using System;
using System.Collections.Generic;
using System.Threading;
using Cysharp.Threading.Tasks;
using SepCore.CustomUtility;
using SepCore.Definition;
using SepCore.Entity;
using UnityEngine;
using UnityGameFramework.Runtime;
using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
using ShowEntitySuccessEventArgs = UnityGameFramework.Runtime.ShowEntitySuccessEventArgs;
namespace SepCore.AsyncTask
{
///
/// Entity 异步扩展方法
///
public static class EntityAsyncExtension
{
private const string EntityNamespace = "SepCore.Entity.";
private static readonly Dictionary _typeDict = new();
///
/// 异步显示实体
///
/// 实体组件
/// 实体编号
/// 实体逻辑类型
/// 实体资源名称
/// 实体组名称
/// 用户自定义数据
/// 超时时间(秒),0表示不超时
/// 取消令牌
/// 显示的实体
public static UniTask ShowEntityAsync(this EntityComponent entityComponent,
int entityId,
Type entityLogicType,
string entityAssetName,
string entityGroupName,
object userData = null,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return ShowEntityAsync(entityComponent, entityId, entityLogicType, entityAssetName, entityGroupName, 0,
userData, timeout, cancellationToken);
}
///
/// 异步显示实体
///
/// 实体组件
/// 实体编号
/// 实体逻辑类型
/// 实体资源名称
/// 实体组名称
/// 加载优先级
/// 用户自定义数据
/// 超时时间(秒),0表示不超时
/// 取消令牌
/// 显示的实体
public static UniTask ShowEntityAsync(this EntityComponent entityComponent,
int entityId,
Type entityLogicType,
string entityAssetName,
string entityGroupName,
int priority,
object userData = null,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
UniTask waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync(
ShowEntitySuccessEventArgs.EventId,
ShowEntityFailureEventArgs.EventId,
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
timeout,
cancellationToken
).ContinueWith(successArgs => successArgs.Entity);
entityComponent.ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, priority, userData);
return waitTask;
}
///
/// 异步显示实体(泛型版本)
///
/// 实体逻辑类型
/// 实体组件
/// 实体编号
/// 实体资源名称
/// 实体组名称
/// 用户自定义数据
/// 超时时间(秒),0表示不超时
/// 取消令牌
/// 显示的实体
public static UniTask ShowEntityAsync(this EntityComponent entityComponent,
int entityId,
string entityAssetName,
string entityGroupName,
object userData = null,
float timeout = 30f,
CancellationToken cancellationToken = default) where T : EntityLogic
{
return ShowEntityAsync(entityComponent, entityId, entityAssetName, entityGroupName, 0, userData, timeout,
cancellationToken);
}
///
/// 异步显示实体(泛型版本)
///
/// 实体逻辑类型
/// 实体组件
/// 实体编号
/// 实体资源名称
/// 实体组名称
/// 加载优先级
/// 用户自定义数据
/// 超时时间(秒),0表示不超时
/// 取消令牌
/// 显示的实体
public static UniTask ShowEntityAsync(this EntityComponent entityComponent,
int entityId,
string entityAssetName,
string entityGroupName,
int priority,
object userData = null,
float timeout = 30f,
CancellationToken cancellationToken = default) where T : EntityLogic
{
UniTask waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync(
ShowEntitySuccessEventArgs.EventId,
ShowEntityFailureEventArgs.EventId,
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
timeout,
cancellationToken
).ContinueWith(successArgs => (T)successArgs.Entity.Logic);
entityComponent.ShowEntity(entityId, entityAssetName, entityGroupName, priority, userData);
return waitTask;
}
///
/// 异步显示玩家实体。
///
public static UniTask ShowPlayerAsync(this EntityComponent entityComponent,
PlayerData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return ShowEntityByDataAsync(entityComponent, typeof(Player), GameEntry.Luban.Global.PlayerGroupName,
Constant.AssetPriority.PlayerAsset, data, timeout, cancellationToken);
}
///
/// 异步显示敌人实体。
///
public static UniTask ShowEnemyAsync(this EntityComponent entityComponent,
EnemyData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
Type enemyType = GetLogicType(data.LogicType);
EntityConfig entityConfig = GameEntry.Luban.Get(data.AssetName);
return entityComponent.ShowEntityAsync(
data.Id, enemyType, AssetUtility.GetEntityAsset(entityConfig.PrefabPath), GameEntry.Luban.Global.EnemyGroupName,
Constant.AssetPriority.EnemyAsset, data, timeout, cancellationToken)
.ContinueWith(entity => entity.Logic as EnemyBase);
}
///
/// 异步显示武器实体。
///
public static UniTask ShowWeaponAsync(this EntityComponent entityComponent,
WeaponData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
Type weaponType = GetLogicType(data.LogicType);
EntityConfig entityConfig = GameEntry.Luban.Get(data.AssetName);
return entityComponent.ShowEntityAsync(
data.Id, weaponType, AssetUtility.GetEntityAsset(entityConfig.PrefabPath), GameEntry.Luban.Global.PlayerGroupName,
Constant.AssetPriority.WeaponAsset, data, timeout, cancellationToken)
