BITKit/Src/Unity/Scripts/Entity/Core/IEntity.cs

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using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
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using BITKit.Core.Entites;
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using UnityEngine;
using UnityEngine.AddressableAssets;
namespace BITKit.Entities
{
/// <summary>Entity接口用于复杂实体</summary>
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public interface IEntity :BITKit.Core.Entites.IEntity,IGenericEvent<string>, IDatabase, IProcessor, ICallback
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{
IEntityComponent[] entityComponents { get; set; }
}
public class IEntityReader : NetMessageReader<IEntity>
{
public override IEntity ReadBinary(BinaryReader reader)
{
var id = reader.ReadInt32();
var path = reader.ReadString();
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var entity = DI.Get<IEntitiesService>().Entities[id];
return (IEntity)entity;
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}
public override void WriteBinary(BinaryWriter writer, IEntity value)
{
writer.Write(value.Id);
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writer.Write(value.Id);
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}
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private IEntity Create(int id, string path)
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{
var entity = Addressables
.LoadAssetAsync<GameObject>(path)
.WaitForCompletion()
.GetComponent<IEntity>();
return entity;
}
}
}