This commit is contained in:
PC-20230316NUNE\Administrator
2024-09-29 20:18:48 +08:00
parent e822544d9c
commit c5700ce655
1797 changed files with 40580 additions and 23804 deletions

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using UnityEngine;
using UnityEngine.Audio;
using YooAsset;
namespace SHFrame
{
public class AudioData : MemoryObject
{
public AssetHandle AssetOperationHandle { private set; get; }
public bool InPool { private set; get; } = false;
public override void InitFromPool()
{
}
public override void RecycleToPool()
{
if (!InPool)
{
AssetOperationHandle.Dispose();
}
InPool = false;
AssetOperationHandle = null;
}
internal static AudioData Alloc(AssetHandle assetOperationHandle, bool inPool)
{
AudioData ret = ReferencePool.Acquire<AudioData>();
ret.AssetOperationHandle = assetOperationHandle;
ret.InPool = inPool;
ret.InitFromPool();
return ret;
}
internal static void DeAlloc(AudioData audioData)
{
if (audioData != null)
{
ReferencePool.Release(audioData);
audioData.RecycleToPool();
}
}
}
/// <summary>
/// 音频代理辅助器。
/// </summary>
public class AudioAgent
{
private int _instanceId;
private AudioSource _source;
private AudioData _audioData;
private AudioModuleImp _audioModuleImp;
private Transform _transform;
float _volume = 1.0f;
float _duration;
private float _fadeoutTimer;
private const float FadeoutDuration = 0.2f;
private bool _inPool;
private Transform _bindTransform;
/// <summary>
/// 音频代理辅助器运行时状态。
/// </summary>
AudioAgentRuntimeState _audioAgentRuntimeState = AudioAgentRuntimeState.None;
/// <summary>
/// 音频代理加载请求。
/// </summary>
class LoadRequest
{
public string Path;
public bool BAsync;
public bool BInPool;
public Transform BindTransform;
}
/// <summary>
/// 音频代理加载请求。
/// </summary>
LoadRequest _pendingLoad = null;
/// <summary>
/// AudioSource实例化Id
/// </summary>
public int InstanceId => _instanceId;
/// <summary>
/// 资源操作句柄。
/// </summary>
public AudioData AudioData => _audioData;
/// <summary>
/// 音频代理辅助器音频大小。
/// </summary>
public float Volume
{
set
{
if (_source != null)
{
_volume = value;
_source.volume = _volume;
}
}
get => _volume;
}
/// <summary>
/// 音频代理辅助器当前是否空闲。
/// </summary>
public bool IsFree
{
get
{
if (_source != null)
{
return _audioAgentRuntimeState == AudioAgentRuntimeState.End;
}
else
{
return true;
}
}
}
/// <summary>
/// 音频代理辅助器播放秒数。
/// </summary>
public float Duration => _duration;
/// <summary>
/// 音频代理辅助器当前音频长度。
/// </summary>
public float Length
{
get
{
if (_source != null && _source.clip != null)
{
return _source.clip.length;
}
return 0;
}
}
/// <summary>
/// 音频代理辅助器实例位置。
/// </summary>
public Vector3 Position
{
get => _transform.position;
set => _transform.position = value;
}
/// <summary>
/// 音频代理辅助器是否循环。
/// </summary>
public bool IsLoop
{
get
{
if (_source != null)
{
return _source.loop;
}
else
{
return false;
}
}
set
{
if (_source != null)
{
_source.loop = value;
}
}
}
/// <summary>
/// 音频代理辅助器是否正在播放。
/// </summary>
internal bool IsPlaying
{
get
{
if (_source != null && _source.isPlaying)
{
return true;
}
else
{
return false;
}
}
}
/// <summary>
/// 音频代理辅助器获取当前声源。
/// </summary>
/// <returns></returns>
public AudioSource AudioResource()
{
return _source;
}
/// <summary>
/// 创建音频代理辅助器。
/// </summary>
/// <param name="path">生效路径。</param>
/// <param name="bAsync">是否异步。</param>
/// <param name="audioCategory">音频轨道(类别)。</param>
/// <param name="bInPool">是否池化。</param>
/// <param name="bindTransform"></param>
/// <returns>音频代理辅助器。</returns>
public static AudioAgent Create(string path, bool bAsync, AudioCategory audioCategory, bool bInPool = false, Transform bindTransform = null)
{
AudioAgent audioAgent = new AudioAgent();
audioAgent.Init(audioCategory);
audioAgent.Load(path, bAsync, bInPool, bindTransform);
return audioAgent;
}
/// <summary>
/// 初始化音频代理辅助器。
/// </summary>
/// <param name="audioCategory">音频轨道(类别)。</param>
/// <param name="index">音频代理辅助器编号。</param>
public void Init(AudioCategory audioCategory, int index = 0)
{
_audioModuleImp = ModuleImpSystem.GetModule<AudioModuleImp>();
GameObject host = new GameObject(Utility.Text.Format("Audio Agent Helper - {0} - {1}", audioCategory.AudioMixerGroup.name, index));
host.transform.SetParent(audioCategory.InstanceRoot);
host.transform.localPosition = Vector3.zero;
_transform = host.transform;
_source = host.AddComponent<AudioSource>();
_source.playOnAwake = false;
AudioMixerGroup[] audioMixerGroups;
if (audioCategory.AudioMixerGroup.name == "Sound")
{
audioMixerGroups = audioCategory.AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", audioCategory.AudioMixerGroup.name,
$"{audioCategory.AudioMixerGroup.name} - {index % 4}"));
_source.spatialBlend = 1;
_source.spread = 180f;
}
else
{
audioMixerGroups = audioCategory.AudioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}/{1}", audioCategory.AudioMixerGroup.name,
$"{audioCategory.AudioMixerGroup.name} - {index}"));
}
_source.outputAudioMixerGroup = audioMixerGroups.Length > 0 ? audioMixerGroups[0] : audioCategory.AudioMixerGroup;
_source.rolloffMode = audioCategory.AudioGroupConfig.audioRolloffMode;
_source.minDistance = audioCategory.AudioGroupConfig.minDistance;
_source.maxDistance = audioCategory.AudioGroupConfig.maxDistance;
_instanceId = _source.GetInstanceID();
_bindTransform = null;
}
/// <summary>
/// 加载音频代理辅助器。
/// </summary>
/// <param name="path">资源路径。</param>
/// <param name="bAsync">是否异步。</param>
/// <param name="bInPool">是否池化。</param>
/// <param name="bindTransform"></param>
public void Load(string path, bool bAsync, bool bInPool = false, Transform bindTransform = null)
{
_inPool = bInPool;
_bindTransform = bindTransform;
if (_audioAgentRuntimeState == AudioAgentRuntimeState.None || _audioAgentRuntimeState == AudioAgentRuntimeState.End)
{
_duration = 0;
if (!string.IsNullOrEmpty(path))
{
if (bInPool && _audioModuleImp.AudioClipPool.TryGetValue(path, out var operationHandle))
{
OnAssetLoadComplete(operationHandle);
return;
}
if (bAsync)
{
_audioAgentRuntimeState = AudioAgentRuntimeState.Loading;
AssetHandle handle = YooAssets.LoadAssetAsync<AudioClip>(path);
handle.Completed += OnAssetLoadComplete;
}
else
{
AssetHandle handle = YooAssets.LoadAssetSync<AudioClip>(path);
OnAssetLoadComplete(handle);
}
}
}
else
{
_pendingLoad = new LoadRequest { Path = path, BAsync = bAsync, BInPool = bInPool, BindTransform = bindTransform };
if (_audioAgentRuntimeState == AudioAgentRuntimeState.Playing)
{
Stop(true);
}
}
}
/// <summary>
/// 停止播放音频代理辅助器。
/// </summary>
/// <param name="fadeout">是否渐出。</param>
public void Stop(bool fadeout = false)
{
if (_source != null)
{
if (fadeout)
{
_fadeoutTimer = FadeoutDuration;
_audioAgentRuntimeState = AudioAgentRuntimeState.FadingOut;
}
else
{
_source.Stop();
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
}
/// <summary>
/// 暂停音频代理辅助器。
/// </summary>
public void Pause()
{
if (_source != null)
{
_source.Pause();
}
}
/// <summary>
/// 取消暂停音频代理辅助器。
/// </summary>
public void UnPause()
{
if (_source != null)
{
_source.UnPause();
}
}
/// <summary>
/// 资源加载完成。
/// </summary>
/// <param name="handle">资源操作句柄。</param>
void OnAssetLoadComplete(AssetHandle handle)
{
if (handle != null)
{
if (_inPool)
{
_audioModuleImp.AudioClipPool.TryAdd(handle.GetAssetInfo().Address, handle);
}
}
if (_pendingLoad != null)
{
if (!_inPool && handle != null)
{
handle.Dispose();
}
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
string path = _pendingLoad.Path;
bool bAsync = _pendingLoad.BAsync;
bool bInPool = _pendingLoad.BInPool;
Transform bindTransform = _pendingLoad.BindTransform;
_pendingLoad = null;
Load(path, bAsync, bInPool, bindTransform);
}
else if (handle != null)
{
if (_audioData != null)
{
AudioData.DeAlloc(_audioData);
_audioData = null;
}
_audioData = AudioData.Alloc(handle, _inPool);
_source.clip = handle.AssetObject as AudioClip;
if (_source.clip != null)
{
_source.Play();
_audioAgentRuntimeState = AudioAgentRuntimeState.Playing;
}
else
{
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
else
{
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
/// <summary>
/// 轮询音频代理辅助器。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
public void Update(float elapseSeconds)
{
if (_audioAgentRuntimeState == AudioAgentRuntimeState.Playing)
{
if (_bindTransform != null)
{
_transform.position = _bindTransform.position;
}
if (!_source.isPlaying)
{
_audioAgentRuntimeState = AudioAgentRuntimeState.End;
}
}
else if (_audioAgentRuntimeState == AudioAgentRuntimeState.FadingOut)
{
if (_fadeoutTimer > 0f)
{
_fadeoutTimer -= elapseSeconds;
_source.volume = _volume * _fadeoutTimer / FadeoutDuration;
}
else
{
Stop();
if (_pendingLoad != null)
{
string path = _pendingLoad.Path;
bool bAsync = _pendingLoad.BAsync;
bool bInPool = _pendingLoad.BInPool;
Transform bindTransform = _pendingLoad.BindTransform;
_pendingLoad = null;
Load(path, bAsync, bInPool, bindTransform);
}
_source.volume = _volume;
}
}
_duration += elapseSeconds;
}
/// <summary>
/// 销毁音频代理辅助器。
/// </summary>
public void Destroy()
{
if (_transform != null)
{
Object.Destroy(_transform.gameObject);
}
if (_audioData != null)
{
AudioData.DeAlloc(_audioData);
}
_bindTransform = null;
}
}
}

