Files
huangjun 92bf3e9097 - 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
2026-08-30 18:08:55 +08:00

118 lines
5.5 KiB
C#

using System;
using Cysharp.Threading.Tasks;
using GameFramework.Entity;
using UnityGameFramework.Runtime;
using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
using ShowEntitySuccessEventArgs = UnityGameFramework.Runtime.ShowEntitySuccessEventArgs;
namespace SepCore.AsyncTask
{
/// <summary>
/// Entity 异步扩展方法
/// </summary>
public static class EntityAsyncExtension
{
/// <summary>
/// 异步显示实体
/// </summary>
/// <param name="entityComponent">实体组件</param>
/// <param name="entityId">实体编号</param>
/// <param name="entityLogicType">实体逻辑类型</param>
/// <param name="entityAssetName">实体资源名称</param>
/// <param name="entityGroupName">实体组名称</param>
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>显示的实体</returns>
public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
int entityId,
Type entityLogicType,
string entityAssetName,
string entityGroupName,
object userData = null,
float timeout = 30f)
{
UniTask<UnityGameFramework.Runtime.Entity> waitTask = AsyncTaskHelper
.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
ShowEntitySuccessEventArgs.EventId,
ShowEntityFailureEventArgs.EventId,
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
timeout
).ContinueWith(successArgs => successArgs.Entity);
entityComponent.ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, userData);
return waitTask;
}
/// <summary>
/// 异步显示实体(泛型版本)
/// </summary>
/// <typeparam name="T">实体逻辑类型</typeparam>
/// <param name="entityComponent">实体组件</param>
/// <param name="entityId">实体编号</param>
/// <param name="entityAssetName">实体资源名称</param>
/// <param name="entityGroupName">实体组名称</param>
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>显示的实体</returns>
public static UniTask<T> ShowEntityAsync<T>(this EntityComponent entityComponent,
int entityId,
string entityAssetName,
string entityGroupName,
object userData = null,
float timeout = 30f) where T : EntityLogic
{
UniTask<T> waitTask = AsyncTaskHelper
.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
ShowEntitySuccessEventArgs.EventId,
ShowEntityFailureEventArgs.EventId,
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
timeout
).ContinueWith(successArgs => (T)successArgs.Entity.Logic);
entityComponent.ShowEntity<T>(entityId, entityAssetName, entityGroupName, userData);
return waitTask;
}
/// <summary>
/// 异步隐藏实体
/// </summary>
/// <param name="entityComponent">实体组件</param>
/// <param name="entityId">实体编号</param>
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>隐藏完成事件</returns>
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
int entityId,
object userData = null,
float timeout = 30f)
{
UniTask<HideEntityCompleteEventArgs> waitTask = AsyncTaskHelper.WaitEventAsync<HideEntityCompleteEventArgs>(
HideEntityCompleteEventArgs.EventId,
args => args.EntityId == entityId,
timeout
);
entityComponent.HideEntity(entityId, userData);
return waitTask;
}
/// <summary>
/// 异步隐藏实体(通过实体对象)
/// </summary>
/// <param name="entityComponent">实体组件</param>
/// <param name="entity">要隐藏的实体</param>
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>隐藏完成事件</returns>
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
UnityGameFramework.Runtime.Entity entity,
object userData = null,
float timeout = 30f)
{
return HideEntityAsync(entityComponent, entity.Id, userData, timeout);
}
}
}