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Unity3d+Gameframework:entity实体代码分析,基于StarForce

家经纶
2023-12-01

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。

EntityGroup

内部包含对象池

实体加载成功订阅

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;
            }
        }

EntityManager

GameFramework.Entity.EntityManager.Update
实体组轮询,变为单一实体OnUpdate

创建实体

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);

正在加载中实体释放

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;
            }

Entity

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;

ObjecBase

对象基类
UI面板,资源(asset,resource),实体都是继承对象基类

EntityInstanceObject

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

EntityLogic

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);
        }

SurvivalGame

继承GameBase
游戏模式
Update中随机产生陨石实体
GameEntry.Entity.ShowAsteroid

TargetableObject

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

Weapon

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);
        }

AttachEntity

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);
        }

InternalHideEntity隐藏实体

//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);
            }
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