using System;
using XGame.Framework.Asset;
using XGame.Framework.Map;
using XGame.Framework.Quality;
using XGame.Framework.Time;
using XGame.Framework.UI;
namespace XGame.Framework.Nodes
{
///
/// 每个NodeGroup一个Context
///
public sealed class NodeContext : IDisposable, INodeTreeSetter
{
public IQualityModule Quality { get; private set; }
private ITimeModule _timeModule;
private ITimeProxy _timeProxy;
public ITimeProxy Time => _timeProxy ?? (_timeProxy = new TimeProxy(_timeModule));
public IUIModule UI { get; private set; }
public IMapModule Map { get; private set; }
///
/// 资源加载模块,需要时才创建
///
private IAssetModule _asset;
///
/// 资源加载模块,需要时才创建
///
public IAssetModule Asset => _asset ?? (_asset = new AssetModule());
///
/// NodeTree
///
public INodeTree Tree { get; private set; }
INodeTree INodeTreeSetter.NodeTree { set => Tree = value; }
public NodeContext(IQualityModule qualityModule, ITimeModule timeModule, IUIModule uiModule, IMapModule mapModule)
{
Quality = qualityModule;
_timeModule = timeModule;
UI = uiModule;
Map = mapModule;
}
public NodeContext Clone()
{
var context = new NodeContext(Quality, _timeModule, UI, Map);
(context as INodeTreeSetter).NodeTree = Tree;
return context;
}
///
/// 取消定时器、清理资源加载监听等
///
public void Clear()
{
_timeProxy?.CancelAll();
_asset?.StopAllAsyncs();
}
void IDisposable.Dispose()
{
Quality = null;
UI = null;
_timeModule = null;
_timeProxy?.CancelAll();
_timeProxy = null;
(_asset as IDisposable)?.Dispose();
_asset = null;
}
}
}