EntitySystem

EntitySystem
This commit is contained in:
ALEXTANG
2022-08-08 16:03:49 +08:00
parent 49283f28a8
commit 27a3dd1737
49 changed files with 183 additions and 477 deletions

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@@ -1,11 +0,0 @@
namespace TEngine
{
/// <summary>
/// Ecs构架可以将此组件从Entity上移除这个组件并丢入对象池给其他此刻需要此组件的Entity使用
/// 因此可以节省大量的内存反复创建和释放, 这也是Ecs的特性可以大量重复使用组件
/// </summary>
public class EcsComponent : EcsObject
{
public Entity Entity { get; set; }
}
}

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@@ -1,8 +0,0 @@
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@@ -1,10 +0,0 @@
using System;
namespace TEngine
{
public interface ISystemType
{
Type Type();
Type SystemType();
}
}

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@@ -1,11 +0,0 @@
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@@ -1,154 +0,0 @@
using System;
namespace TEngine
{
public interface IAwake
{
}
public interface IAwake<T>
{
}
public interface IAwake<T, U>
{
}
public interface IAwake<T, U, V>
{
}
public interface IAwake<T, U, V, W>
{
}
public interface IAwakeSystem : ISystemType
{
void Run(object o);
}
public interface IAwakeSystem<T> : ISystemType
{
void Run(object o, T t);
}
public interface IAwakeSystem<T, U> : ISystemType
{
void Run(object o, T t, U u);
}
public interface IAwakeSystem<T, U, V> : ISystemType
{
void Run(object o, T t, U u, V v);
}
public interface IAwakeSystem<T, U, V, W> : ISystemType
{
void Run(object o, T t, U u, V v, W w);
}
[ObjectSystem]
public abstract class AwakeSystem<T> : IAwakeSystem where T : IAwake
{
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IAwakeSystem);
}
public void Run(object o)
{
this.Awake((T)o);
}
public abstract void Awake(T self);
}
[ObjectSystem]
public abstract class AwakeSystem<T, A> : IAwakeSystem<A> where T : IAwake<A>
{
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IAwakeSystem<A>);
}
public void Run(object o, A a)
{
this.Awake((T)o, a);
}
public abstract void Awake(T self, A a);
}
[ObjectSystem]
public abstract class AwakeSystem<T, A, B> : IAwakeSystem<A, B> where T : IAwake<A, B>
{
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IAwakeSystem<A, B>);
}
public void Run(object o, A a, B b)
{
this.Awake((T)o, a, b);
}
public abstract void Awake(T self, A a, B b);
}
[ObjectSystem]
public abstract class AwakeSystem<T, A, B, C> : IAwakeSystem<A, B, C> where T : IAwake<A, B, C>
{
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IAwakeSystem<A, B, C>);
}
public void Run(object o, A a, B b, C c)
{
this.Awake((T)o, a, b, c);
}
public abstract void Awake(T self, A a, B b, C c);
}
[ObjectSystem]
public abstract class AwakeSystem<T, A, B, C, D> : IAwakeSystem<A, B, C, D> where T : IAwake<A, B, C, D>
{
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IAwakeSystem<A, B, C, D>);
}
public void Run(object o, A a, B b, C c, D d)
{
this.Awake((T)o, a, b, c, d);
}
public abstract void Awake(T self, A a, B b, C c, D d);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,37 +0,0 @@
using System;
namespace TEngine
{
/// <summary>
/// Ecs组件物理更新接口减少组件for循环开销
/// </summary>
public interface IFixedUpdate
{
void FixedUpdate();
}
public interface IFixedUpdateSystem : ISystemType
{
void Run(object o);
}
public abstract class FixedUpdateSystem<T> : IFixedUpdateSystem where T : IFixedUpdate
{
public void Run(object o)
{
this.FixedUpdate((T)o);
}
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IUpdateSystem);
}
public abstract void FixedUpdate(T self);
}
}

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@@ -1,11 +0,0 @@
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@@ -1,37 +0,0 @@
using System;
namespace TEngine
{
/// <summary>
/// Ecs组件物理更新接口减少组件for循环开销
/// </summary>
public interface ILateUpdate
{
void LateUpdate();
}
public interface ILateUpdateSystem : ISystemType
{
void Run(object o);
}
public abstract class LateUpdateSystem<T> : ILateUpdateSystem where T : ILateUpdate
{
public void Run(object o)
{
this.LateUpdate((T)o);
}
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IUpdateSystem);
}
public abstract void LateUpdate(T self);
}
}

