体的位置。</param>public void AttachEntity(int childEntityId, int parentEntityId, string parentTransformPath){AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransformPath, null);}/// <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="parentTransformPath">相对于被附加父实体的位置。</param>public void AttachEntity(int childEntityId, Entity parentEntity, string parentTransformPath){AttachEntity(GetEntity(childEntityId), parentEntity, parentTransformPath, null);}/// <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="parentTransformPath">相对于被附加父实体的位置。</param>public void AttachEntity(Entity childEntity, int parentEntityId, string parentTransformPath){AttachEntity(childEntity, GetEntity(parentEntityId), parentTransformPath, null);}/// <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="parentTransformPath">相对于被附加父实体的位置。</param>public void AttachEntity(Entity childEntity, Entity parentEntity, string parentTransformPath){AttachEntity(childEntity, parentEntity, parentTransformPath, null);}/// <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="parentTransform">相对于被附加父实体的位置。</param>public void AttachEntity(int childEntityId, int parentEntityId, Transform parentTransform){AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransform, null);}/// <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="parentTransform">相对于被附加父实体的位置。</param>public void AttachEntity(int childEntityId, Entity parentEntity, Transform parentTransform){AttachEntity(GetEntity(childEntityId), parentEntity, parentTransform, null);}/// <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="parentTransform">相对于被附加父实体的位置。</param>public void AttachEntity(Entity childEntity, int parentEntityId, Transform parentTransform){AttachEntity(childEntity, GetEntity(parentEntityId), parentTransform, null);}/// <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="parentTransform">相对于被附加父实体的位置。</param>public void AttachEntity(Entity childEntity, Entity parentEntity, Transform parentTransform){AttachEntity(childEntity, parentEntity, parentTransform, null);}/// <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>public void AttachEntity(int childEntityId, int parentEntityId, object userData){AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), string.Empty, 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>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(int childEntityId, Entity parentEntity, object userData){AttachEntity(GetEntity(childEntityId), parentEntity, string.Empty, 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>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(Entity childEntity, int parentEntityId, object userData){AttachEntity(childEntity, GetEntity(parentEntityId), string.Empty, 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>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(Entity childEntity, Entity parentEntity, object userData){AttachEntity(childEntity, parentEntity, string.Empty, 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="parentEntityId">被附加的父实体的实体编号。</param>/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(int childEntityId, int parentEntityId, string parentTransformPath, object userData){AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransformPath, 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>/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(int childEntityId, Entity parentEntity, string parentTransformPath, object userData){AttachEntity(GetEntity(childEntityId), parentEntity, parentTransformPath, 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>/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(Entity childEntity, int parentEntityId, string parentTransformPath, object userData){AttachEntity(childEntity, GetEntity(parentEntityId), parentTransformPath, 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>/// <param name="parentTransformPath">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(Entity childEntity, Entity parentEntity, string parentTransformPath, object userData){if (childEntity == null){Log.Warning("Child entity is invalid.");return;}if (parentEntity == null){Log.Warning("Parent entity is invalid.");return;}Transform parentTransform = null;if (string.IsNullOrEmpty(parentTransformPath)){parentTransform = parentEntity.Logic.CachedTransform;}else{parentTransform = parentEntity.Logic.CachedTransform.Find(parentTransformPath);if (parentTransform == null){Log.Warning("Can not find transform path '{0}' from parent entity '{1}'.", parentTransformPath, parentEntity.Logic.Name);parentTransform = parentEntity.Logic.CachedTransform;}}AttachEntity(childEntity, parentEntity, parentTransform, 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="parentEntityId">被附加的父实体的实体编号。