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namespace SHFrame
{
/// <summary>
/// 音频代理辅助器运行时状态枚举。
/// </summary>
public enum AudioAgentRuntimeState
{
/// <summary>
/// 无状态。
/// </summary>
None,
/// <summary>
/// 加载中状态。
/// </summary>
Loading,
/// <summary>
/// 播放中状态。
/// </summary>
Playing,
/// <summary>
/// 渐渐消失状态。
/// </summary>
FadingOut,
/// <summary>
/// 结束状态。
/// </summary>
End,
};
}

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
namespace SHFrame
{
/// <summary>
/// 音频轨道(类别)。
/// </summary>
[Serializable]
public class AudioCategory
{
[SerializeField] private AudioMixer audioMixer = null;
public List<AudioAgent> AudioAgents;
private readonly AudioMixerGroup _audioMixerGroup;
private AudioGroupConfig _audioGroupConfig;
private int _maxChannel;
private bool _bEnable = true;
/// <summary>
/// 音频混响器。
/// </summary>
public AudioMixer AudioMixer => audioMixer;
/// <summary>
/// 音频混响器组。
/// </summary>
public AudioMixerGroup AudioMixerGroup => _audioMixerGroup;
/// <summary>
/// 音频组配置。
/// </summary>
public AudioGroupConfig AudioGroupConfig => _audioGroupConfig;
/// <summary>
/// 实例化根节点。
/// </summary>
public Transform InstanceRoot { private set; get; }
/// <summary>
/// 音频轨道是否启用。
/// </summary>
public bool Enable
{
get => _bEnable;
set
{
if (_bEnable != value)
{
_bEnable = value;
if (!_bEnable)
{
foreach (var audioAgent in AudioAgents)
{
if (audioAgent != null)
{
audioAgent.Stop();
}
}
}
}
}
}
/// <summary>
/// 音频轨道构造函数。
/// </summary>
/// <param name="maxChannel">最大Channel。</param>
/// <param name="audioMixer">音频混响器。</param>
/// <param name="audioGroupConfig">音频轨道组配置。</param>
public AudioCategory(int maxChannel, AudioMixer audioMixer, AudioGroupConfig audioGroupConfig)
{
this.audioMixer = audioMixer;
_maxChannel = maxChannel;
_audioGroupConfig = audioGroupConfig;
AudioMixerGroup[] audioMixerGroups = audioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", audioGroupConfig.AudioType.ToString()));
if (audioMixerGroups.Length > 0)
{
_audioMixerGroup = audioMixerGroups[0];
}
else
{
_audioMixerGroup = audioMixer.FindMatchingGroups("Master")[0];
}
AudioAgents = new List<AudioAgent>(32);
InstanceRoot = new GameObject(Utility.Text.Format("Audio Category - {0}", _audioMixerGroup.name)).transform;
InstanceRoot.SetParent(GameModule.Audio.InstanceRoot);
for (int index = 0; index < _maxChannel; index++)
{
AudioAgent audioAgent = new AudioAgent();
audioAgent.Init(this, index);
AudioAgents.Add(audioAgent);
}
}
/// <summary>
/// 增加音频。
/// </summary>
/// <param name="num"></param>
public void AddAudio(int num)
{
_maxChannel += num;
for (int i = 0; i < num; i++)
{
AudioAgents.Add(null);
}
}
/// <summary>
/// 播放音频。
/// </summary>
/// <param name="path"></param>
/// <param name="bAsync"></param>
/// <param name="bInPool"></param>
/// <param name="bindTransform"></param>
/// <returns></returns>
public AudioAgent Play(string path, bool bAsync, bool bInPool = false, Transform bindTransform = null)
{
if (!_bEnable)
{
return null;
}
int freeChannel = -1;
float duration = -1;
for (int i = 0; i < AudioAgents.Count; i++)
{
if (AudioAgents[i].AudioData?.AssetOperationHandle == null || AudioAgents[i].IsFree)
{
freeChannel = i;
break;
}
else if (AudioAgents[i].Duration > duration)
{
duration = AudioAgents[i].Duration;
freeChannel = i;
}
}
if (freeChannel >= 0)
{
if (AudioAgents[freeChannel] == null)
{
AudioAgents[freeChannel] = AudioAgent.Create(path, bAsync, this, bInPool, bindTransform);
}
else
{
AudioAgents[freeChannel].Load(path, bAsync, bInPool, bindTransform);
}
return AudioAgents[freeChannel];
}
else
{
Log.Error($"Here is no channel to play audio {path}");
return null;
}
}
/// <summary>
/// 暂停音频。
/// </summary>
/// <param name="fadeout">是否渐出</param>
public void Stop(bool fadeout)
{
for (int i = 0; i < AudioAgents.Count; ++i)
{
if (AudioAgents[i] != null)
{
AudioAgents[i].Stop(fadeout);
}
}
}
/// <summary>
/// 音频轨道轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
public void Update(float elapseSeconds)
{
for (int i = 0; i < AudioAgents.Count; ++i)
{
if (AudioAgents[i] != null)
{
AudioAgents[i].Update(elapseSeconds);
}
}
}
}
}

