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- using System;
- using XGame.Framework.Quality;
- using XGame.Framework.Time;
- namespace XGame.Framework.Map
- {
- public sealed class MapContext : IDisposable
- {
- public IQualityModule Quality { get; private set; }
- private ITimeModule _timeModule;
- private ITimeProxy _timeProxy;
- public ITimeProxy Time => _timeProxy ?? (_timeProxy = new TimeProxy(_timeModule));
- public IMapModule Map { get; private set; }
- /// <summary>
- /// 资源加载模块,需要时才创建
- /// </summary>
- private IMapAssetModule _assetModule;
- public IMapAssetModule Asset => _assetModule ?? (_assetModule = new MapAssetModule(this));
- public MapContext(IQualityModule quality, ITimeModule time, IMapModule map)
- {
- Quality = quality;
- _timeModule = time;
- Map = map;
- }
- public MapContext Clone()
- {
- return new MapContext(Quality, _timeModule, Map);
- }
- /// <summary>
- /// 取消定时器、清理资源加载监听等
- /// </summary>
- public void Clear()
- {
- _timeProxy?.CancelAll();
- _assetModule?.StopAllAsyncs();
- }
- void IDisposable.Dispose()
- {
- Quality = null;
- _timeModule = null;
- Map = null;
- _timeProxy?.CancelAll();
- _timeProxy = null;
- (_assetModule as IDisposable)?.Dispose();
- _assetModule = null;
- }
- }
- public interface IMapContextSetter
- {
- MapContext Context { set; }
- }
- }
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