EntitySystem

EntitySystem
This commit is contained in:
ALEXTANG
2022-09-07 14:50:18 +08:00
parent 8b84530d0e
commit f0c9ec2000
8 changed files with 40 additions and 21 deletions

View File

@@ -4,8 +4,8 @@ using TEngine.Runtime.Entity;
namespace TEngine.Editor
{
[CustomEditor(typeof(EntityComponent))]
internal sealed class EntityComponentInspector : TEngineInspector
[CustomEditor(typeof(EntitySystem))]
internal sealed class EntitySystemInspector : TEngineInspector
{
private SerializedProperty m_EnableShowEntityUpdateEvent = null;
private SerializedProperty m_EnableShowEntityDependencyAssetEvent = null;
@@ -23,7 +23,7 @@ namespace TEngine.Editor
serializedObject.Update();
EntityComponent t = (EntityComponent)target;
EntitySystem t = (EntitySystem)target;
EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
{

View File

@@ -6,7 +6,7 @@ namespace TEngine.Runtime.Entity
/// <summary>
/// 实体。
/// </summary>
public sealed class Entity : MonoBehaviour, IEntity
public partial class Entity : MonoBehaviour, IEntity
{
private int m_Id;
private string m_EntityAssetName;

View File

@@ -7,17 +7,36 @@
/// <summary>
/// 生成客户端序列化ID/EntityID服务器默认不用
/// </summary>
/// <param name="entityComponent"></param>
/// <param name="entitySystem"></param>
/// <returns></returns>
public static int GenerateSerialId(this EntityComponent entityComponent)
public static int GenerateSerialId(this EntitySystem entitySystem)
{
return ++_serialId;
}
/// <summary>
/// 创建实体
/// </summary>
/// <param name="entitySystem">EntitySystem</param>
/// <param name="assetPath">实体资源路径</param>
/// <param name="userData">实体数据</param>
/// <param name="autoReleaseInterval">实体实例对象池自动释放可释放对象的间隔秒数</param>
/// <param name="capacity">实体实例对象池容量</param>
/// <param name="expireTime">实体实例对象池对象过期秒数</param>
/// <param name="priority">实体实例对象池的优先级</param>
/// <typeparam name="T">实体类型</typeparam>
public static void CreateEntity<T>(this EntitySystem entitySystem, string assetPath,
object userData, float autoReleaseInterval = 60f,
int capacity = 60, float expireTime = 60f, int priority = 0)
{
entitySystem.CreateEntity(typeof(T), assetPath, userData, autoReleaseInterval, capacity, expireTime,
priority);
}
/// <summary>
/// 创建实体
/// </summary>
/// <param name="entityComponent">EntityComponent</param>
/// <param name="entitySystem">EntitySystem</param>
/// <param name="assetPath">实体资源路径</param>
/// <param name="userData">EntityData实体数据</param>
/// <param name="autoReleaseInterval">实体实例对象池自动释放可释放对象的间隔秒数</param>
@@ -25,7 +44,7 @@
/// <param name="expireTime">实体实例对象池对象过期秒数</param>
/// <param name="priority">实体实例对象池的优先级</param>
/// <typeparam name="T">实体类型</typeparam>
public static void CreateEntity<T>(this EntityComponent entityComponent, string assetPath,
public static void CreateEntity<T>(this EntitySystem entitySystem, string assetPath,
EntityData userData = null, float autoReleaseInterval = 60f,
int capacity = 60, float expireTime = 60f, int priority = 0)
{
@@ -34,14 +53,14 @@
userData = EntityData.Create();
}
entityComponent.CreateEntity(typeof(T), assetPath, userData, autoReleaseInterval, capacity, expireTime,
entitySystem.CreateEntity(typeof(T), assetPath, userData, autoReleaseInterval, capacity, expireTime,
priority);
}
/// <summary>
/// 创建实体
/// </summary>
/// <param name="entityComponent"></param>
/// <param name="entitySystem"></param>
/// <param name="logicType"></param>
/// <param name="assetPath"></param>
/// <param name="userData"></param>
@@ -49,20 +68,20 @@
/// <param name="capacity"></param>
/// <param name="expireTime"></param>
/// <param name="priority"></param>
public static void CreateEntity(this EntityComponent entityComponent, System.Type logicType, string assetPath,
public static void CreateEntity(this EntitySystem entitySystem, System.Type logicType, string assetPath,
object userData = null, float autoReleaseInterval = 60f,
int capacity = 60,
float expireTime = 60f, int priority = 0)
{
var entityId = entityComponent.GenerateSerialId();
entityComponent.CreateEntity(entityId, logicType, assetPath, userData, autoReleaseInterval, capacity,
var entityId = entitySystem.GenerateSerialId();
entitySystem.CreateEntity(entityId, logicType, assetPath, userData, autoReleaseInterval, capacity,
expireTime, priority);
}
/// <summary>
/// 创建实体
/// </summary>
/// <param name="entityComponent"></param>
/// <param name="entitySystem"></param>
/// <param name="entityId"></param>
/// <param name="logicType"></param>
/// <param name="assetPath"></param>
@@ -71,7 +90,7 @@
/// <param name="capacity"></param>
/// <param name="expireTime"></param>
/// <param name="priority"></param>
public static void CreateEntity(this EntityComponent entityComponent, int entityId,
public static void CreateEntity(this EntitySystem entitySystem, int entityId,
System.Type logicType, string assetPath, object userData = null, float autoReleaseInterval = 60f,
int capacity = 60,
float expireTime = 60f, int priority = 0)
@@ -82,14 +101,14 @@
return;
}
if (!entityComponent.HasEntityGroup(logicType.Name))
if (!entitySystem.HasEntityGroup(logicType.Name))
{
EntityComponent.Instance.AddEntityGroup(logicType.Name,
EntitySystem.Instance.AddEntityGroup(logicType.Name,
autoReleaseInterval, capacity,
expireTime, priority);
}
entityComponent.ShowEntity(entityId, logicType, assetPath, logicType.Name,
entitySystem.ShowEntity(entityId, logicType, assetPath, logicType.Name,
Constant.DefaultPriority, userData);
}
}

View File

@@ -3,7 +3,7 @@ using UnityEngine;
namespace TEngine.Runtime.Entity
{
public sealed partial class EntityComponent
public sealed partial class EntitySystem
{
[Serializable]
private sealed class EntityGroup

View File

@@ -9,8 +9,8 @@ namespace TEngine.Runtime.Entity
/// 实体组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("TEngine/EntityManager")]
public sealed partial class EntityComponent : UnitySingleton<EntityComponent>
[AddComponentMenu("TEngine/EntitySys")]
public sealed partial class EntitySystem : UnitySingleton<EntitySystem>
{
private const int DefaultPriority = 0;