Update EntityAsyncExtension.cs
为 EntityAsyncExtension 添加了便利的打开各类实体的方法
This commit is contained in:
parent
788f717335
commit
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@ -1,5 +1,12 @@
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using System;
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using System;
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using System.Collections.Generic;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using Cysharp.Threading.Tasks;
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using SepCore.CustomUtility;
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using SepCore.DataTable;
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using SepCore.Definition;
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using SepCore.Entity;
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using SepCore.Entity.Weapon;
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using UnityGameFramework.Runtime;
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using UnityGameFramework.Runtime;
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using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
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using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
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using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
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using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
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@ -12,6 +19,11 @@ namespace SepCore.AsyncTask
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/// </summary>
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/// </summary>
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public static class EntityAsyncExtension
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public static class EntityAsyncExtension
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{
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{
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private const string EntityNamespace = "SepCore.Entity.";
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private static readonly Dictionary<string, Type> _typeDict = new();
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private static readonly Dictionary<int, string> _assetNameDict = new();
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/// <summary>
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/// <summary>
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/// 异步显示实体
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/// 异步显示实体
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/// </summary>
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/// </summary>
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@ -22,6 +34,7 @@ namespace SepCore.AsyncTask
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/// <param name="entityGroupName">实体组名称</param>
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/// <param name="entityGroupName">实体组名称</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="cancellationToken">取消令牌</param>
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/// <returns>显示的实体</returns>
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/// <returns>显示的实体</returns>
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public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
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public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
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int entityId,
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int entityId,
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@ -29,17 +42,46 @@ namespace SepCore.AsyncTask
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string entityAssetName,
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string entityAssetName,
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string entityGroupName,
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string entityGroupName,
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object userData = null,
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object userData = null,
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float timeout = 30f)
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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return ShowEntityAsync(entityComponent, entityId, entityLogicType, entityAssetName, entityGroupName, 0,
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userData, timeout, cancellationToken);
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}
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/// <summary>
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/// 异步显示实体
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/// </summary>
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/// <param name="entityComponent">实体组件</param>
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/// <param name="entityId">实体编号</param>
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/// <param name="entityLogicType">实体逻辑类型</param>
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/// <param name="entityAssetName">实体资源名称</param>
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/// <param name="entityGroupName">实体组名称</param>
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/// <param name="priority">加载优先级</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="cancellationToken">取消令牌</param>
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/// <returns>显示的实体</returns>
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public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
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int entityId,
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Type entityLogicType,
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string entityAssetName,
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string entityGroupName,
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int priority,
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object userData = null,
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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{
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UniTask<UnityGameFramework.Runtime.Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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UniTask<UnityGameFramework.Runtime.Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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ShowEntitySuccessEventArgs.EventId,
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ShowEntitySuccessEventArgs.EventId,
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ShowEntityFailureEventArgs.EventId,
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ShowEntityFailureEventArgs.EventId,
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successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
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successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
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failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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timeout,
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cancellationToken
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).ContinueWith(successArgs => successArgs.Entity);
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).ContinueWith(successArgs => successArgs.Entity);
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entityComponent.ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, userData);
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entityComponent.ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, priority, userData);
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return waitTask;
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return waitTask;
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}
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}
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@ -53,26 +95,157 @@ namespace SepCore.AsyncTask
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/// <param name="entityGroupName">实体组名称</param>
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/// <param name="entityGroupName">实体组名称</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="cancellationToken">取消令牌</param>
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/// <returns>显示的实体</returns>
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/// <returns>显示的实体</returns>
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public static UniTask<T> ShowEntityAsync<T>(this EntityComponent entityComponent,
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public static UniTask<T> ShowEntityAsync<T>(this EntityComponent entityComponent,
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int entityId,
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int entityId,
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string entityAssetName,
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string entityAssetName,
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string entityGroupName,
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string entityGroupName,
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object userData = null,
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object userData = null,