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using System;
using UnityEngine;
namespace SHFrame
{
/// <summary>
/// 音频轨道组配置。
/// </summary>
[Serializable]
public sealed class AudioGroupConfig
{
[SerializeField] private string m_Name = null;
[SerializeField] private bool m_Mute = false;
[SerializeField, Range(0f, 1f)] private float m_Volume = 1f;
[SerializeField] private int m_AgentHelperCount = 1;
public AudioType AudioType;
public AudioRolloffMode audioRolloffMode = AudioRolloffMode.Logarithmic;
public float minDistance = 1f;
public float maxDistance = 500f;
public string Name
{
get { return m_Name; }
}
public bool Mute
{
get { return m_Mute; }
}
public float Volume
{
get { return m_Volume; }
}
public int AgentHelperCount
{
get { return m_AgentHelperCount; }
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
namespace SHFrame
{
/// <summary>
/// 音效管理,为游戏提供统一的音效播放接口。
/// </summary>
/// <remarks>场景3D音效挂到场景物件、技能3D音效挂到技能特效上并在AudioSource的Output上设置对应分类的AudioMixerGroup</remarks>
public class AudioModule : Module
{
[SerializeField] private AudioMixer m_AudioMixer;
[SerializeField] private Transform m_InstanceRoot = null;
[SerializeField] private AudioGroupConfig[] m_AudioGroupConfigs = null;
public IAudioModule AudioModuleImp;
#region Public Propreties
/// <summary>
/// 音频混响器。
/// </summary>
public AudioMixer MAudioMixer => m_AudioMixer;
/// <summary>
/// 实例化根节点。
/// </summary>
public Transform InstanceRoot
{
get => m_InstanceRoot;
set => m_InstanceRoot = value;
}
/// <summary>
/// 总音量控制。
/// </summary>
public float Volume
{
get => AudioModuleImp.Volume;
set => AudioModuleImp.Volume = value;
}
/// <summary>
/// 总开关。
/// </summary>
public bool Enable
{
get => AudioModuleImp.Enable;
set => AudioModuleImp.Enable = value;
}
/// <summary>
/// 音乐音量。
/// </summary>
public float MusicVolume
{
get => AudioModuleImp.MusicVolume;
set => AudioModuleImp.MusicVolume = value;
}
/// <summary>
/// 音效音量。
/// </summary>
public float SoundVolume
{
get => AudioModuleImp.SoundVolume;
set => AudioModuleImp.SoundVolume = value;
}
/// <summary>
/// UI音效音量。
/// </summary>
public float UISoundVolume
{
get => AudioModuleImp.UISoundVolume;
set => AudioModuleImp.UISoundVolume = value;
}
/// <summary>
/// 语音音量。
/// </summary>
public float VoiceVolume
{
get => AudioModuleImp.VoiceVolume;
set => AudioModuleImp.VoiceVolume = value;
}
/// <summary>
/// 音乐开关
/// </summary>
public bool MusicEnable
{
get => AudioModuleImp.MusicEnable;
set => AudioModuleImp.MusicEnable = value;
}
/// <summary>
/// 音效开关。
/// </summary>
public bool SoundEnable
{
get => AudioModuleImp.SoundEnable;
set => AudioModuleImp.SoundEnable = value;
}
/// <summary>
/// UI音效开关。
/// </summary>
public bool UISoundEnable
{
get => AudioModuleImp.UISoundEnable;
set => AudioModuleImp.UISoundEnable = value;
}
/// <summary>
/// 语音开关。
/// </summary>
public bool VoiceEnable
{
get => AudioModuleImp.VoiceEnable;
set => AudioModuleImp.VoiceEnable = value;
}
#endregion
/// <summary>
/// 初始化音频模块。
/// </summary>
void Start()
{
if (AudioModuleImp == null)
{
AudioModuleImp = ModuleImpSystem.GetModule<AudioModuleImp>();
}
if (m_InstanceRoot == null)
{
m_InstanceRoot = new GameObject("AudioModule Instances").transform;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
AudioModuleImp.Initialize(m_AudioGroupConfigs, m_InstanceRoot, m_AudioMixer);
}
/// <summary>
/// 重启音频模块。
/// </summary>
public void Restart()
{
AudioModuleImp.Restart();
}
/// <summary>
/// 播放如果超过最大发声数采用fadeout的方式复用最久播放的AudioSource。
/// </summary>
/// <param name="type">声音类型</param>
/// <param name="path">声音文件路径</param>
/// <param name="bLoop">是否循环播放</param>>
/// <param name="volume">音量0-1.0</param>
/// <param name="bAsync">是否异步加载</param>
/// <param name="bInPool">是否支持资源池</param>
/// <param name="bindTransform"></param>
public AudioAgent Play(AudioType type, string path, bool bLoop = false, float volume = 1.0f, bool bAsync = false, bool bInPool = false, Transform bindTransform = null)
{
return AudioModuleImp.Play(type, path, bLoop, volume, bAsync, bInPool, bindTransform);
}
/// <summary>
/// 停止某类声音播放。
/// </summary>
/// <param name="type">声音类型。</param>
/// <param name="fadeout">是否渐消。</param>
public void Stop(AudioType type, bool fadeout)
{
AudioModuleImp.Stop(type, fadeout);
}
/// <summary>
/// 停止所有声音。
/// </summary>
/// <param name="fadeout">是否渐消。</param>
public void StopAll(bool fadeout)
{
AudioModuleImp.StopAll(fadeout);
}
/// <summary>
/// 预先加载AudioClip并放入对象池。
/// </summary>
/// <param name="list">AudioClip的AssetPath集合。</param>
public void PutInAudioPool(List<string> list)
{
AudioModuleImp.PutInAudioPool(list);
}
/// <summary>
/// 将部分AudioClip从对象池移出。
/// </summary>
/// <param name="list">AudioClip的AssetPath集合。</param>
public void RemoveClipFromPool(List<string> list)
{
AudioModuleImp.RemoveClipFromPool(list);
}
/// <summary>
/// 清空AudioClip的对象池。
/// </summary>
public void CleanSoundPool()
{
AudioModuleImp.CleanSoundPool();
}
}
}

