42 lines
1.3 KiB
C#
42 lines
1.3 KiB
C#
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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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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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public interface IEntity : IGenericEvent<string>, IDatabase, IProcessor, ICallback
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{
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public static IEntity LocalPlayer;
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public static Action<IEntity> OnSpawnLocalPlayer;
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IEntityComponent[] entityComponents { get; set; }
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int Id { get; set; }
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string AddressablePath => nameof(IEntity);
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}
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public class IEntityReader : NetMessageReader<IEntity>
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{
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public override IEntity 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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var entity = EntitiesManager.GetOrAdd(id, _id => Create(id, path));
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return entity;
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}
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public override void WriteBinary(BinaryWriter writer, IEntity value)
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{
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writer.Write(value.Id);
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writer.Write(value.AddressablePath);
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}
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IEntity 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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.GetComponent<IEntity>();
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entity.Id = id;
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return entity;
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}
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}
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}
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