geometry-tower-defense/Assets/GameFramework/Scripts/Runtime/Entity/EntityLogic.cs

203 lines
5.9 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 实体逻辑基类。
/// </summary>
public abstract class EntityLogic : MonoBehaviour
{
private bool m_Available = false;
private bool m_Visible = false;
private Entity m_Entity = null;
private Transform m_CachedTransform = null;
private int m_OriginalLayer = 0;
private Transform m_OriginalTransform = null;
/// <summary>
/// 获取实体。
/// </summary>
public Entity Entity
{
get
{
return m_Entity;
}
}
/// <summary>
/// 获取或设置实体名称。
/// </summary>
public string Name
{
get
{
return gameObject.name;
}
set
{
gameObject.name = value;
}
}
/// <summary>
/// 获取实体是否可用。
/// </summary>
public bool Available
{
get
{
return m_Available;
}
}
/// <summary>
/// 获取或设置实体是否可见。
/// </summary>
public bool Visible
{
get
{
return m_Available && m_Visible;
}
set
{
if (!m_Available)
{
Log.Warning("Entity '{0}' is not available.", Name);
return;
}
if (m_Visible == value)
{
return;
}
m_Visible = value;
InternalSetVisible(value);
}
}
/// <summary>
/// 获取已缓存的 Transform。
/// </summary>
public Transform CachedTransform
{
get
{
return m_CachedTransform;
}
}
/// <summary>
/// 实体初始化。
/// </summary>
/// <param name="userData">用户自定义数据。</param>
protected internal virtual void OnInit(object userData)
{
if (m_CachedTransform == null)
{
m_CachedTransform = transform;
}
m_Entity = GetComponent<Entity>();
m_OriginalLayer = gameObject.layer;
m_OriginalTransform = CachedTransform.parent;
}
/// <summary>
/// 实体回收。
/// </summary>
protected internal virtual void OnRecycle()
{
}
/// <summary>
/// 实体显示。
/// </summary>
/// <param name="userData">用户自定义数据。</param>
protected internal virtual void OnShow(object userData)
{
m_Available = true;
Visible = true;
}
/// <summary>
/// 实体隐藏。
/// </summary>
/// <param name="isShutdown">是否是关闭实体管理器时触发。</param>
/// <param name="userData">用户自定义数据。</param>
protected internal virtual void OnHide(bool isShutdown, object userData)
{
gameObject.SetLayerRecursively(m_OriginalLayer);
Visible = false;
m_Available = false;
}
/// <summary>
/// 实体附加子实体。
/// </summary>
/// <param name="childEntity">附加的子实体。</param>
/// <param name="parentTransform">被附加父实体的位置。</param>
/// <param name="userData">用户自定义数据。</param>
protected internal virtual void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
{
}
/// <summary>
/// 实体解除子实体。
/// </summary>
/// <param name="childEntity">解除的子实体。</param>
/// <param name="userData">用户自定义数据。</param>
protected internal virtual void OnDetached(EntityLogic childEntity, object userData)
{
}
/// <summary>
/// 实体附加子实体。
/// </summary>
/// <param name="parentEntity">被附加的父实体。</param>
/// <param name="parentTransform">被附加父实体的位置。</param>
/// <param name="userData">用户自定义数据。</param>
protected internal virtual void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
{
CachedTransform.SetParent(parentTransform);
}
/// <summary>
/// 实体解除子实体。
/// </summary>
/// <param name="parentEntity">被解除的父实体。</param>
/// <param name="userData">用户自定义数据。</param>
protected internal virtual void OnDetachFrom(EntityLogic parentEntity, object userData)
{
CachedTransform.SetParent(m_OriginalTransform);
}
/// <summary>
/// 实体轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
protected internal virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
}
/// <summary>
/// 设置实体的可见性。
/// </summary>
/// <param name="visible">实体的可见性。</param>
protected virtual void InternalSetVisible(bool visible)
{
gameObject.SetActive(visible);
}
}
}