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- using System;
- using UnityEngine;
- using XGame.Framework.Asset;
- namespace XGame.Framework.Map
- {
- public class MapAssetModule : IMapAssetModule, IDisposable
- {
- private IAssetModule _assetModule;
- private MapContext _context;
- private MapAssetPool _pool;
- private MapAssetPool Pool => _pool ?? (_pool = new MapAssetPool());
- public MapAssetModule(MapContext mapContext)
- {
- _assetModule = new AssetModule();
- _context = mapContext;
- }
- IAssetLoadAsync<TResult> IMapAssetModule.LoadAsync<TResult>(string addressableName)
- {
- return _assetModule.LoadAsync<TResult>(addressableName);
- }
- IEntityViewLoadAsync<TEntityView> IMapAssetModule.LoadEntity<TEntityView>(string addressableName, Transform parent)
- {
- var loadAsync = _assetModule.LoadAsync<EntityBehaviour>(addressableName);
- var viewAsync = new EntityViewLoadAsync<TEntityView>(loadAsync, parent, this);
- return viewAsync;
- }
- public TEntityView CreateEntity<TEntityView>(EntityBehaviour behaviour) where TEntityView : class, IEntityView, new()
- {
- var entityView = Pool.Acquire<TEntityView>();
- if (entityView is IMapContextSetter contextSetter)
- {
- contextSetter.Context = _context;
- }
- if (entityView is IEntityProxy proxy)
- {
- proxy.Behaviour = behaviour;
- }
- return entityView;
- }
- void IMapAssetModule.Recycle(UnityEngine.Object obj)
- {
- _assetModule.Recycle(obj);
- }
- void IMapAssetModule.Recycle(IEntityView entityView, bool isDestroy)
- {
- if (entityView?.Active ?? false)
- { // ÏÈÒþ²Ø
- entityView.Disable();
- }
- if (entityView is IEntityProxy proxy)
- {
- var behaviour = proxy.Behaviour;
- _assetModule.Recycle(behaviour.gameObject, isDestroy);
- }
- if (isDestroy)
- {
- (entityView as IDisposable)?.Dispose();
- }
- else
- {
- Pool.Recycle(entityView);
- }
- }
- void IMapAssetModule.StopAllAsyncs()
- {
- _assetModule.StopAllAsyncs();
- }
- void IDisposable.Dispose()
- {
- (_assetModule as IDisposable)?.Dispose();
- _assetModule = null;
- }
- }
- }
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