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

74 lines
2.5 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Entity;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 默认实体辅助器。
/// </summary>
public class DefaultEntityHelper : EntityHelperBase
{
private ResourceComponent m_ResourceComponent = null;
/// <summary>
/// 实例化实体。
/// </summary>
/// <param name="entityAsset">要实例化的实体资源。</param>
/// <returns>实例化后的实体。</returns>
public override object InstantiateEntity(object entityAsset)
{
return Instantiate((Object)entityAsset);
}
/// <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;
if (gameObject == null)
{
Log.Error("Entity instance is invalid.");
return null;
}
Transform transform = gameObject.transform;
transform.SetParent(((MonoBehaviour)entityGroup.Helper).transform);
return gameObject.GetOrAddComponent<Entity>();
}
/// <summary>
/// 释放实体。
/// </summary>
/// <param name="entityAsset">要释放的实体资源。</param>
/// <param name="entityInstance">要释放的实体实例。</param>
public override void ReleaseEntity(object entityAsset, object entityInstance)
{
m_ResourceComponent.UnloadAsset(entityAsset);
Destroy((Object)entityInstance);
}
private void Start()
{
m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
if (m_ResourceComponent == null)
{
Log.Fatal("Resource component is invalid.");
return;
}
}
}
}