- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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using System;
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using SepCore.Definition;
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using SepCore.Utility;
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using UnityGameFramework.Runtime;
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namespace SepCore.Entity
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{
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public static class EntityExtension
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{
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private static int _serialId = 0;
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public static EntityBase GetGameEntity(this EntityComponent entityComponent, int entityId)
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{
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UnityGameFramework.Runtime.Entity entity = entityComponent.GetEntity(entityId);
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if (entity == null)
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{
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return null;
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}
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return (EntityBase)entity.Logic;
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}
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public static void HideEntity(this EntityComponent entityComponent, EntityBase entity)
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{
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entityComponent.HideEntity(entity.Entity);
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}
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public static void AttachEntity(this EntityComponent entityComponent, EntityBase entityBase, int ownerId,
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string parentTransformPath = null, object userData = null)
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{
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entityComponent.AttachEntity(entityBase.Entity, ownerId, parentTransformPath, userData);
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}
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public static void ShowEntity<T>(this EntityComponent entityComponent, EntityDataBase data, string group,
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int priority) where T : EntityBase
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{
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if (data == null)
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{
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Log.Warning("Data is invalid.");
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return;
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}
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EntityConfig entityConfig = GameEntry.Luban.Get<EntityConfig>(data.TypeId);
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if (entityConfig == null)
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{
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Log.Warning("Can not load entity id '{0}' from data table.", data.TypeId.ToString());
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return;
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}
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entityComponent.ShowEntity(data.Id, typeof(T), AssetUtility.GetEntityAsset(entityConfig.AssetName), group,
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priority, data);
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}
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private static void ShowEntity(this EntityComponent entityComponent, Type logicType, string entityGroup,
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int priority, EntityDataBase data)
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{
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if (data == null)
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{
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Log.Warning("Data is invalid.");
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return;
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}
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EntityConfig entityConfig = GameEntry.Luban.Get<EntityConfig>(data.TypeId);
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if (entityConfig == null)
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{
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Log.Warning("Can not load entity id '{0}' from data table.", data.TypeId.ToString());
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return;
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}
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entityComponent.ShowEntity(data.Id, logicType, AssetUtility.GetEntityAsset(entityConfig.AssetName), entityGroup,
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priority, data);
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}
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public static int SerialId(this EntityComponent entityComponent)
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{
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return ++_serialId;
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}
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}
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}
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