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@@ -1,37 +0,0 @@
using System;
namespace TEngine
{
/// <summary>
/// Ecs组件更新接口减少组件for循环开销
/// </summary>
public interface IUpdate
{
void Update();
}
public interface IUpdateSystem : ISystemType
{
void Run(object o);
}
public abstract class UpdateSystem<T> : IUpdateSystem where T : IUpdate
{
public void Run(object o)
{
this.Update((T)o);
}
public Type Type()
{
return typeof(T);
}
public Type SystemType()
{
return typeof(IUpdateSystem);
}
public abstract void Update(T self);
}
}

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@@ -1,11 +0,0 @@
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@@ -2,7 +2,7 @@
using System.Collections.Generic;
using System.Diagnostics;
namespace TEngine
namespace TEngine.EntityModule
{
public interface IIndex
{

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@@ -3,7 +3,7 @@
namespace TEngine
{
[AttributeUsage(AttributeTargets.Class, AllowMultiple = true)]
public class ObjectSystemAttribute : BaseAttribute
public class EntitySystemAttribute : BaseAttribute
{
}
}

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@@ -1,5 +1,5 @@
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@@ -8,26 +8,26 @@ public class EcsDemoApp : MonoBehaviour
void Start()
{
var entity = Entity.Create<Entity>();
EcsGameObject actor = entity.AddComponent<EcsGameObject>();
actor.Name = typeof(EcsGameObject).ToString();
GameObjectCmpt actor = entity.AddComponent<GameObjectCmpt>();
actor.Name = typeof(GameObjectCmpt).ToString();
actor.gameObject = Instantiate(@object);
actor.transform = actor.gameObject.GetComponent<Transform>();
entity.AddComponent<EcsComponent>();
entity.AddComponent<EntityComponent>();
entity.CheckDebugInfo(actor.gameObject);
Debug.Log(entity.ToString());
var entity2 = Entity.Create<Entity>();
EcsGameObject actor2 = entity2.AddComponent<EcsGameObject>();
actor2.Name = typeof(EcsGameObject).ToString();
GameObjectCmpt actor2 = entity2.AddComponent<GameObjectCmpt>();
actor2.Name = typeof(GameObjectCmpt).ToString();
actor2.gameObject = Instantiate(@object);
actor2.transform = actor2.gameObject.GetComponent<Transform>();
entity2.AddComponent<EcsComponent>();
entity2.AddComponent<EntityComponent>();
entity2.CheckDebugInfo(actor2.gameObject);
Debug.Log(entity2.ToString());
}
void Update()
{
EcsSystem.Instance.Update();
EntitySystem.Instance.Update();
}
}

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@@ -1,7 +1,7 @@
using System;
using System.Collections.Generic;
namespace TEngine
namespace TEngine.EntityModule
{
public enum EcsDebugType
{

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@@ -2,10 +2,10 @@
using System.Collections.Generic;
using System.Runtime.Serialization;
namespace TEngine
namespace TEngine.EntityModule
{
/// <summary>
/// Ecs架构基类Object
/// Entity架构基类Object
/// </summary>
public class EcsObject
{
@@ -21,7 +21,7 @@ namespace TEngine
private set;
}
internal EcsSystem System;
internal EntitySystem System;
[IgnoreDataMember]
@@ -30,15 +30,15 @@ namespace TEngine
public EcsObject()
{
HashCode = GetType().GetHashCode();
InstanceId = EcsSystem.Instance.CurInstanceId;
EcsSystem.Instance.CurInstanceId++;
InstanceId = EntitySystem.Instance.CurInstanceId;
EntitySystem.Instance.CurInstanceId++;
}
public virtual void Dispose()
{
if (InstanceId != 0)
{
EcsSystem.Instance.EcsObjects.Remove(InstanceId);
EntitySystem.Instance.EcsObjects.Remove(InstanceId);
}
else
{
@@ -58,19 +58,18 @@ namespace TEngine
/// <param name="reuse">此对象是否可以复用复用会将对象丢入System对象池中 等待再次使用如果是Entity对象并且不复用的话则把Entity所使用的组件也不复用</param>
public static void Destroy(EcsObject ecsObject, bool reuse = true)
{
if (ecsObject is EcsComponent ecsComponent)
if (ecsObject is EntityComponent entityComponent)
{
ecsComponent.Entity.Components.Remove(ecsComponent);
if (ecsComponent is IUpdate update)
entityComponent.Entity.Components.Remove(entityComponent);
if (entityComponent is IUpdate update)
{
ecsComponent.Entity.Updates.Remove(update);
entityComponent.Entity.Updates.Remove(update);
}
if (reuse)
{
ecsComponent.Entity.System.Push(ecsComponent);
entityComponent.Entity.System.Push(entityComponent);
}
ecsObject.OnDestroy();
return;
}
else if (ecsObject is Entity entity)
{
@@ -78,12 +77,12 @@ namespace TEngine
entity.OnDestroy();
while (entity.Components.Count > 0)
{
EcsComponent ecsComponentTemp = entity.Components[0];
EntityComponent entityComponentTemp = entity.Components[0];
entity.Components.RemoveAt(0);
ecsComponentTemp.OnDestroy();
entityComponentTemp.OnDestroy();
if (reuse)
{
entity.System.Push(ecsComponentTemp);
entity.System.Push(entityComponentTemp);
}
}
entity.Updates.Clear();
@@ -93,6 +92,7 @@ namespace TEngine
entity.System.Push(entity);
}
}
ecsObject.Dispose();
}
public T FindObjectOfType<T>() where T : EcsObject