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.Audio;
using YooAsset;
namespace SHFrame
{
[UpdateModule]
internal class AudioModuleImp : ModuleImp, IAudioModule
{
private AudioMixer _audioMixer;
private Transform _instanceRoot = null;
private AudioGroupConfig[] _audioGroupConfigs = null;
private float _volume = 1f;
private bool _enable = true;
private readonly AudioCategory[] _audioCategories = new AudioCategory[(int)AudioType.Max];
private readonly float[] _categoriesVolume = new float[(int)AudioType.Max];
public readonly Dictionary<string, AssetHandle> AudioClipPool = new Dictionary<string, AssetHandle>();
private bool _bUnityAudioDisabled = false;
#region Public Propreties
/// <summary>
/// 音频混响器。
/// </summary>
public AudioMixer AudioMixer => _audioMixer;
/// <summary>
/// 实例化根节点。
/// </summary>
public Transform InstanceRoot => _instanceRoot;
/// <summary>
/// 总音量控制。
/// </summary>
public float Volume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _volume;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_volume = value;
AudioListener.volume = _volume;
}
}
/// <summary>
/// 总开关。
/// </summary>
public bool Enable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_enable = value;
AudioListener.volume = _enable ? _volume : 0f;
}
}
/// <summary>
/// 音乐音量。
/// </summary>
public float MusicVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.Music];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Music] = volume;
_audioMixer.SetFloat("MusicVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// 音效音量。
/// </summary>
public float SoundVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.Sound];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Sound] = volume;
_audioMixer.SetFloat("SoundVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// UI音效音量。
/// </summary>
public float UISoundVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.UISound];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.UISound] = volume;
_audioMixer.SetFloat("UISoundVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// 语音音量。
/// </summary>
public float VoiceVolume
{
get
{
if (_bUnityAudioDisabled)
{
return 0.0f;
}
return _categoriesVolume[(int)AudioType.Voice];
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Voice] = volume;
_audioMixer.SetFloat("VoiceVolume", Mathf.Log10(volume) * 20f);
}
}
/// <summary>
/// 音乐开关
/// </summary>
public bool MusicEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
if (_audioMixer.GetFloat("MusicVolume", out var db))
{
return db > -80f;
}
else
{
return false;
}
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)AudioType.Music].Enable = value;
// 音乐采用0音量方式避免恢复播放时的复杂逻辑
if (value)
{
_audioMixer.SetFloat("MusicVolume", Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f);
}
else
{
_audioMixer.SetFloat("MusicVolume", -80f);
}
}
}
/// <summary>
/// 音效开关。
/// </summary>
public bool SoundEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _audioCategories[(int)AudioType.Sound].Enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)AudioType.Sound].Enable = value;
}
}
/// <summary>
/// UI音效开关。
/// </summary>
public bool UISoundEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _audioCategories[(int)AudioType.UISound].Enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)AudioType.UISound].Enable = value;
}
}
/// <summary>
/// 语音开关。
/// </summary>
public bool VoiceEnable
{
get
{
if (_bUnityAudioDisabled)
{
return false;
}
return _audioCategories[(int)AudioType.Voice].Enable;
}
set
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)AudioType.Voice].Enable = value;
}
}
#endregion
internal override void Shutdown()
{
StopAll(fadeout: false);
CleanSoundPool();
}
/// <summary>
/// 初始化音频模块。
/// </summary>
/// <param name="audioGroupConfigs">音频轨道组配置。</param>
/// <param name="instanceRoot">实例化根节点。</param>
/// <param name="audioMixer">音频混响器。</param>
/// <exception cref="GameFrameworkException"></exception>
public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null, AudioMixer audioMixer = null)
{
if (_instanceRoot == null)
{
_instanceRoot = instanceRoot;
}
if (audioGroupConfigs == null)
{
throw new GameFrameworkException("AudioGroupConfig[] is invalid.");
}
_audioGroupConfigs = audioGroupConfigs;
if (_instanceRoot == null)
{
_instanceRoot = new GameObject("AudioModule Instances").transform;
_instanceRoot.SetParent(GameModule.Audio.transform);
_instanceRoot.localScale = Vector3.one;
GameModule.Audio.InstanceRoot = _instanceRoot;
}
try
{
#if UNITY_EDITOR
TypeInfo typeInfo = typeof(AudioSettings).GetTypeInfo();
PropertyInfo propertyInfo = typeInfo.GetDeclaredProperty("unityAudioDisabled");
_bUnityAudioDisabled = (bool)propertyInfo.GetValue(null);
if (_bUnityAudioDisabled)
{
return;
}
#endif
}
catch (Exception e)
{
Log.Error(e.ToString());
}
if (audioMixer != null)
{
_audioMixer = audioMixer;
}
if (_audioMixer == null)
{
_audioMixer = Resources.Load<AudioMixer>("AudioMixer");
}
for (int index = 0; index < (int)AudioType.Max; ++index)
{
AudioType audioType = (AudioType)index;
AudioGroupConfig audioGroupConfig = _audioGroupConfigs.First(t => t.AudioType == audioType);
_audioCategories[index] = new AudioCategory(audioGroupConfig.AgentHelperCount, _audioMixer, audioGroupConfig);
_categoriesVolume[index] = audioGroupConfig.Volume;
}
}
/// <summary>
/// 重启音频模块。
/// </summary>
public void Restart()
{
if (_bUnityAudioDisabled)
{
return;
}
CleanSoundPool();
for (int i = 0; i < (int)AudioType.Max; ++i)
{
var audioCategory = _audioCategories[i];
if (audioCategory != null)
{
for (int j = 0; j < audioCategory.AudioAgents.Count; ++j)
{
var audioAgent = audioCategory.AudioAgents[j];
if (audioAgent != null)
{
audioAgent.Destroy();
audioAgent = null;
}
}
}
audioCategory = null;
}
Initialize(_audioGroupConfigs);
}
/// <summary>
/// 播放如果超过最大发声数采用fadeout的方式复用最久播放的AudioSource。
/// </summary>
/// <param name="type">声音类型</param>
/// <param name="path">声音文件路径</param>
/// <param name="bLoop">是否循环播放</param>>
/// <param name="volume">音量0-1.0</param>
/// <param name="bAsync">是否异步加载</param>
/// <param name="bInPool">是否支持资源池</param>
/// <param name="bindTransform"></param>
public AudioAgent Play(AudioType type, string path, bool bLoop = false, float volume = 1.0f, bool bAsync = false, bool bInPool = false, Transform bindTransform = null)
{
if (_bUnityAudioDisabled)
{
return null;
}
AudioAgent audioAgent = _audioCategories[(int)type].Play(path, bAsync, bInPool, bindTransform);
{
if (audioAgent != null)
{
audioAgent.IsLoop = bLoop;
audioAgent.Volume = volume;
}
return audioAgent;
}
}
/// <summary>
/// 停止某类声音播放。
/// </summary>
/// <param name="type">声音类型。</param>
/// <param name="fadeout">是否渐消。</param>
public void Stop(AudioType type, bool fadeout)
{
if (_bUnityAudioDisabled)
{
return;
}
_audioCategories[(int)type].Stop(fadeout);
}
/// <summary>
/// 停止所有声音。
/// </summary>
/// <param name="fadeout">是否渐消。</param>
public void StopAll(bool fadeout)
{
if (_bUnityAudioDisabled)
{
return;
}
for (int i = 0; i < (int)AudioType.Max; ++i)
{
if (_audioCategories[i] != null)
{
_audioCategories[i].Stop(fadeout);
}
}
}
/// <summary>
/// 预先加载AudioClip并放入对象池。
/// </summary>
/// <param name="list">AudioClip的AssetPath集合。</param>
public void PutInAudioPool(List<string> list)
{
if (_bUnityAudioDisabled)
{
return;
}
foreach (string path in list)
{
if (AudioClipPool != null && !AudioClipPool.ContainsKey(path))
{
AssetHandle assetData = YooAssets.LoadAssetSync<AudioClip>(path);
AudioClipPool?.Add(path, assetData);
}
}
}
/// <summary>
/// 将部分AudioClip从对象池移出。
/// </summary>
/// <param name="list">AudioClip的AssetPath集合。</param>
public void RemoveClipFromPool(List<string> list)
{
if (_bUnityAudioDisabled)
{
return;
}
foreach (string path in list)
{
if (AudioClipPool.ContainsKey(path))
{
AudioClipPool[path].Dispose();
AudioClipPool.Remove(path);
}
}
}
/// <summary>
/// 清空AudioClip的对象池。
/// </summary>
public void CleanSoundPool()
{
if (_bUnityAudioDisabled)
{
return;
}
foreach (var dic in AudioClipPool)
{
dic.Value.Dispose();
}
AudioClipPool.Clear();
}
/// <summary>
/// 音频模块轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
foreach (var audioCategory in _audioCategories)
{
if (audioCategory != null)
{
audioCategory.Update(elapseSeconds);
}
}
}
}
}

