2023-06-05 19:57:17 +08:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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2023-11-06 01:17:23 +08:00
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using BITKit.Entities;
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2023-06-05 19:57:17 +08:00
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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namespace BITKit.Entities
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{
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/// <summary>Entity接口,用于复杂实体</summary>
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2023-11-06 01:17:23 +08:00
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public interface IUnityEntity :Entities.IEntity,IGenericEvent<string>, IDatabase
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{
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void AddService<T>(T service);
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void AddService(object service);
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void AddService(Type type, object service);
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2023-06-05 19:57:17 +08:00
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}
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public class IEntityReader : NetMessageReader<IUnityEntity>
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{
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public override IUnityEntity ReadBinary(BinaryReader reader)
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{
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var id = reader.ReadInt32();
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var path = reader.ReadString();
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2023-06-29 14:57:11 +08:00
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var entity = DI.Get<IEntitiesService>().Entities[id];
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2023-11-06 01:17:23 +08:00
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return (IUnityEntity)entity;
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}
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public override void WriteBinary(BinaryWriter writer, IUnityEntity value)
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{
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writer.Write(value.Id);
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writer.Write(value.Id);
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2023-06-05 19:57:17 +08:00
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}
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private IUnityEntity Create(int id, string path)
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{
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var entity = Addressables
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.LoadAssetAsync<GameObject>(path)
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.WaitForCompletion()
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2023-11-06 01:17:23 +08:00
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.GetComponent<IUnityEntity>();
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return entity;
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}
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}
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}
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