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float timeout = 30f) where T : EntityLogic
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float timeout = 30f,
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CancellationToken cancellationToken = default) where T : EntityLogic
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{
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return ShowEntityAsync<T>(entityComponent, entityId, entityAssetName, entityGroupName, 0, userData, timeout,
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cancellationToken);
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}
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/// <summary>
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/// 异步显示实体(泛型版本)
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/// </summary>
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/// <typeparam name="T">实体逻辑类型</typeparam>
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/// <param name="entityComponent">实体组件</param>
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/// <param name="entityId">实体编号</param>
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/// <param name="entityAssetName">实体资源名称</param>
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/// <param name="entityGroupName">实体组名称</param>
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/// <param name="priority">加载优先级</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="cancellationToken">取消令牌</param>
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/// <returns>显示的实体</returns>
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public static UniTask<T> ShowEntityAsync<T>(this EntityComponent entityComponent,
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int entityId,
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string entityAssetName,
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string entityGroupName,
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int priority,
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object userData = null,
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float timeout = 30f,
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CancellationToken cancellationToken = default) where T : EntityLogic
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{
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{
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UniTask<T> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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UniTask<T> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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ShowEntitySuccessEventArgs.EventId,
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ShowEntitySuccessEventArgs.EventId,
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ShowEntityFailureEventArgs.EventId,
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ShowEntityFailureEventArgs.EventId,
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successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
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successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
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failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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timeout,
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cancellationToken
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).ContinueWith(successArgs => (T)successArgs.Entity.Logic);
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).ContinueWith(successArgs => (T)successArgs.Entity.Logic);
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entityComponent.ShowEntity<T>(entityId, entityAssetName, entityGroupName, userData);
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entityComponent.ShowEntity<T>(entityId, entityAssetName, entityGroupName, priority, userData);
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return waitTask;
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return waitTask;
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}
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}
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/// <summary>
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/// 异步显示玩家实体。
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/// </summary>
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public static UniTask<Player> ShowPlayerAsync(this EntityComponent entityComponent,
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PlayerData data,
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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return ShowEntityByDataAsync<Player>(entityComponent, typeof(Player), "Player",
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Constant.AssetPriority.PlayerAsset, data, timeout, cancellationToken);
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}
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/// <summary>
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/// 异步显示敌人实体。
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/// </summary>
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public static UniTask<EnemyBase> ShowEnemyAsync(this EntityComponent entityComponent,
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EnemyData data,
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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if (data == null)
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{
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Log.Warning("Enemy data is invalid.");
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return UniTask.FromResult<EnemyBase>(null);
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}
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Type enemyType = TryGetType(data.EnemyType.ToString());
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string assetName = TryGetAssetName(data.EntityTypeId);
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if (enemyType == null || string.IsNullOrEmpty(assetName))
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{
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return UniTask.FromResult<EnemyBase>(null);
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}
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return entityComponent
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.ShowEntityAsync(data.Id, enemyType, AssetUtility.GetEntityAsset(assetName), "Enemy",
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Constant.AssetPriority.BulletAsset, data, timeout, cancellationToken)
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.ContinueWith(entity => entity?.Logic as EnemyBase);
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}
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/// <summary>
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/// 异步显示武器实体。
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/// </summary>
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public static UniTask<WeaponBase> ShowWeaponAsync(this EntityComponent entityComponent,
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WeaponData data,
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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if (data == null)
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{
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Log.Warning("Weapon data is invalid.");
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return UniTask.FromResult<WeaponBase>(null);
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}
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Type weaponType = TryGetType("Weapon." + data.WeaponType);
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string assetName = TryGetAssetName(data.EntityTypeId);
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if (weaponType == null || string.IsNullOrEmpty(assetName))
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{
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return UniTask.FromResult<WeaponBase>(null);
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}
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return entityComponent
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.ShowEntityAsync(data.Id, weaponType, AssetUtility.GetEntityAsset(assetName), "Weapon",
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Constant.AssetPriority.BulletAsset, data, timeout, cancellationToken)
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.ContinueWith(entity => entity?.Logic as WeaponBase);
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}
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/// <summary>
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/// 异步显示特效实体。
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/// </summary>
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public static UniTask<Effect> ShowEffectAsync(this EntityComponent entityComponent,
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EffectData data,
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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return ShowEntityByDataAsync<Effect>(entityComponent, typeof(Effect), "Effect",
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Constant.AssetPriority.EffectAsset, data, timeout, cancellationToken);
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}
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/// <summary>
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/// 异步显示金币掉落实体。