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@@ -3,7 +3,7 @@ using System.Collections.Generic;
using System.Runtime.Serialization;
using UnityEngine;
namespace TEngine
namespace TEngine.EntityModule
{
[Flags]
public enum EntityStatus : byte
@@ -39,21 +39,26 @@ namespace TEngine
}
}
[IgnoreDataMember]
private bool IsDispose => (this.status & EntityStatus.IsDispose) == EntityStatus.IsDispose;
#endregion
[SerializeField]
internal List<EcsComponent> Components = new List<EcsComponent>();
internal List<EntityComponent> Components = new List<EntityComponent>();
internal List<IUpdate> Updates = new List<IUpdate>();
internal List<IFixedUpdate> FixedUpdates = new List<IFixedUpdate>();
internal List<ILateUpdate> LateUpdates = new List<ILateUpdate>();
internal bool InActive;
internal bool CanUpdate;
internal bool CanFixedUpdate;
internal bool CanLateUpdate;
public int Index { get; set; } = -1;
public EcsEventCmpt Event { get; set; }
public Entity()
{
InActive = true;
System = EcsSystem.Instance;
System = EntitySystem.Instance;
}
~Entity()
@@ -61,7 +66,7 @@ namespace TEngine
InActive = false;
}
internal void Execute()
internal void Update()
{
for (int i = 0; i < Updates.Count; i++)
{
@@ -77,6 +82,14 @@ namespace TEngine
}
}
internal void LateUpdate()
{
for (int i = 0; i < LateUpdates.Count; i++)
{
LateUpdates[i].LateUpdate();
}
}
public override string ToString()
{
string str = "[";
@@ -132,7 +145,7 @@ namespace TEngine
#region Static
public static T Create<T>() where T : Entity, new()
{
var entity = EcsSystem.Instance.Create<T>();
var entity = EntitySystem.Instance.Create<T>();
return entity;
}
#endregion

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@@ -0,0 +1,19 @@
namespace TEngine.EntityModule
{
/// <summary>
/// Entity构架可以将此组件从Entity上移除这个组件并丢入对象池给其他此刻需要此组件的Entity使用
/// 因此可以节省大量的内存反复创建和释放, 这也是Entity的特性可以大量重复使用组件
/// </summary>
public class EntityComponent : EcsObject
{
public Entity Entity { get; set; }
#region Static
public static T Create<T>() where T : EntityComponent, new()
{
var entity = EntitySystem.Instance.CreateComponent<T>();
return entity;
}
#endregion
}
}

