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