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/// </summary>
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public static UniTask<CoinEntity> ShowCoinAsync(this EntityComponent entityComponent,
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CoinData data,
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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return ShowEntityByDataAsync<CoinEntity>(entityComponent, typeof(CoinEntity), "Drop",
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Constant.AssetPriority.EffectAsset, data, timeout, cancellationToken);
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}
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/// <summary>
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/// 异步显示经验掉落实体。
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/// </summary>
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public static UniTask<ExpEntity> ShowExpAsync(this EntityComponent entityComponent,
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ExpData data,
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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return ShowEntityByDataAsync<ExpEntity>(entityComponent, typeof(ExpEntity), "Drop",
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Constant.AssetPriority.EffectAsset, data, timeout, cancellationToken);
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}
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/// <summary>
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/// <summary>
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/// 异步隐藏实体
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/// 异步隐藏实体
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/// </summary>
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/// </summary>
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@ -80,16 +253,19 @@ namespace SepCore.AsyncTask
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/// <param name="entityId">实体编号</param>
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/// <param name="entityId">实体编号</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="cancellationToken">取消令牌</param>
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/// <returns>隐藏完成事件</returns>
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/// <returns>隐藏完成事件</returns>
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public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
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public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
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int entityId,
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int entityId,
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object userData = null,
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object userData = null,
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float timeout = 30f)
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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{
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UniTask<HideEntityCompleteEventArgs> waitTask = AsyncTaskHelper.WaitEventAsync<HideEntityCompleteEventArgs>(
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UniTask<HideEntityCompleteEventArgs> waitTask = AsyncTaskHelper.WaitEventAsync<HideEntityCompleteEventArgs>(
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HideEntityCompleteEventArgs.EventId,
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HideEntityCompleteEventArgs.EventId,
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args => args.EntityId == entityId,
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args => args.EntityId == entityId,
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timeout
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timeout,
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cancellationToken
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);
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);
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entityComponent.HideEntity(entityId, userData);
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entityComponent.HideEntity(entityId, userData);
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@ -103,13 +279,76 @@ namespace SepCore.AsyncTask
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/// <param name="entity">要隐藏的实体</param>
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/// <param name="entity">要隐藏的实体</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <param name="cancellationToken">取消令牌</param>
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/// <returns>隐藏完成事件</returns>
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/// <returns>隐藏完成事件</returns>
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public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
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public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
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UnityGameFramework.Runtime.Entity entity,
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UnityGameFramework.Runtime.Entity entity,
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object userData = null,
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object userData = null,
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float timeout = 30f)
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float timeout = 30f,
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CancellationToken cancellationToken = default)
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{
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{
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return HideEntityAsync(entityComponent, entity.Id, userData, timeout);
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return HideEntityAsync(entityComponent, entity.Id, userData, timeout, cancellationToken);
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}
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private static UniTask<T> ShowEntityByDataAsync<T>(EntityComponent entityComponent,
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Type logicType,
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string entityGroupName,
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int priority,
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EntityDataBase data,
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float timeout,
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CancellationToken cancellationToken) where T : EntityLogic
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{
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if (data == null)
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{
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Log.Warning("Data is invalid.");
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return UniTask.FromResult<T>(null);
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}
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DREntity drEntity = GameEntry.DataTable.GetDataTableRow<DREntity>(data.TypeId);
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if (drEntity == null)
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{
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Log.Warning("Can not load entity id '{0}' from data table.", data.TypeId.ToString());
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return UniTask.FromResult<T>(null);
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}
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return entityComponent.ShowEntityAsync<T>(data.Id, AssetUtility.GetEntityAsset(drEntity.AssetName),
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entityGroupName, priority, data, timeout, cancellationToken);
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}
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private static Type TryGetType(string rawTypeName)
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{
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string typeName = EntityNamespace + rawTypeName;
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if (!_typeDict.TryGetValue(typeName, out Type type))
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{
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type = Type.GetType(typeName);
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if (type == null)
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{
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Log.Warning("Can not load entity type '{0}'.", typeName);
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return null;
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}
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||||||
|
_typeDict.Add(typeName, type);
|
||||||
|
}
|
||||||
|
|
||||||
|
return type;
|
||||||
|
}
|
||||||
|
|
||||||
|
private static string TryGetAssetName(int entityId)
|
||||||
|
{
|
||||||
|
if (!_assetNameDict.TryGetValue(entityId, out string assetName))
|
||||||
|
{
|
||||||
|
DREntity drEntity = GameEntry.DataTable.GetDataTableRow<DREntity>(entityId);
|
||||||
|
if (drEntity == null)
|
||||||
|
{
|
||||||
|
Log.Warning("Can not load entity id '{0}' from data table.", entityId.ToString());
|
||||||
|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
assetName = drEntity.AssetName;
|
||||||
|
_assetNameDict.Add(entityId, assetName);
|
||||||
|
}
|
||||||
|
|
||||||
|
return assetName;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
Loading…
Reference in New Issue