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namespace SHFrame
{
/// <summary>
/// 音效分类,可分别关闭/开启对应分类音效。
/// </summary>
/// <remarks>命名与AudioMixer中分类名保持一致。</remarks>
public enum AudioType
{
/// <summary>
/// 声音音效。
/// </summary>
Sound,
/// <summary>
/// UI声效。
/// </summary>
UISound,
/// <summary>
/// 背景音乐音效。
/// </summary>
Music,
/// <summary>
/// 人声音效。
/// </summary>
Voice,
/// <summary>
/// 最大。
/// </summary>
Max
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Audio;
namespace SHFrame
{
public interface IAudioModule
{
/// <summary>
/// 总音量控制。
/// </summary>
public float Volume { get; set; }
/// <summary>
/// 总开关。
/// </summary>
public bool Enable { get; set; }
/// <summary>
/// 音乐音量
/// </summary>
public float MusicVolume { get; set; }
/// <summary>
/// 音效音量。
/// </summary>
public float SoundVolume { get; set; }
/// <summary>
/// UI音效音量。
/// </summary>
public float UISoundVolume { get; set; }
/// <summary>
/// 语音音量。
/// </summary>
public float VoiceVolume { get; set; }
/// <summary>
/// 音乐开关。
/// </summary>
public bool MusicEnable { get; set; }
/// <summary>
/// 音效开关。
/// </summary>
public bool SoundEnable { get; set; }
/// <summary>
/// UI音效开关。
/// </summary>
public bool UISoundEnable { get; set; }
/// <summary>
/// 语音开关。
/// </summary>
public bool VoiceEnable { get; set; }
/// <summary>
/// 初始化音频模块。
/// </summary>
/// <param name="audioGroupConfigs">音频轨道组配置。</param>
/// <param name="instanceRoot">实例化根节点。</param>
/// <param name="audioMixer">音频混响器。</param>
/// <exception cref="GameFrameworkException"></exception>
public void Initialize(AudioGroupConfig[] audioGroupConfigs, Transform instanceRoot = null, AudioMixer audioMixer = null);
/// <summary>
/// 重启音频模块。
/// </summary>
public void Restart();
/// <summary>
/// 播放音频接口。
/// </summary>
/// <remarks>如果超过最大发声数采用fadeout的方式复用最久播放的AudioSource。</remarks>
/// <param name="type">声音类型。</param>
/// <param name="path">声音文件路径。</param>
/// <param name="bLoop">是否循环播放。</param>>
/// <param name="volume">音量0-1.0)。</param>
/// <param name="bAsync">是否异步加载。</param>
/// <param name="bInPool">是否支持资源池。</param>
/// <param name="bindTransform"></param>
public AudioAgent Play(AudioType type, string path, bool bLoop = false, float volume = 1.0f, bool bAsync = false, bool bInPool = false, Transform bindTransform = null);
/// <summary>
/// 停止某类声音播放。
/// </summary>
/// <param name="type">声音类型。</param>
/// <param name="fadeout">是否渐消。</param>
public void Stop(AudioType type, bool fadeout);
/// <summary>
/// 停止所有声音。
/// </summary>
/// <param name="fadeout">是否渐消。</param>
public void StopAll(bool fadeout);
/// <summary>
/// 预先加载AudioClip并放入对象池。
/// </summary>
/// <param name="list">AudioClip的AssetPath集合。</param>
public void PutInAudioPool(List<string> list);
/// <summary>
/// 将部分AudioClip从对象池移出。
/// </summary>
/// <param name="list">AudioClip的AssetPath集合。</param>
public void RemoveClipFromPool(List<string> list);
/// <summary>
/// 清空AudioClip的对象池。
/// </summary>
public void CleanSoundPool();
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
namespace SHFrame.FSM
{
/// <summary>
/// 有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
internal sealed class Fsm<T> : FsmBase, IReference, IFsm<T> where T : class
{
private T m_Owner;
private readonly Dictionary<Type, FsmState<T>> m_States;
private Dictionary<string, Variable> m_Datas;
private FsmState<T> m_CurrentState;
private float m_CurrentStateTime;
private bool m_IsDestroyed;
/// <summary>
/// 初始化有限状态机的新实例。
/// </summary>
public Fsm()
{
m_Owner = null;
m_States = new Dictionary<Type, FsmState<T>>();
m_Datas = null;
m_CurrentState = null;
m_CurrentStateTime = 0f;
m_IsDestroyed = true;
}
/// <summary>
/// 获取有限状态机持有者。
/// </summary>
public T Owner
{
get
{
return m_Owner;
}
}
/// <summary>
/// 获取有限状态机持有者类型。
/// </summary>
public override Type OwnerType
{
get
{
return typeof(T);
}
}
/// <summary>
/// 获取有限状态机中状态的数量。
/// </summary>
public override int FsmStateCount
{
get
{
return m_States.Count;
}
}
/// <summary>
/// 获取有限状态机是否正在运行。
/// </summary>
public override bool IsRunning
{
get
{
return m_CurrentState != null;
}
}
/// <summary>
/// 获取有限状态机是否被销毁。
/// </summary>
public override bool IsDestroyed
{
get
{
return m_IsDestroyed;
}
}
/// <summary>
/// 获取当前有限状态机状态。
/// </summary>
public FsmState<T> CurrentState
{
get
{
return m_CurrentState;
}
}
/// <summary>
/// 获取当前有限状态机状态名称。
/// </summary>
public override string CurrentStateName
{
get
{
return m_CurrentState != null ? m_CurrentState.GetType().FullName : null;
}
}
/// <summary>
/// 获取当前有限状态机状态持续时间。
/// </summary>
public override float CurrentStateTime
{
get
{
return m_CurrentStateTime;
}
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>创建的有限状态机。</returns>
public static Fsm<T> Create(string name, T owner, params FsmState<T>[] states)
{
if (owner == null)
{
throw new GameFrameworkException("FSM owner is invalid.");
}
if (states == null || states.Length < 1)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Fsm<T> fsm = ReferencePool.Acquire<Fsm<T>>();
fsm.Name = name;
fsm.m_Owner = owner;
fsm.m_IsDestroyed = false;
foreach (FsmState<T> state in states)
{
if (state == null)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Type stateType = state.GetType();
if (fsm.m_States.ContainsKey(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
}
fsm.m_States.Add(stateType, state);
state.OnInit(fsm);
}
return fsm;
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>创建的有限状态机。</returns>
public static Fsm<T> Create(string name, T owner, List<FsmState<T>> states)
{
if (owner == null)
{
throw new GameFrameworkException("FSM owner is invalid.");
}
if (states == null || states.Count < 1)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Fsm<T> fsm = ReferencePool.Acquire<Fsm<T>>();
fsm.Name = name;
fsm.m_Owner = owner;
fsm.m_IsDestroyed = false;
foreach (FsmState<T> state in states)
{
if (state == null)
{
throw new GameFrameworkException("FSM states is invalid.");
}
Type stateType = state.GetType();
if (fsm.m_States.ContainsKey(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' state '{1}' is already exist.", new TypeNamePair(typeof(T), name), stateType.FullName));
}
fsm.m_States.Add(stateType, state);
state.OnInit(fsm);
}
return fsm;
}
/// <summary>
/// 清理有限状态机。
/// </summary>
public void Clear()
{
if (m_CurrentState != null)
{
m_CurrentState.OnLeave(this, true);
}
foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
{
state.Value.OnDestroy(this);
}
Name = null;
m_Owner = null;
m_States.Clear();
if (m_Datas != null)
{
foreach (KeyValuePair<string, Variable> data in m_Datas)
{
if (data.Value == null)
{
continue;
}
ReferencePool.Release(data.Value);
}
m_Datas.Clear();
}
m_CurrentState = null;
m_CurrentStateTime = 0f;
m_IsDestroyed = true;
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <typeparam name="TState">要开始的有限状态机状态类型。</typeparam>
public void Start<TState>() where TState : FsmState<T>
{
if (IsRunning)
{
throw new GameFrameworkException("FSM is running, can not start again.");
}
FsmState<T> state = GetState<TState>();
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), typeof(TState).FullName));
}
m_CurrentStateTime = 0f;
m_CurrentState = state;
m_CurrentState.OnEnter(this);
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <param name="stateType">要开始的有限状态机状态类型。</param>
public void Start(Type stateType)
{
if (IsRunning)
{
throw new GameFrameworkException("FSM is running, can not start again.");
}
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
FsmState<T> state = GetState(stateType);
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not start state '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
}
m_CurrentStateTime = 0f;
m_CurrentState = state;
m_CurrentState.OnEnter(this);
}
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <typeparam name="TState">要检查的有限状态机状态类型。</typeparam>
/// <returns>是否存在有限状态机状态。</returns>
public bool HasState<TState>() where TState : FsmState<T>
{
return m_States.ContainsKey(typeof(TState));
}
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <param name="stateType">要检查的有限状态机状态类型。</param>
/// <returns>是否存在有限状态机状态。</returns>
public bool HasState(Type stateType)
{
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
return m_States.ContainsKey(stateType);
}
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <typeparam name="TState">要获取的有限状态机状态类型。</typeparam>
/// <returns>要获取的有限状态机状态。</returns>
public TState GetState<TState>() where TState : FsmState<T>
{
FsmState<T> state = null;
if (m_States.TryGetValue(typeof(TState), out state))
{
return (TState)state;
}
return null;
}
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <param name="stateType">要获取的有限状态机状态类型。</param>
/// <returns>要获取的有限状态机状态。</returns>
public FsmState<T> GetState(Type stateType)
{
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
FsmState<T> state = null;
if (m_States.TryGetValue(stateType, out state))
{
return state;
}
return null;
}
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <returns>有限状态机的所有状态。</returns>
public FsmState<T>[] GetAllStates()
{
int index = 0;
FsmState<T>[] results = new FsmState<T>[m_States.Count];
foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
{
results[index++] = state.Value;
}
return results;
}
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <param name="results">有限状态机的所有状态。</param>
public void GetAllStates(List<FsmState<T>> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<Type, FsmState<T>> state in m_States)
{
results.Add(state.Value);
}
}
/// <summary>
/// 是否存在有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>有限状态机数据是否存在。</returns>
public bool HasData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
return false;
}
return m_Datas.ContainsKey(name);
}
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <typeparam name="TData">要获取的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
public TData GetData<TData>(string name) where TData : Variable
{
return (TData)GetData(name);
}
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
public Variable GetData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
return null;
}
Variable data = null;
if (m_Datas.TryGetValue(name, out data))
{
return data;
}
return null;
}
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <typeparam name="TData">要设置的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
public void SetData<TData>(string name, TData data) where TData : Variable
{
SetData(name, (Variable)data);
}
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
public void SetData(string name, Variable data)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
m_Datas = new Dictionary<string, Variable>(StringComparer.Ordinal);
}
Variable oldData = GetData(name);
if (oldData != null)
{
ReferencePool.Release(oldData);
}
m_Datas[name] = data;
}
/// <summary>
/// 移除有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>是否移除有限状态机数据成功。</returns>
public bool RemoveData(string name)
{
if (string.IsNullOrEmpty(name))
{
throw new GameFrameworkException("Data name is invalid.");
}
if (m_Datas == null)
{
return false;
}
Variable oldData = GetData(name);
if (oldData != null)
{
ReferencePool.Release(oldData);
}
return m_Datas.Remove(name);
}
/// <summary>
/// 有限状态机轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
if (m_CurrentState == null)
{
return;
}
m_CurrentStateTime += elapseSeconds;
m_CurrentState.OnUpdate(this, elapseSeconds, realElapseSeconds);
}
/// <summary>
/// 关闭并清理有限状态机。
/// </summary>
internal override void Shutdown()
{
ReferencePool.Release(this);
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <typeparam name="TState">要切换到的有限状态机状态类型。</typeparam>
internal void ChangeState<TState>() where TState : FsmState<T>
{
ChangeState(typeof(TState));
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <param name="stateType">要切换到的有限状态机状态类型。</param>
internal void ChangeState(Type stateType)
{
if (m_CurrentState == null)
{
throw new GameFrameworkException("Current state is invalid.");
}
FsmState<T> state = GetState(stateType);
if (state == null)
{
throw new GameFrameworkException(Utility.Text.Format("FSM '{0}' can not change state to '{1}' which is not exist.", new TypeNamePair(typeof(T), Name), stateType.FullName));
}
m_CurrentState.OnLeave(this, false);
m_CurrentStateTime = 0f;
m_CurrentState = state;
m_CurrentState.OnEnter(this);
}
}
}

