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