using System; using XGame.Framework.Components; using XGame.Framework.Interfaces; using XGame.Framework.ObjectCollection; namespace XGame.Framework.Map { /// /// Map实例 /// public abstract class MapView : IMapView, IMapContextSetter, IDisposable where TViewModel : class, IMapViewModel { private MapContext _context; public MapContext Context => _context; private MapBehaviour _behaviour; private TViewModel _viewModel; public TViewModel VM => _viewModel; private ComponentGroup _componentGroup; #region 接口实现 MapContext IMapContextSetter.Context { set => _context = value; } MapBehaviour IMapView.Behaviour { get => _behaviour; set { _behaviour = value; _viewModel = CtreatViewModel(value.Collector); _componentGroup = new ComponentGroup(this); AddComponent(_componentGroup); } } public bool Active { get; private set; } void IMapView.Enable(object intent) { if (Active) return; Active = true; _behaviour.gameObject.SetActive(true); _componentGroup.Enable(intent); } void IMapView.Disable() { if (!Active) return; Active = false; _behaviour.gameObject.SetActive(false); _componentGroup.Disable(); } void IUpdate.Update(int millisecond) { if (!Active) return; _componentGroup.Update(millisecond); } void ILateUpdate.LateUpdate(int millisecond) { if (!Active) return; _componentGroup.LateUpdate(millisecond); } void IDisposable.Dispose() { OnDispose(); _componentGroup.Dispose(); _behaviour = null; (_context as IDisposable)?.Dispose(); _context = null; _viewModel = null; } #endregion protected abstract TViewModel CtreatViewModel(IObjectCollector collector); protected abstract void AddComponent(IComponentGroup group); protected abstract void OnDispose(); } }