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externalObjects: {}
serializedVersion: 2
defaultReferences: []
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
namespace SHFrame.FSM
{
/// <summary>
/// 有限状态机基类。
/// </summary>
public abstract class FsmBase
{
private string m_Name;
/// <summary>
/// 初始化有限状态机基类的新实例。
/// </summary>
public FsmBase()
{
m_Name = string.Empty;
}
/// <summary>
/// 获取有限状态机名称。
/// </summary>
public string Name
{
get
{
return m_Name;
}
protected set
{
m_Name = value ?? string.Empty;
}
}
/// <summary>
/// 获取有限状态机完整名称。
/// </summary>
public string FullName
{
get
{
return new TypeNamePair(OwnerType, m_Name).ToString();
}
}
/// <summary>
/// 获取有限状态机持有者类型。
/// </summary>
public abstract Type OwnerType
{
get;
}
/// <summary>
/// 获取有限状态机中状态的数量。
/// </summary>
public abstract int FsmStateCount
{
get;
}
/// <summary>
/// 获取有限状态机是否正在运行。
/// </summary>
public abstract bool IsRunning
{
get;
}
/// <summary>
/// 获取有限状态机是否被销毁。
/// </summary>
public abstract bool IsDestroyed
{
get;
}
/// <summary>
/// 获取当前有限状态机状态名称。
/// </summary>
public abstract string CurrentStateName
{
get;
}
/// <summary>
/// 获取当前有限状态机状态持续时间。
/// </summary>
public abstract float CurrentStateTime
{
get;
}
/// <summary>
/// 有限状态机轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">当前已流逝时间,以秒为单位。</param>
internal abstract void Update(float elapseSeconds, float realElapseSeconds);
/// <summary>
/// 关闭并清理有限状态机。
/// </summary>
internal abstract void Shutdown();
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
namespace SHFrame.FSM
{
/// <summary>
/// 有限状态机管理器。
/// </summary>
[UpdateModule]
internal sealed class FsmManager : ModuleImp, IFsmManager
{
private readonly Dictionary<TypeNamePair, FsmBase> m_Fsms;
private readonly List<FsmBase> m_TempFsms;
/// <summary>
/// 初始化有限状态机管理器的新实例。
/// </summary>
public FsmManager()
{
m_Fsms = new Dictionary<TypeNamePair, FsmBase>();
m_TempFsms = new List<FsmBase>();
}
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
internal override int Priority
{
get
{
return 1;
}
}
/// <summary>
/// 获取有限状态机数量。
/// </summary>
public int Count
{
get
{
return m_Fsms.Count;
}
}
/// <summary>
/// 有限状态机管理器轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
m_TempFsms.Clear();
if (m_Fsms.Count <= 0)
{
return;
}
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
m_TempFsms.Add(fsm.Value);
}
foreach (FsmBase fsm in m_TempFsms)
{
if (fsm.IsDestroyed)
{
continue;
}
fsm.Update(elapseSeconds, realElapseSeconds);
}
}
/// <summary>
/// 关闭并清理有限状态机管理器。
/// </summary>
internal override void Shutdown()
{
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
fsm.Value.Shutdown();
}
m_Fsms.Clear();
m_TempFsms.Clear();
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>() where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>(string name) where T : class
{
return InternalHasFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalHasFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>() where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>(string name) where T : class
{
return (IFsm<T>)InternalGetFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalGetFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <returns>所有有限状态机。</returns>
public FsmBase[] GetAllFsms()
{
int index = 0;
FsmBase[] results = new FsmBase[m_Fsms.Count];
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
results[index++] = fsm.Value;
}
return results;
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
public void GetAllFsms(List<FsmBase> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<TypeNamePair, FsmBase> fsm in m_Fsms)
{
results.Add(fsm.Value);
}
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
{
TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
m_Fsms.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
{
return CreateFsm(string.Empty, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
{
TypeNamePair typeNamePair = new TypeNamePair(typeof(T), name);
if (HasFsm<T>(name))
{
throw new GameFrameworkException(Utility.Text.Format("Already exist FSM '{0}'.", typeNamePair));
}
Fsm<T> fsm = Fsm<T>.Create(name, owner, states);
m_Fsms.Add(typeNamePair, fsm);
return fsm;
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>() where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T)));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(string name) where T : class
{
return InternalDestroyFsm(new TypeNamePair(typeof(T), name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType, string name)
{
if (ownerType == null)
{
throw new GameFrameworkException("Owner type is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(ownerType, name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(typeof(T), fsm.Name));
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(FsmBase fsm)
{
if (fsm == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
return InternalDestroyFsm(new TypeNamePair(fsm.OwnerType, fsm.Name));
}
private bool InternalHasFsm(TypeNamePair typeNamePair)
{
return m_Fsms.ContainsKey(typeNamePair);
}
private FsmBase InternalGetFsm(TypeNamePair typeNamePair)
{
FsmBase fsm = null;
if (m_Fsms.TryGetValue(typeNamePair, out fsm))
{
return fsm;
}
return null;
}
private bool InternalDestroyFsm(TypeNamePair typeNamePair)
{
FsmBase fsm = null;
if (m_Fsms.TryGetValue(typeNamePair, out fsm))
{
fsm.Shutdown();
return m_Fsms.Remove(typeNamePair);
}
return false;
}
}
}