</param>/// <param name="parentTransform">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(int childEntityId, int parentEntityId, Transform parentTransform, object userData){AttachEntity(GetEntity(childEntityId), GetEntity(parentEntityId), parentTransform, 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>/// <param name="parentTransform">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(int childEntityId, Entity parentEntity, Transform parentTransform, object userData){AttachEntity(GetEntity(childEntityId), parentEntity, parentTransform, 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>/// <param name="parentTransform">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(Entity childEntity, int parentEntityId, Transform parentTransform, object userData){AttachEntity(childEntity, GetEntity(parentEntityId), parentTransform, 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>/// <param name="parentTransform">相对于被附加父实体的位置。</param>/// <param name="userData">用户自定义数据。</param>public void AttachEntity(Entity childEntity, Entity parentEntity, Transform parentTransform, object userData){if (childEntity == null){Log.Warning("Child entity is invalid.");return;}if (parentEntity == null){Log.Warning("Parent entity is invalid.");return;}if (parentTransform == null){parentTransform = parentEntity.Logic.CachedTransform;}m_EntityManager.AttachEntity(childEntity, parentEntity, new AttachEntityInfo(parentTransform, userData));}/// <summary>/// 解除子实体。/// </summary>/// <param name="childEntityId">要解除的子实体的实体编号。</param>public void DetachEntity(int childEntityId){m_EntityManager.DetachEntity(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>public void DetachEntity(int childEntityId, object userData){m_EntityManager.DetachEntity(childEntityId, userData);}/// <summary>/// 解除子实体。/// </summary>/// <param name="childEntity">要解除的子实体。</param>public void DetachEntity(Entity childEntity){m_EntityManager.DetachEntity(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>public void DetachEntity(Entity childEntity, object userData){m_EntityManager.DetachEntity(childEntity, 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>public void DetachChildEntities(int parentEntityId){m_EntityManager.DetachChildEntities(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>public void DetachChildEntities(int parentEntityId, object userData){m_EntityManager.DetachChildEntities(parentEntityId, userData);}/// <summary>/// 解除所有子实体。/// </summary>/// <param name="parentEntity">被解除的父实体。</param>public void DetachChildEntities(Entity parentEntity){m_EntityManager.DetachChildEntities(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>public void DetachChildEntities(Entity parentEntity, object userData){m_EntityManager.DetachChildEntities(parentEntity, userData);}/// <summary>/// 设置实体是否被加锁。/// </summary>/// <param name="entity">实体。</param>/// <param name="locked">实体是否被加锁。</param>public void SetEntityInstanceLocked(Entity entity, bool locked){if (entity == null){Log.Warning("Entity is invalid.");return;}IEntityGroup entityGroup = entity.EntityGroup;if (entityGroup == null){Log.Warning("Entity group is invalid.");return;}entityGroup.SetEntityInstanceLocked(entity.gameObject, locked);}/// <summary>/// 设置实体的优先级。/// </summary>/// <param name="entity">实体。</param>/// <param name="priority">实体优先级。</param>public void SetInstancePriority(Entity entity, int priority){if (entity == null){Log.Warning("Entity is invalid.");return;}IEntityGroup entityGroup = entity.EntityGroup;if (entityGroup == null){Log.Warning("Entity group is invalid.");return;}entityGroup.SetEntityInstancePriority(entity.gameObject, priority);}private void OnShowEntitySuccess(object sender, GameFramework.Entity.ShowEntitySuccessEventArgs e){if (m_EnableShowEntitySuccessEvent){m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntitySuccessEventArgs>().Fill(e));}}private void OnShowEntityFailure(object sender, GameFramework.Entity.ShowEntityFailureEventArgs e){Log.Error("Show entity failure, entity id '{0}', asset name '{1}', entity group name '{2}', error message '{3}'.", e.EntityId.ToString(), e.EntityAssetName, e.EntityGroupName, e.ErrorMessage);if (m_EnableShowEntityFailureEvent){m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntityFailureEventArgs>().Fill(e));}}private void OnShowEntityUpdate(object sender, GameFramework.Entity.ShowEntityUpdateEventArgs e){if (m_EnableShowEntityUpdateEvent){m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntityUpdateEventArgs>().Fill(e));}}private void OnShowEntityDependencyAsset(object sender, GameFramework.Entity.ShowEntityDependencyAssetEventArgs e){if (m_EnableShowEntityDependencyAssetEvent){m_EventComponent.Fire(this, ReferencePool.Acquire<ShowEntityDependencyAssetEventArgs>().Fill(e));}}private void OnHideEntityComplete(object sender, GameFramework.Entity.HideEntityCompleteEventArgs e){if (m_EnableHideEntityCompleteEvent){m_EventComponent.Fire(this, ReferencePool.Acquire<HideEntityCompleteEventArgs>().Fill(e));}}}}
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