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esengine/source/src/ECS/Utils/EntityList.ts

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module es {
export class EntityList{
public scene: Scene;
/**
*
*/
public _entities: Entity[] = [];
/**
* 便
*/
public _entitiesToAdded: Entity[] = [];
/**
* 便
*/
public _entitiesToRemove: Entity[] = [];
/**
*
*/
public _isEntityListUnsorted: boolean;
/**
* 便
*/
public _entityDict: Map<number, Entity[]> = new Map<number, Entity[]>();
public _unsortedTags: number[] = [];
/**
* updateLists中用于双缓冲区便
*/
public _tempEntityList: Entity[] = [];
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constructor(scene: Scene){
this.scene = scene;
}
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public get count(){
return this._entities.length;
}
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public get buffer(){
return this._entities;
}
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public markEntityListUnsorted(){
this._isEntityListUnsorted = true;
}
public markTagUnsorted(tag: number){
this._unsortedTags.push(tag);
}
/**
*
* @param entity
*/
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public add(entity: Entity){
if (this._entitiesToAdded.indexOf(entity) == -1)
this._entitiesToAdded.push(entity);
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}
/**
*
* @param entity
*/
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public remove(entity: Entity){
if (!this._entitiesToRemove.contains(entity)){
console.warn(`You are trying to remove an entity (${entity.name}) that you already removed`);
return;
}
// 防止在同一帧中添加或删除实体
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if (this._entitiesToAdded.contains(entity)){
this._entitiesToAdded.remove(entity);
return;
}
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if (!this._entitiesToRemove.contains(entity))
this._entitiesToRemove.push(entity);
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}
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/**
*
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*/
public removeAllEntities(){
this._unsortedTags.length = 0;
this._entitiesToAdded.length = 0;
this._isEntityListUnsorted = false;
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// 为什么我们要在这里更新列表?主要用于处理场景切换前分离的实体。
// 它们仍然在_entitiesToRemove列表中该列表将由更新列表处理。
this.updateLists();
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for (let i = 0; i < this._entities.length; i ++){
this._entities[i]._isDestroyed = true;
this._entities[i].onRemovedFromScene();
this._entities[i].scene = null;
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}
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this._entities.length = 0;
this._entityDict.clear();
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}
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/**
* EntityList管理
* @param entity
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*/
public contains(entity: Entity): boolean {
return this._entities.contains(entity) || this._entitiesToAdded.contains(entity);
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}
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public getTagList(tag: number){
let list = this._entityDict.get(tag);
if (!list){
list = [];
this._entityDict.set(tag, list);
}
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return this._entityDict.get(tag);
}
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public addToTagList(entity: Entity){
let list = this.getTagList(entity.tag);
if (!list.contains(entity)){
list.push(entity);
this._unsortedTags.push(entity.tag);
}
}
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public removeFromTagList(entity: Entity){
let list = this._entityDict.get(entity.tag);
if (list){
list.remove(entity);
}
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}
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public update(){
for (let i = 0; i < this._entities.length; i++){
let entity = this._entities[i];
if (entity.enabled && (entity.updateInterval == 1 || Time.frameCount % entity.updateInterval == 0))
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entity.update();
}
}
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public updateLists(){
if (this._entitiesToRemove.length > 0){
let temp = this._entitiesToRemove;
this._entitiesToRemove = this._tempEntityList;
this._tempEntityList = temp;
this._tempEntityList.forEach(entity => {
this.removeFromTagList(entity);
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this._entities.remove(entity);
entity.onRemovedFromScene();
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entity.scene = null;
this.scene.entityProcessors.onEntityRemoved(entity);
});
this._tempEntityList.length = 0;
}
if (this._entitiesToAdded.length > 0){
let temp = this._entitiesToAdded;
this._entitiesToAdded = this._tempEntityList;
this._tempEntityList = temp;
this._tempEntityList.forEach(entity => {
if (!this._entities.contains(entity)){
this._entities.push(entity);
entity.scene = this.scene;
this.addToTagList(entity);
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this.scene.entityProcessors.onEntityAdded(entity)
}
});
// 现在所有实体都被添加到场景中我们再次循环并调用onAddedToScene
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this._tempEntityList.forEach(entity => entity.onAddedToScene());
this._tempEntityList.length = 0;
this._isEntityListUnsorted = true;
}
if (this._isEntityListUnsorted){
this._entities.sort();
this._isEntityListUnsorted = false;
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}
if (this._unsortedTags.length > 0){
this._unsortedTags.forEach(tag => {
this._entityDict.get(tag).sort();
});
this._unsortedTags.length = 0;
}
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}
/**
* null
* @param name
*/
public findEntity(name: string){
for (let i = 0; i < this._entities.length; i ++){
if (this._entities[i].name == name)
return this._entities[i];
}
return this._entitiesToAdded.firstOrDefault(entity => entity.name == name);
}
/**
* ListPool.free将返回的列表放回池中
* @param tag
*/
public entitiesWithTag(tag: number){
let list = this.getTagList(tag);
let returnList = ListPool.obtain<Entity>();
for (let i = 0; i < list.length; i ++)
returnList.push(list[i]);
return returnList;
}
/**
* t类型的所有实体的列表ListPool.free放回池中
* @param type
*/
public entitiesOfType<T extends Entity>(type): T[]{
let list = ListPool.obtain<T>();
for (let i = 0; i < this._entities.length; i ++){
if (this._entities[i] instanceof type)
list.push(this._entities[i] as T);
}
this._entitiesToAdded.forEach(entity => {
if (entity instanceof type)
list.push(entity as T);
});
return list;
}
/**
* T的场景中找到的第一个组件
* @param type
*/
public findComponentOfType<T extends Component>(type): T {
for (let i = 0; i < this._entities.length; i ++){
if (this._entities[i].enabled){
let comp = this._entities[i].getComponent<T>(type);
if (comp)
return comp;
}
}
for (let i = 0; i < this._entitiesToAdded.length; i ++){
let entity = this._entitiesToAdded[i];
if (entity.enabled){
let comp = entity.getComponent<T>(type);
if (comp)
return comp;
}
}
return null;
}
/**
* t的场景中找到的所有组件ListPool.free放回池中
* @param type
*/
public findComponentsOfType<T extends Component>(type): T[]{
let comps = ListPool.obtain<T>();
for (let i = 0; i < this._entities.length; i ++){
if (this._entities[i].enabled)
this._entities[i].getComponents(type, comps);
}
for (let i = 0; i < this._entitiesToAdded.length; i ++){
let entity = this._entitiesToAdded[i];
if (entity.enabled)
entity.getComponents(type,comps);
}
return comps;
}
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}
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}