游戏场景中,动态创建的一切物体定义为实体。此模块提供管理实体和实体组的功能,如显示隐藏实体、挂接实体(如挂接武器、坐骑,或者抓起另一个实体)等。实体使用结束后可以不立刻销毁,从而等待下一次重新使用。
内部包含对象池
GameEntry.Event.Subscribe(ShowEntitySuccessEventArgs.EventId, OnShowEntitySuccess);
protected virtual void OnShowEntitySuccess(object sender, GameEventArgs e)
{
ShowEntitySuccessEventArgs ne = (ShowEntitySuccessEventArgs)e;
if (ne.EntityLogicType == typeof(MyAircraft))
{
m_MyAircraft = (MyAircraft)ne.Entity.Logic;
}
}
GameFramework.Entity.EntityManager.Update
实体组轮询,变为单一实体OnUpdate
StarForce.GameBase.Initialize
与加载UI类似
GameFramework.Entity.EntityManager.ShowEntity
GameFramework.Entity.EntityManager.ShowEntity
EntityInstanceObject entityInstanceObject = entityGroup.SpawnEntityInstanceObject(entityAssetName);
if (entityInstanceObject == null)
{
int serialId = ++m_Serial;
m_EntitiesBeingLoaded.Add(entityId, serialId);
m_ResourceManager.LoadAsset(entityAssetName, priority, m_LoadAssetCallbacks, ShowEntityInfo.Create(serialId, entityId, entityGroup, userData));
return;
}
InternalShowEntity(entityId, entityAssetName, entityGroup, entityInstanceObject.Target, false, 0f, userData);
如果实体组中对象池能实例出来,即立即返回
否则调用资源加载
实体资源表中确定ID与asset的关系
IDataTable<DREntity> dtEntity = GameEntry.DataTable.GetDataTable<DREntity>();
DREntity drEntity = dtEntity.GetDataRow(data.TypeId);
public void HideEntity(int entityId, object userData)
{
if (IsLoadingEntity(entityId))
{
GameFrameworkLog.Info("实体{0}正在加载等待释放", entityId);
m_EntitiesToReleaseOnLoad.Add(m_EntitiesBeingLoaded[entityId]);
m_EntitiesBeingLoaded.Remove(entityId);
return;
}
实体接口,包含被挂载,或者挂载别的方法
根据资源加载出的GameObject–》挂载Entity脚本(继承了于MonoBehaviour)
/// <summary>
/// 创建实体。
/// </summary>
/// <param name="entityInstance">实体实例。</param>
/// <param name="entityGroup">实体所属的实体组。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>实体。</returns>
public override IEntity CreateEntity(object entityInstance, IEntityGroup entityGroup, object userData)
{
GameObject gameObject = entityInstance as GameObject;
Transform transform = gameObject.transform;
transform.SetParent(((MonoBehaviour)entityGroup.Helper).transform);
return gameObject.GetOrAddComponent<Entity>();
}
实体统一设置到实体组子物体下,那么武器跟随人动如何实现
namespace UnityGameFramework.Runtime
{
public sealed class Entity : MonoBehaviour, IEntity
{
private int m_Id;
private string m_EntityAssetName;
private IEntityGroup m_EntityGroup;
private EntityLogic m_EntityLogic;
对象基类
UI面板,资源(asset,resource),实体都是继承对象基类
实体实例对象,不会继承自MonoBehavior,在实体资源加载成功后调用创建
GameFramework.Entity.EntityManager.LoadAssetSuccessCallback
//实例化出来
EntityInstanceObject entityInstanceObject = EntityInstanceObject.Create(entityAssetName, entityAsset, m_EntityHelper.InstantiateEntity(entityAsset), m_EntityHelper);
showEntityInfo.EntityGroup.RegisterEntityInstanceObject(entityInstanceObject, true);
InternalShowEntity(showEntityInfo.EntityId, entityAssetName, showEntityInfo.EntityGroup, entityInstanceObject.Target, true, duration, showEntityInfo.UserData);
ReferencePool.Release(showEntityInfo);
把预制体加载完成,然后实例化后GameObject设置为实体的Target
public abstract class EntityLogic : MonoBehaviour
实体逻辑基类
实体挂载好Entity,后Entity初始化时挂载逻辑处理脚本
public abstract class Entity : EntityLogic,此实体与gf实体不是同样东西(不在同个命名空间中)
创建时,通过逻辑类型就传递下去
public static void ShowMyAircraft(this EntityComponent entityComponent, MyAircraftData data)
{
entityComponent.ShowEntity(typeof(MyAircraft), "Aircraft", Constant.AssetPriority.MyAircraftAsset, data);
}
继承GameBase
游戏模式
Update中随机产生陨石实体
GameEntry.Entity.ShowAsteroid
所有的实体逻辑继承
OnTriggerEnter,碰撞检测
放入到回收池,什么时候彻底去除引用
增加武器实体,为什么能挂载人身上
武器挂载
在创建完成后,挂载在主角身上
StarForce.Weapon.OnShow
protected override void OnShow(object userData)
{
base.OnShow(userData);
m_WeaponData = userData as WeaponData;
GameEntry.Entity.AttachEntity(Entity, m_WeaponData.OwnerId, AttachPoint);
}
附加子实体GameFramework.Entity.EntityManager.AttachEntity
IEntity childEntity = childEntityInfo.Entity;
IEntity parentEntity = parentEntityInfo.Entity;
DetachEntity(childEntity.Id, userData);
childEntityInfo.ParentEntity = parentEntity;
parentEntityInfo.AddChildEntity(childEntity);
parentEntity.OnAttached(childEntity, userData);
childEntity.OnAttachTo(parentEntity, userData);
在childEntity.OnAttachTo(parentEntity, userData);设置unity 父子物体关系
protected internal virtual void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
{
CachedTransform.SetParent(parentTransform);
}
//先隐藏子实体
while (entityInfo.ChildEntityCount > 0)
{
IEntity childEntity = entityInfo.GetChildEntity();
HideEntity(childEntity.Id, userData);
}
//把自己从父实体上移除
IEntity entity = entityInfo.Entity;
DetachEntity(entity.Id, userData);
entityInfo.Status = EntityStatus.WillHide;
entity.OnHide(m_IsShutdown, userData);
entityInfo.Status = EntityStatus.Hidden;
//实体组移除
EntityGroup entityGroup = (EntityGroup)entity.EntityGroup;
entityGroup.RemoveEntity(entity);
//放入到回收队列
m_RecycleQueue.Enqueue(entityInfo);
GameFramework.Entity.EntityManager.Update 中轮询处理实体进入实体组的对象池
//处理回收队列的实体
while (m_RecycleQueue.Count > 0)
{
EntityInfo entityInfo = m_RecycleQueue.Dequeue();
IEntity entity = entityInfo.Entity;
EntityGroup entityGroup = (EntityGroup)entity.EntityGroup;
entityInfo.Status = EntityStatus.WillRecycle;
entity.OnRecycle();
entityInfo.Status = EntityStatus.Recycled;
entityGroup.UnspawnEntity(entity); //实体组回收,相当于对象池
ReferencePool.Release(entityInfo);
}