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@@ -1,5 +1,5 @@
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@@ -1,76 +1,31 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
namespace TEngine
namespace TEngine.EntityModule
{
partial class Entity
{
public void RmvComponent<T>() where T : EcsComponent, new()
public void RmvComponent<T>(T component) where T :EntityComponent, new()
{
for (int i = 0; i < Components.Count; i++)
if (component is IUpdate update)
{
if (Components[i] is T component)
{
if (component is IUpdate update)
{
Updates.Remove(update);
}
else if (component is IFixedUpdate fixedUpdate)
{
FixedUpdates.Remove(fixedUpdate);
}
System.Push(component);
CanUpdate = Updates.Count > 0;
CanFixedUpdate = FixedUpdates.Count > 0;
}
Updates.Remove(update);
}
else if (component is IFixedUpdate fixedUpdate)
{
FixedUpdates.Remove(fixedUpdate);
}
#if UNITY_EDITOR
CheckDebugInfo();
#endif
CanUpdate = Updates.Count > 0;
CanFixedUpdate = FixedUpdates.Count > 0;
Destroy(component);
}
public void RmvComponent(Type componentType)
public T AddComponent<T>() where T :EntityComponent, new()
{
for (int i = 0; i < Components.Count; i++)
{
if (Components[i].GetType() == componentType)
{
if (componentType is IUpdate update)
{
Updates.Remove(update);
CanUpdate = Updates.Count > 0;
}
else if (componentType is IFixedUpdate fixedUpdate)
{
FixedUpdates.Remove(fixedUpdate);
CanFixedUpdate = FixedUpdates.Count > 0;
}
//if (componentType is EcsComponent component)
//{
// System.Push(component);
//}
}
}
#if UNITY_EDITOR
CheckDebugInfo();
#endif
}
public T AddComponent<T>() where T : EcsComponent, new()
{
#if UNITY_EDITOR
CheckDebugInfo();
#endif
T component = System.Get<T>();
T component = EntityComponent.Create<T>();
component.Entity = this;
component.System = System;
Components.Add(component);
@@ -88,11 +43,8 @@ namespace TEngine
return component;
}
public EcsComponent AddComponent(EcsComponent component)
public EntityComponent AddComponent(EntityComponent component)
{
#if UNITY_EDITOR
CheckDebugInfo();
#endif
component.Entity = this;
component.System = System;
Components.Add(component);
@@ -110,7 +62,7 @@ namespace TEngine
return component;
}
public T GetComponent<T>() where T : EcsComponent
public T GetComponent<T>() where T :EntityComponent
{
for (int i = 0; i < Components.Count; i++)
{
@@ -123,7 +75,7 @@ namespace TEngine
return null;
}
public EcsComponent GetComponent(Type componentType)
public EntityComponent GetComponent(Type componentType)
{
for (int i = 0; i < Components.Count; i++)
{
@@ -136,7 +88,7 @@ namespace TEngine
return null;
}
public T[] GetComponents<T>() where T : EcsComponent
public T[] GetComponents<T>() where T :EntityComponent
{
List<T> elements = new List<T>();
for (int i = 0; i < Components.Count; i++)
@@ -149,7 +101,7 @@ namespace TEngine
return elements.ToArray();
}
public List<T> GetComponentsList<T>() where T : EcsComponent
public List<T> GetComponentsList<T>() where T :EntityComponent
{
List<T> elements = new List<T>();
for (int i = 0; i < Components.Count; i++)
@@ -162,9 +114,9 @@ namespace TEngine
return elements;
}
public EcsComponent[] GetComponents(Type comType)
public EntityComponent[] GetComponents(Type comType)
{
List<EcsComponent> elements = new List<EcsComponent>();
List<EntityComponent> elements = new List<EntityComponent>();
for (int i = 0; i < Components.Count; i++)
{
{
@@ -176,6 +128,5 @@ namespace TEngine
}
return elements.ToArray();
}
}
}