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using System;
using System.Collections.Generic;
namespace SHFrame.FSM
{
public sealed class FsmModule : Module
{
private IFsmManager m_FsmManager;
/// <summary>
/// 获取有限状态机数量。
/// </summary>
public int Count
{
get
{
return m_FsmManager.Count;
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_FsmManager = ModuleImpSystem.GetModule<IFsmManager>();
if (m_FsmManager == null)
{
Log.Fatal("FSM manager is invalid.");
return;
}
}
private void Start()
{
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>() where T : class
{
return m_FsmManager.HasFsm<T>();
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType)
{
return m_FsmManager.HasFsm(ownerType);
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm<T>(string name) where T : class
{
return m_FsmManager.HasFsm<T>(name);
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
public bool HasFsm(Type ownerType, string name)
{
return m_FsmManager.HasFsm(ownerType, name);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>() where T : class
{
return m_FsmManager.GetFsm<T>();
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType)
{
return m_FsmManager.GetFsm(ownerType);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public IFsm<T> GetFsm<T>(string name) where T : class
{
return m_FsmManager.GetFsm<T>(name);
}
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
public FsmBase GetFsm(Type ownerType, string name)
{
return m_FsmManager.GetFsm(ownerType, name);
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
public FsmBase[] GetAllFsms()
{
return m_FsmManager.GetAllFsms();
}
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
public void GetAllFsms(List<FsmBase> results)
{
m_FsmManager.GetAllFsms(results);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class
{
return m_FsmManager.CreateFsm(owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class
{
return m_FsmManager.CreateFsm(name, owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class
{
return m_FsmManager.CreateFsm(owner, states);
}
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
public IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class
{
return m_FsmManager.CreateFsm(name, owner, states);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>() where T : class
{
return m_FsmManager.DestroyFsm<T>();
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType)
{
return m_FsmManager.DestroyFsm(ownerType);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(string name) where T : class
{
return m_FsmManager.DestroyFsm<T>(name);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(Type ownerType, string name)
{
return m_FsmManager.DestroyFsm(ownerType, name);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm<T>(IFsm<T> fsm) where T : class
{
return m_FsmManager.DestroyFsm(fsm);
}
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
public bool DestroyFsm(FsmBase fsm)
{
return m_FsmManager.DestroyFsm(fsm);
}
}
}

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using System;
namespace SHFrame.FSM
{
/// <summary>
/// 有限状态机状态基类。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
public abstract class FsmState<T> where T : class
{
/// <summary>
/// 初始化有限状态机状态基类的新实例。
/// </summary>
public FsmState()
{
}
/// <summary>
/// 有限状态机状态初始化时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnInit(IFsm<T> fsm)
{
}
/// <summary>
/// 有限状态机状态进入时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnEnter(IFsm<T> fsm)
{
}
/// <summary>
/// 有限状态机状态轮询时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
protected internal virtual void OnUpdate(IFsm<T> fsm, float elapseSeconds, float realElapseSeconds)
{
}
/// <summary>
/// 有限状态机状态离开时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="isShutdown">是否是关闭有限状态机时触发。</param>
protected internal virtual void OnLeave(IFsm<T> fsm, bool isShutdown)
{
}
/// <summary>
/// 有限状态机状态销毁时调用。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
protected internal virtual void OnDestroy(IFsm<T> fsm)
{
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <typeparam name="TState">要切换到的有限状态机状态类型。</typeparam>
/// <param name="fsm">有限状态机引用。</param>
protected void ChangeState<TState>(IFsm<T> fsm) where TState : FsmState<T>
{
Fsm<T> fsmImplement = (Fsm<T>)fsm;
if (fsmImplement == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
fsmImplement.ChangeState<TState>();
}
/// <summary>
/// 切换当前有限状态机状态。
/// </summary>
/// <param name="fsm">有限状态机引用。</param>
/// <param name="stateType">要切换到的有限状态机状态类型。</param>
protected void ChangeState(IFsm<T> fsm, Type stateType)
{
Fsm<T> fsmImplement = (Fsm<T>)fsm;
if (fsmImplement == null)
{
throw new GameFrameworkException("FSM is invalid.");
}
if (stateType == null)
{
throw new GameFrameworkException("State type is invalid.");
}
if (!typeof(FsmState<T>).IsAssignableFrom(stateType))
{
throw new GameFrameworkException(Utility.Text.Format("State type '{0}' is invalid.", stateType.FullName));
}
fsmImplement.ChangeState(stateType);
}
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
namespace SHFrame.FSM
{
/// <summary>
/// 有限状态机接口。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
public interface IFsm<T> where T : class
{
/// <summary>
/// 获取有限状态机名称。
/// </summary>
string Name
{
get;
}
/// <summary>
/// 获取有限状态机完整名称。
/// </summary>
string FullName
{
get;
}
/// <summary>
/// 获取有限状态机持有者。
/// </summary>
T Owner
{
get;
}
/// <summary>
/// 获取有限状态机中状态的数量。
/// </summary>
int FsmStateCount
{
get;
}
/// <summary>
/// 获取有限状态机是否正在运行。
/// </summary>
bool IsRunning
{
get;
}
/// <summary>
/// 获取有限状态机是否被销毁。
/// </summary>
bool IsDestroyed
{
get;
}
/// <summary>
/// 获取当前有限状态机状态。
/// </summary>
FsmState<T> CurrentState
{
get;
}
/// <summary>
/// 获取当前有限状态机状态持续时间。
/// </summary>
float CurrentStateTime
{
get;
}
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <typeparam name="TState">要开始的有限状态机状态类型。</typeparam>
void Start<TState>() where TState : FsmState<T>;
/// <summary>
/// 开始有限状态机。
/// </summary>
/// <param name="stateType">要开始的有限状态机状态类型。</param>
void Start(Type stateType);
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <typeparam name="TState">要检查的有限状态机状态类型。</typeparam>
/// <returns>是否存在有限状态机状态。</returns>
bool HasState<TState>() where TState : FsmState<T>;
/// <summary>
/// 是否存在有限状态机状态。
/// </summary>
/// <param name="stateType">要检查的有限状态机状态类型。</param>
/// <returns>是否存在有限状态机状态。</returns>
bool HasState(Type stateType);
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <typeparam name="TState">要获取的有限状态机状态类型。</typeparam>
/// <returns>要获取的有限状态机状态。</returns>
TState GetState<TState>() where TState : FsmState<T>;
/// <summary>
/// 获取有限状态机状态。
/// </summary>
/// <param name="stateType">要获取的有限状态机状态类型。</param>
/// <returns>要获取的有限状态机状态。</returns>
FsmState<T> GetState(Type stateType);
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <returns>有限状态机的所有状态。</returns>
FsmState<T>[] GetAllStates();
/// <summary>
/// 获取有限状态机的所有状态。
/// </summary>
/// <param name="results">有限状态机的所有状态。</param>
void GetAllStates(List<FsmState<T>> results);
/// <summary>
/// 是否存在有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>有限状态机数据是否存在。</returns>
bool HasData(string name);
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <typeparam name="TData">要获取的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
TData GetData<TData>(string name) where TData : Variable;
/// <summary>
/// 获取有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>要获取的有限状态机数据。</returns>
Variable GetData(string name);
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <typeparam name="TData">要设置的有限状态机数据的类型。</typeparam>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
void SetData<TData>(string name, TData data) where TData : Variable;
/// <summary>
/// 设置有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <param name="data">要设置的有限状态机数据。</param>
void SetData(string name, Variable data);
/// <summary>
/// 移除有限状态机数据。
/// </summary>
/// <param name="name">有限状态机数据名称。</param>
/// <returns>是否移除有限状态机数据成功。</returns>
bool RemoveData(string name);
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
namespace SHFrame.FSM
{
/// <summary>
/// 有限状态机管理器。
/// </summary>
public interface IFsmManager
{
/// <summary>
/// 获取有限状态机数量。
/// </summary>
int Count
{
get;
}
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm<T>() where T : class;
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm(Type ownerType);
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm<T>(string name) where T : class;
/// <summary>
/// 检查是否存在有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>是否存在有限状态机。</returns>
bool HasFsm(Type ownerType, string name);
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>要获取的有限状态机。</returns>
IFsm<T> GetFsm<T>() where T : class;
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>要获取的有限状态机。</returns>
FsmBase GetFsm(Type ownerType);
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
IFsm<T> GetFsm<T>(string name) where T : class;
/// <summary>
/// 获取有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">有限状态机名称。</param>
/// <returns>要获取的有限状态机。</returns>
FsmBase GetFsm(Type ownerType, string name);
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <returns>所有有限状态机。</returns>
FsmBase[] GetAllFsms();
/// <summary>
/// 获取所有有限状态机。
/// </summary>
/// <param name="results">所有有限状态机。</param>
void GetAllFsms(List<FsmBase> results);
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(T owner, params FsmState<T>[] states) where T : class;
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(string name, T owner, params FsmState<T>[] states) where T : class;
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(T owner, List<FsmState<T>> states) where T : class;
/// <summary>
/// 创建有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">有限状态机名称。</param>
/// <param name="owner">有限状态机持有者。</param>
/// <param name="states">有限状态机状态集合。</param>
/// <returns>要创建的有限状态机。</returns>
IFsm<T> CreateFsm<T>(string name, T owner, List<FsmState<T>> states) where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm<T>() where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm(Type ownerType);
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm<T>(string name) where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="ownerType">有限状态机持有者类型。</param>
/// <param name="name">要销毁的有限状态机名称。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm(Type ownerType, string name);
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <typeparam name="T">有限状态机持有者类型。</typeparam>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm<T>(IFsm<T> fsm) where T : class;
/// <summary>
/// 销毁有限状态机。
/// </summary>
/// <param name="fsm">要销毁的有限状态机。</param>
/// <returns>是否销毁有限状态机成功。</returns>
bool DestroyFsm(FsmBase fsm);
}
}

