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https://github.com/Alex-Rachel/TEngine.git
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Entity Demo
Entity Demo
This commit is contained in:
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@@ -1,7 +1,9 @@
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using System;
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using TEngine.Demo.TEngine.EntityDemo;
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using TEngine.Runtime;
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using TEngine.Runtime.Entity;
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using UnityEngine;
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using LightType = TEngine.Demo.TEngine.EntityDemo.LightType;
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public class EntityTestMain : MonoBehaviour
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{
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@@ -25,6 +27,8 @@ public class EntityTestMain : MonoBehaviour
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//实体系统创建实体,自动创建实体组
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EntitySystem.Instance.CreateEntity<EntityCube>("Cube",entityData);
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}
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LightEntityMgr.Instance.CreateLight(LightType.DirectionalLight,Vector3.zero, Quaternion.identity);
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}
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/// <summary>
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13
Assets/TEngine.Demo/TEngine.EntityDemo/LightEntity.cs
Normal file
13
Assets/TEngine.Demo/TEngine.EntityDemo/LightEntity.cs
Normal file
@@ -0,0 +1,13 @@
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using TEngine.Runtime;
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using TEngine.Runtime.Entity;
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using UnityEngine;
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public class LightEntity:EntityLogicEx
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{
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protected override void OnShow(object userData)
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{
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base.OnShow(userData);
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Log.Debug(userData.ToString());
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}
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}
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119
Assets/TEngine.Demo/TEngine.EntityDemo/LightEntityMgr.cs
Normal file
119
Assets/TEngine.Demo/TEngine.EntityDemo/LightEntityMgr.cs
Normal file
@@ -0,0 +1,119 @@
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using System.Collections.Generic;
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using TEngine.Runtime;
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using TEngine.Runtime.Entity;
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using UnityEngine;
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namespace TEngine.Demo.TEngine.EntityDemo
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{
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/// <summary>
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/// an enumeration of the types of light
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/// </summary>
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public enum LightType
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{
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DirectionalLight = 0,
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PointLight = 1,
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SpotLight = 2,
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}
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/// <summary>
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/// 光源实体管理器
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/// </summary>
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public class LightEntityMgr : UnitySingleton<LightEntityMgr>
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{
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public Dictionary<int, IEntity> m_dictionary = new Dictionary<int, IEntity>();
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public Dictionary<LightType, string> TypeDic = new Dictionary<LightType, string>();
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/// <summary>
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/// OnLoad
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/// </summary>
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protected override void OnLoad()
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{
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TypeDic.Add(LightType.DirectionalLight, "Light/DirectionalLight");
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TypeDic.Add(LightType.PointLight, "Light/PointLight");
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TypeDic.Add(LightType.SpotLight, "Light/SpotLight");
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RegisterEvent();
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base.OnLoad();
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}
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/// <summary>
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/// RegisterEvent
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/// </summary>
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void RegisterEvent()
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{
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GameEventMgr.Instance.AddEventListener<IEntity, float, object>(EntityEvent.ShowEntitySuccess, OnShowEntitySuccess);
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GameEventMgr.Instance.AddEventListener<int, string, string, string, object>(EntityEvent.ShowEntityFailure, OnShowEntityFailure);
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GameEventMgr.Instance.AddEventListener<int, string, IEntityGroup, object>(EntityEvent.HideEntityComplete, OnHideEntityComplete);
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}
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/// <summary>
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/// OnShowEntitySuccess
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/// </summary>
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/// <param name="entity"></param>
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/// <param name="duration"></param>
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/// <param name="userData"></param>
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private void OnShowEntitySuccess(IEntity entity, float duration, object userData)
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{
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Log.Warning("OnShowEntitySuccess" + entity.ToString() + " " + duration + " " + userData);
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if (!TypeDic.ContainsValue(entity.EntityAssetName))
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{
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return;
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}
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if (!m_dictionary.ContainsKey(entity.Id))
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{
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m_dictionary.Add(entity.Id, entity);
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}
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}
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/// <summary>
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/// OnShowEntityFailure
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/// </summary>
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/// <param name="entityId"></param>
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/// <param name="entityAssetName"></param>
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/// <param name="entityGroupName"></param>
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/// <param name="errorMessage"></param>
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/// <param name="userData"></param>
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private void OnShowEntityFailure(int entityId, string entityAssetName, string entityGroupName,
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string errorMessage, object userData)
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{
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}
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/// <summary>
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/// OnHideEntityComplete
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/// </summary>
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/// <param name="entityId"></param>
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/// <param name="entityAssetName"></param>
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/// <param name="entityGroup"></param>
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/// <param name="userData"></param>
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private void OnHideEntityComplete(int entityId, string entityAssetName, IEntityGroup entityGroup,
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object userData)
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{
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if (!TypeDic.ContainsValue(entityAssetName))
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{
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return;
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}
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if (m_dictionary.ContainsKey(entityId))
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{
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m_dictionary.Remove(entityId);
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}
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}
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/// <summary>
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/// Light实体管理器创建光源/ URP可最佳实践
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/// </summary>
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/// <param name="lightType"></param>
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/// <param name="position"></param>
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/// <param name="quaternion"></param>
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public void CreateLight(LightType lightType, Vector3 position,Quaternion quaternion)
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{
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if (TypeDic.TryGetValue(lightType, out var lightPath))
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{
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EntityData data = EntityData.Create(position,quaternion);
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EntitySystem.Instance.CreateEntity<LightEntity>(lightPath, data);
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}
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}
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}
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}
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Reference in New Issue
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