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@@ -1,31 +1,30 @@
using System;
using System.Collections.Generic;
using System.Reflection;
using System.Threading.Tasks;
namespace TEngine
namespace TEngine.EntityModule
{
/// <summary>
/// Ecs系统
/// Entity系统
/// </summary>
[Serializable]
public class EcsSystem : IDisposable
public class EntitySystem : IDisposable
{
private static EcsSystem _instance;
private static EntitySystem _instance;
public static EcsSystem Instance
public static EntitySystem Instance
{
get
{
if (_instance == null)
{
_instance = new EcsSystem();
_instance = new EntitySystem();
}
return _instance;
}
}
private EcsSystem()
private EntitySystem()
{
}
/// <summary>
@@ -34,22 +33,22 @@ namespace TEngine
internal readonly Dictionary<int, Stack<EcsObject>> ObjectPool = new Dictionary<int, Stack<EcsObject>>();
internal readonly ArrayPool<Entity> Entities = new ArrayPool<Entity>();
internal readonly Dictionary<int, EcsObject> EcsObjects = new Dictionary<int, EcsObject>();
internal readonly Dictionary<int, IUpdateSystem> UpdateSystems = new Dictionary<int, IUpdateSystem>();
internal int CurInstanceId = 1000;
public void AddEntity(Entity entity)
#region internal
internal void AddEntity(Entity entity)
{
entity.System = this;
entity.Awake();
Entities.Add(entity);
}
public void RemoveEntity(Entity entity)
internal void RemoveEntity(Entity entity)
{
Entities.Remove(entity);
}
public T Get<T>() where T : EcsObject, new()
private T Get<T>() where T : EcsObject, new()
{
int type = typeof(T).GetHashCode();
if (ObjectPool.TryGetValue(type, out Stack<EcsObject> stack))
@@ -62,15 +61,14 @@ namespace TEngine
}
stack = new Stack<EcsObject>();
ObjectPool.Add(type, stack);
Instantiate: T ecsObject = new T();
EcsObjects.Add(ecsObject.InstanceId,ecsObject);
Instantiate: T ecsObject = new T();
EcsObjects.Add(ecsObject.InstanceId, ecsObject);
return ecsObject;
}
public void Push(EcsObject ecsObject)
internal void Push(EcsObject ecsObject)
{
int type = ecsObject.HashCode;
ecsObject.Dispose();
if (ObjectPool.TryGetValue(type, out Stack<EcsObject> stack))
{
stack.Push(ecsObject);
@@ -80,22 +78,22 @@ namespace TEngine
ObjectPool.Add(type, stack);
stack.Push(ecsObject);
}
public T Create<T>() where T : Entity, new()
internal T Create<T>() where T : Entity, new()
{
T entity = Get<T>();
AddEntity(entity);
return entity;
}
public T Create<T>(T entity) where T : Entity, new()
internal T CreateComponent<T>() where T : EntityComponent, new()
{
AddEntity(entity);
return entity;
T component = Get<T>();
return component;
}
#endregion
#region Update
/// <summary>
/// 更新Ecs系统
/// 更新Entity系统
/// </summary>
/// <param name="worker">线程池是否并行</param>
public void Update(bool worker = false)
@@ -114,7 +112,7 @@ namespace TEngine
{
continue;
}
Entities[i].Execute();
Entities[i].Update();
}
}
else
@@ -130,13 +128,13 @@ namespace TEngine
{
return;
}
Entities[i].Execute();
Entities[i].Update();
});
}
}
/// <summary>
/// 更新Ecs物理系统
/// 更新Entity物理系统
/// </summary>
/// <param name="worker">线程池是否并行</param>
public void FixedUpdate(bool worker = false)
@@ -175,6 +173,7 @@ namespace TEngine
});
}
}
#endregion
#region Dispose
public void Dispose()

View File

@@ -1,8 +1,8 @@
using System;
namespace TEngine
namespace TEngine.EntityModule
{
public class EcsEventCmpt : EcsComponent
public class EventCmpt :EntityComponent
{
private GameEvent _gameEvent;
@@ -88,7 +88,6 @@ namespace TEngine
public override void Awake()
{
_gameEvent = GameMemPool<GameEvent>.Alloc();
Entity.Event = this;
}
#endregion
}

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@@ -1,5 +1,5 @@
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@@ -1,9 +1,9 @@
namespace TEngine
namespace TEngine.EntityModule
{
/// <summary>
/// Ecs Actor
/// Entity Actor
/// </summary>
public class EcsGameObject : EcsComponent
public class GameObjectCmpt :EntityComponent
{
public string Name;
public UnityEngine.GameObject gameObject;

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@@ -1,5 +1,5 @@
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@@ -0,0 +1,10 @@
namespace TEngine.EntityModule
{
/// <summary>
/// Entity组件物理更新接口减少组件for循环开销
/// </summary>
public interface IFixedUpdate
{
void FixedUpdate();
}
}

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@@ -0,0 +1,10 @@
namespace TEngine.EntityModule
{
/// <summary>
/// Entity组件物理更新接口减少组件for循环开销
/// </summary>
public interface ILateUpdate
{
void LateUpdate();
}
}

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@@ -0,0 +1,10 @@
namespace TEngine.EntityModule
{
/// <summary>
/// Entity组件更新接口减少组件for循环开销
/// </summary>
public interface IUpdate
{
void Update();
}
}

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