流程管理模块

流程管理模块
This commit is contained in:
ALEXTANG
2023-04-05 11:06:06 +08:00
parent ee9fb75407
commit ba7b635bd1
12 changed files with 655 additions and 0 deletions

View File

@@ -0,0 +1,144 @@
using System;
using System.Collections;
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 流程管理模块。
/// </summary>
[DisallowMultipleComponent]
public sealed class ProcedureModule : GameFrameworkModuleBase
{
private IProcedureManager m_ProcedureManager = null;
private ProcedureBase m_EntranceProcedure = null;
[SerializeField]
private string[] m_AvailableProcedureTypeNames = null;
[SerializeField]
private string m_EntranceProcedureTypeName = null;
/// <summary>
/// 获取当前流程。
/// </summary>
public ProcedureBase CurrentProcedure
{
get
{
if (m_ProcedureManager == null)
{
return null;
}
return m_ProcedureManager.CurrentProcedure;
}
}
/// <summary>
/// 获取当前流程持续时间。
/// </summary>
public float CurrentProcedureTime
{
get
{
if (m_ProcedureManager == null)
{
return 0f;
}
return m_ProcedureManager.CurrentProcedureTime;
}
}
/// <summary>
/// 游戏框架模块初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_ProcedureManager = GameFrameworkEntry.GetModule<IProcedureManager>();
if (m_ProcedureManager == null)
{
Log.Fatal("Procedure manager is invalid.");
}
}
private IEnumerator Start()
{
ProcedureBase[] procedures = new ProcedureBase[m_AvailableProcedureTypeNames.Length];
for (int i = 0; i < m_AvailableProcedureTypeNames.Length; i++)
{
Type procedureType = Utility.Assembly.GetType(m_AvailableProcedureTypeNames[i]);
if (procedureType == null)
{
Log.Error("Can not find procedure type '{0}'.", m_AvailableProcedureTypeNames[i]);
yield break;
}
procedures[i] = (ProcedureBase)Activator.CreateInstance(procedureType);
if (procedures[i] == null)
{
Log.Error("Can not create procedure instance '{0}'.", m_AvailableProcedureTypeNames[i]);
yield break;
}
if (m_EntranceProcedureTypeName == m_AvailableProcedureTypeNames[i])
{
m_EntranceProcedure = procedures[i];
}
}
if (m_EntranceProcedure == null)
{
Log.Error("Entrance procedure is invalid.");
yield break;
}
m_ProcedureManager.Initialize(GameFrameworkEntry.GetModule<IFsmManager>(), procedures);
yield return new WaitForEndOfFrame();
m_ProcedureManager.StartProcedure(m_EntranceProcedure.GetType());
}
/// <summary>
/// 是否存在流程。
/// </summary>
/// <typeparam name="T">要检查的流程类型。</typeparam>
/// <returns>是否存在流程。</returns>
public bool HasProcedure<T>() where T : ProcedureBase
{
return m_ProcedureManager.HasProcedure<T>();
}
/// <summary>
/// 是否存在流程。
/// </summary>
/// <param name="procedureType">要检查的流程类型。</param>
/// <returns>是否存在流程。</returns>
public bool HasProcedure(Type procedureType)
{
return m_ProcedureManager.HasProcedure(procedureType);
}
/// <summary>
/// 获取流程。
/// </summary>
/// <typeparam name="T">要获取的流程类型。</typeparam>
/// <returns>要获取的流程。</returns>
public ProcedureBase GetProcedure<T>() where T : ProcedureBase
{
return m_ProcedureManager.GetProcedure<T>();
}
/// <summary>
/// 获取流程。
/// </summary>
/// <param name="procedureType">要获取的流程类型。</param>
/// <returns>要获取的流程。</returns>
public ProcedureBase GetProcedure(Type procedureType)
{
return m_ProcedureManager.GetProcedure(procedureType);
}
}
}