61 lines
1.7 KiB
C#
61 lines
1.7 KiB
C#
using System.Collections.Generic;
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using SepCore.Entity;
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namespace SepCore.EnemyManager
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{
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public class EnemyRegistry
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{
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private readonly Dictionary<int, EntityBase> _enemyById;
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// PruneInvalidEntries 由 OnUpdate 每帧调用,复用缓冲避免每帧分配。
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private readonly List<int> _pruneBuffer;
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public int Count => _enemyById.Count;
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public IReadOnlyCollection<EntityBase> Enemies => _enemyById.Values;
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public EnemyRegistry()
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{
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_enemyById = new Dictionary<int, EntityBase>();
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_pruneBuffer = new List<int>();
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}
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public void Register(EnemyBase enemy)
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{
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_enemyById[enemy.Id] = enemy;
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}
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public void Remove(int entityId)
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{
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// 移除是幂等的。ClearEnemies 会同步清空 registry,而 HideEntity 的完成回调
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// 是异步的,晚几帧才到达,此时该 id 早已不在集合中,属正常情况,静默忽略即可。
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_enemyById.Remove(entityId);
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}
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public bool TryGet(int entityId, out EntityBase enemy)
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{
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return _enemyById.TryGetValue(entityId, out enemy);
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}
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public void PruneInvalidEntries()
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{
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_pruneBuffer.Clear();
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foreach (var kvp in _enemyById)
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{
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if (kvp.Value == null || !kvp.Value.Available)
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{
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_pruneBuffer.Add(kvp.Key);
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}
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}
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foreach (int id in _pruneBuffer)
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{
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_enemyById.Remove(id);
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}
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}
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public void Clear()
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{
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_enemyById.Clear();
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}
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}
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}
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