.ContinueWith(entity => entity.Logic as WeaponBase);
}
///
/// 异步显示特效实体。
///
public static UniTask ShowEffectAsync(this EntityComponent entityComponent,
EffectData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return ShowEntityByDataAsync(entityComponent, typeof(Effect), GameEntry.Luban.Global.EffectGroupNmae,
Constant.AssetPriority.EffectAsset, data, timeout, cancellationToken);
}
///
/// 异步显示金币掉落实体。
///
public static UniTask ShowCoinAsync(this EntityComponent entityComponent,
CoinData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return ShowEntityByDataAsync(entityComponent, typeof(CoinEntity), GameEntry.Luban.Global.DropGroupName,
Constant.AssetPriority.EffectAsset, data, timeout, cancellationToken);
}
///
/// 异步显示经验掉落实体。
///
public static UniTask ShowExpAsync(this EntityComponent entityComponent,
ExpData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return ShowEntityByDataAsync(entityComponent, typeof(ExpEntity), GameEntry.Luban.Global.DropGroupName,
Constant.AssetPriority.EffectAsset, data, timeout, cancellationToken);
}
///
/// 异步显示投射物实体。
///
public static UniTask ShowProjectileAsync(this EntityComponent entityComponent,
EnemyProjectileData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return ShowEntityByDataAsync(entityComponent, typeof(EnemyProjectile),
GameEntry.Luban.Global.ProjectileGroupName,
Constant.AssetPriority.BulletAsset, data, timeout, cancellationToken);
}
///
/// 异步显示投射物实体(直接入参快捷方法)。
///
public static UniTask ShowProjectileAsync(this EntityComponent entityComponent,
int ownerEntityId,
CampType ownerCamp,
int attackDamage,
Vector3 position,
Vector3 direction,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
int projectileEntityId = entityComponent.NextId();
float speed = GameEntry.Luban.Global.ProjectileSpeed / 1000f;
float lifeTime = GameEntry.Luban.Global.ProjectileLifeTime / 1000f;
string assetName = GameEntry.Luban.Global.ProjectileEntity;
var projectileData = new EnemyProjectileData(projectileEntityId, ownerEntityId, ownerCamp,
attackDamage, speed, lifeTime, direction, assetName)
{
Position = position,
Rotation = Quaternion.LookRotation(direction, Vector3.up)
};
return entityComponent.ShowProjectileAsync(projectileData, timeout, cancellationToken);
}
///
/// 异步显示投射物实体。
///
public static UniTask ShowProjectile(this EntityComponent entityComponent,
EnemyProjectileData data,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return entityComponent.ShowProjectileAsync(data, timeout, cancellationToken);
}
///
/// 异步显示投射物实体(直接入参快捷方法)。
///
public static UniTask ShowProjectile(this EntityComponent entityComponent,
int ownerEntityId,
CampType ownerCamp,
int attackDamage,
Vector3 position,
Vector3 direction,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return entityComponent.ShowProjectileAsync(ownerEntityId, ownerCamp, attackDamage, position, direction, timeout, cancellationToken);
}
///
/// 异步隐藏实体
///
/// 实体组件
/// 实体编号
/// 用户自定义数据
/// 超时时间(秒),0表示不超时
/// 取消令牌
/// 隐藏完成事件
public static UniTask HideEntityAsync(this EntityComponent entityComponent,
int entityId,
object userData = null,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
UniTask waitTask = AsyncTaskHelper.WaitEventAsync(
HideEntityCompleteEventArgs.EventId,
args => args.EntityId == entityId,
timeout,
cancellationToken
);
entityComponent.HideEntity(entityId, userData);
return waitTask;
}
///
/// 异步隐藏实体(通过实体对象)
///
/// 实体组件
/// 要隐藏的实体
/// 用户自定义数据
/// 超时时间(秒),0表示不超时
/// 取消令牌
/// 隐藏完成事件
public static UniTask HideEntityAsync(this EntityComponent entityComponent,
UnityGameFramework.Runtime.Entity entity,
object userData = null,
float timeout = 30f,
CancellationToken cancellationToken = default)
{
return HideEntityAsync(entityComponent, entity.Id, userData, timeout, cancellationToken);
}
private static UniTask ShowEntityByDataAsync(EntityComponent entityComponent,
Type logicType,
string entityGroupName,
int priority,
EntityDataBase data,
float timeout,
CancellationToken cancellationToken) where T : EntityLogic
{
EntityConfig entityConfig = GameEntry.Luban.Get(data.AssetName);
return entityComponent.ShowEntityAsync(data.Id, AssetUtility.GetEntityAsset(entityConfig.PrefabPath),
entityGroupName, priority, data, timeout, cancellationToken);
}
private static Type GetLogicType(string rawTypeName)
{
string typeName = EntityNamespace + rawTypeName;
if (!_typeDict.TryGetValue(typeName, out Type type))
{
type = Type.GetType(typeName);
if (type == null)
{
throw new InvalidOperationException($"Can not load entity type '{typeName}'.");
}
_typeDict.Add(typeName, type);
}
return type;
}
}
}