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61
BITKit/Scripts/UX/UXMetaService.cs
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61
BITKit/Scripts/UX/UXMetaService.cs
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using Godot;
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using System.Collections.Generic;
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namespace BITKit;
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public interface IMetaDisplayElement
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{
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string Text { get; }
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Vector3 Position { get; }
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}
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public partial class UXMetaService : Control
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{
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#region 静态方法
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private static readonly Queue<IMetaDisplayElement> AddQueue = new();
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private static readonly Queue<IMetaDisplayElement> RemoveQueue = new();
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private static readonly List<IMetaDisplayElement> Elements = new();
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public static void Register(IMetaDisplayElement element) => AddQueue.Enqueue(element);
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public static void UnRegister(IMetaDisplayElement element) => RemoveQueue.Enqueue(element);
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#endregion
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#region 实例方法
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private readonly Dictionary<IMetaDisplayElement, Label> _dictionary = new();
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#endregion
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/// <summary>
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/// 标签预制体
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/// </summary>
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[Export]
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private PackedScene labelTemplate;
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/// <summary>
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/// 主要处理过程
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/// </summary>
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/// <param name="delta"></param>
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public override void _Process(double delta)
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{
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//相机服务未初始化时返回
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if(CameraService.Singleton is null)return;
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//处理添加队列
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while (AddQueue.TryDequeue(out var newElement))
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{
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if (!Elements.TryAdd(newElement)) continue;
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var instance = labelTemplate.Instantiate<Label>();
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_dictionary.Add(newElement,instance);
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AddChild(instance);
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}
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//处理每个Element的数据
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foreach (var element in Elements)
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{
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if (_dictionary.TryGetValue(element, out var label) is false) continue;
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var pos = CameraService.Singleton.UnprojectPosition(element.Position);
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label.Position = pos;
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label.Text = element.Text;
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}
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//处理移除队列
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while (RemoveQueue.TryDequeue(out var removeElement))
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{
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if (!_dictionary.TryGetValue(removeElement, out var label)) continue;
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if (!_dictionary.TryRemove(removeElement)) continue;
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Elements.Remove(removeElement);
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label.QueueFree();
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}
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}
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}
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