116 lines
5.4 KiB
C#
116 lines
5.4 KiB
C#
using System;
|
||
using Cysharp.Threading.Tasks;
|
||
using UnityGameFramework.Runtime;
|
||
using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
|
||
using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
|
||
using ShowEntitySuccessEventArgs = UnityGameFramework.Runtime.ShowEntitySuccessEventArgs;
|
||
|
||
namespace SepCore.AsyncTask
|
||
{
|
||
/// <summary>
|
||
/// Entity 异步扩展方法
|
||
/// </summary>
|
||
public static class EntityAsyncExtension
|
||
{
|
||
/// <summary>
|
||
/// 异步显示实体
|
||
/// </summary>
|
||
/// <param name="entityComponent">实体组件</param>
|
||
/// <param name="entityId">实体编号</param>
|
||
/// <param name="entityLogicType">实体逻辑类型</param>
|
||
/// <param name="entityAssetName">实体资源名称</param>
|
||
/// <param name="entityGroupName">实体组名称</param>
|
||
/// <param name="userData">用户自定义数据</param>
|
||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||
/// <returns>显示的实体</returns>
|
||
public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
|
||
int entityId,
|
||
Type entityLogicType,
|
||
string entityAssetName,
|
||
string entityGroupName,
|
||
object userData = null,
|
||
float timeout = 30f)
|
||
{
|
||
UniTask<UnityGameFramework.Runtime.Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
|
||
ShowEntitySuccessEventArgs.EventId,
|
||
ShowEntityFailureEventArgs.EventId,
|
||
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
|
||
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
|
||
timeout
|
||
).ContinueWith(successArgs => successArgs.Entity);
|
||
|
||
entityComponent.ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, userData);
|
||
return waitTask;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步显示实体(泛型版本)
|
||
/// </summary>
|
||
/// <typeparam name="T">实体逻辑类型</typeparam>
|
||
/// <param name="entityComponent">实体组件</param>
|
||
/// <param name="entityId">实体编号</param>
|
||
/// <param name="entityAssetName">实体资源名称</param>
|
||
/// <param name="entityGroupName">实体组名称</param>
|
||
/// <param name="userData">用户自定义数据</param>
|
||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||
/// <returns>显示的实体</returns>
|
||
public static UniTask<T> ShowEntityAsync<T>(this EntityComponent entityComponent,
|
||
int entityId,
|
||
string entityAssetName,
|
||
string entityGroupName,
|
||
object userData = null,
|
||
float timeout = 30f) where T : EntityLogic
|
||
{
|
||
UniTask<T> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
|
||
ShowEntitySuccessEventArgs.EventId,
|
||
ShowEntityFailureEventArgs.EventId,
|
||
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
|
||
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
|
||
timeout
|
||
).ContinueWith(successArgs => (T)successArgs.Entity.Logic);
|
||
|
||
entityComponent.ShowEntity<T>(entityId, entityAssetName, entityGroupName, userData);
|
||
return waitTask;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步隐藏实体
|
||
/// </summary>
|
||
/// <param name="entityComponent">实体组件</param>
|
||
/// <param name="entityId">实体编号</param>
|
||
/// <param name="userData">用户自定义数据</param>
|
||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||
/// <returns>隐藏完成事件</returns>
|
||
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
|
||
int entityId,
|
||
object userData = null,
|
||
float timeout = 30f)
|
||
{
|
||
UniTask<HideEntityCompleteEventArgs> waitTask = AsyncTaskHelper.WaitEventAsync<HideEntityCompleteEventArgs>(
|
||
HideEntityCompleteEventArgs.EventId,
|
||
args => args.EntityId == entityId,
|
||
timeout
|
||
);
|
||
|
||
entityComponent.HideEntity(entityId, userData);
|
||
return waitTask;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 异步隐藏实体(通过实体对象)
|
||
/// </summary>
|
||
/// <param name="entityComponent">实体组件</param>
|
||
/// <param name="entity">要隐藏的实体</param>
|
||
/// <param name="userData">用户自定义数据</param>
|
||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||
/// <returns>隐藏完成事件</returns>
|
||
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
|
||
UnityGameFramework.Runtime.Entity entity,
|
||
object userData = null,
|
||
float timeout = 30f)
|
||
{
|
||
return HideEntityAsync(entityComponent, entity.Id, userData, timeout);
|
||
}
|
||
}
|
||
}
|