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externalObjects: {}
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icon: {instanceID: 0}
userData:
assetBundleName:
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using System;
using System.Collections.Generic;
using UnityEngine;
namespace SHFrame
{
/// <summary>
/// 游戏模块。
/// </summary>
public partial class GameModule : MonoBehaviour
{
private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(ModuleImpSystem.DesignModuleCount);
private static GameObject _gameModuleRoot;
#region
/// <summary>
/// 获取游戏基础模块。
/// </summary>
public static RootModule Base
{
get => _base ??= Get<RootModule>();
private set => _base = value;
}
private static RootModule _base;
// /// <summary>
// /// 获取调试模块。
// /// </summary>
// public static DebuggerModule Debugger
// {
// get => _debugger ??= Get<DebuggerModule>();
// private set => _debugger = value;
// }
//
//
// private static DebuggerModule _debugger;
/// <summary>
/// 获取有限状态机模块。
/// </summary>
public static FSM.FsmModule Fsm => _fsm ??= Get<FSM.FsmModule>();
private static FSM.FsmModule _fsm;
/// <summary>
/// 流程管理模块。
/// </summary>
public static ProcedureModule Procedure => _procedure ??= Get<ProcedureModule>();
private static ProcedureModule _procedure;
/// <summary>
/// 获取对象池模块。
/// </summary>
public static ObjectPoolModule ObjectPool => _objectPool ??= Get<ObjectPoolModule>();
private static ObjectPoolModule _objectPool;
// /// <summary>
// /// 获取资源模块。
// /// </summary>
// public static ResourceModule Resource => _resource ??= Get<ResourceModule>();
//
// private static ResourceModule _resource;
/// <summary>
/// 获取音频模块。
/// </summary>
public static AudioModule Audio => _audio ??= Get<AudioModule>();
private static AudioModule _audio;
// /// <summary>
// /// 获取配置模块。
// /// </summary>
// public static SettingModule Setting => _setting ??= Get<SettingModule>();
//
// private static SettingModule _setting;
// /// <summary>
// /// 获取多语言模块。
// /// </summary>
// public static LocalizationModule Localization => _localization ??= Get<LocalizationModule>();
//
// private static LocalizationModule _localization;
// /// <summary>
// /// 获取计时器模块。
// /// </summary>
// public static TimerModule Timer => _timer ??= Get<TimerModule>();
//
// private static TimerModule _timer;
#endregion
/// <summary>
/// 获取游戏框架模块类。
/// </summary>
/// <typeparam name="T">游戏框架模块类。</typeparam>
/// <returns>游戏框架模块实例。</returns>
public static T Get<T>() where T : Module
{
Type type = typeof(T);
if (_moduleMaps.TryGetValue(type, out var ret))
{
return ret as T;
}
T module = ModuleSystem.GetModule<T>();
Log.Assert(condition: module != null, $"{typeof(T)} is null");
_moduleMaps.Add(type, module);
return module;
}
private void Start()
{
Log.Info("GameModule Active");
_gameModuleRoot = gameObject;
_gameModuleRoot.name = $"[{nameof(GameModule)}]";
DontDestroyOnLoad(_gameModuleRoot);
}
public static void Shutdown(ShutdownType shutdownType)
{
Log.Info("GameModule Shutdown");
if (_gameModuleRoot != null)
{
Destroy(_gameModuleRoot);
_gameModuleRoot = null;
}
_moduleMaps.Clear();
_base = null;
// _debugger = null;
_fsm = null;
_procedure = null;
_objectPool = null;
// _resource = null;
_audio = null;
// _setting = null;
}
}
}

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fileFormatVersion: 2
guid: f47aaf5c712947a69bb25051c81a1be1
timeCreated: 1727610588

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fileFormatVersion: 2
guid: 9b0bcf6dd7924a66874dca3b02137324
timeCreated: 1709188061

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using UnityEngine;
// ReSharper disable InconsistentNaming
namespace SHFrame
{
/// <summary>
/// 游戏时间。
/// <remarks>提供从Unity获取时间信息的接口。</remarks>
/// </summary>
public static class GameTime
{
/// <summary>
/// 此帧开始时的时间(只读)。
/// </summary>
public static float time;
/// <summary>
/// 从上一帧到当前帧的间隔(秒)(只读)。
/// </summary>
public static float deltaTime;
/// <summary>
/// timeScale从上一帧到当前帧的独立时间间隔以秒为单位只读
/// </summary>
public static float unscaledDeltaTime;
/// <summary>
/// 执行物理和其他固定帧速率更新的时间间隔(以秒为单位)。
/// <remarks>如MonoBehavior的MonoBehaviour.FixedUpdate。</remarks>
/// </summary>
public static float fixedDeltaTime;
/// <summary>
/// 自游戏开始以来的总帧数(只读)。
/// </summary>
public static float frameCount;
/// <summary>
/// timeScale此帧的独立时间只读。这是自游戏开始以来的时间以秒为单位
/// </summary>
public static float unscaledTime;
/// <summary>
/// 采样一帧的时间。
/// </summary>
public static void StartFrame()
{
time = Time.time;
deltaTime = Time.deltaTime;
unscaledDeltaTime = Time.unscaledDeltaTime;
fixedDeltaTime = Time.fixedDeltaTime;
frameCount = Time.frameCount;
unscaledTime = Time.unscaledTime;
}
}
}

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fileFormatVersion: 2
guid: 8b8ef95462cc493fbbc3250e6992a818
timeCreated: 1694855463

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fileFormatVersion: 2
guid: 254c83d52519d15489b51a2ff35341d9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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using UnityEngine;
namespace SHFrame
{
/// <summary>
/// 游戏框架模块抽象类。
/// </summary>
public abstract class Module : MonoBehaviour
{
/// <summary>
/// 游戏框架模块初始化。
/// </summary>
protected virtual void Awake()
{
ModuleSystem.RegisterModule(this);
}
}
}

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fileFormatVersion: 2
guid: 8d03a2850c3d46bfbb20c1b3f0ba28cc
timeCreated: 1694836036

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using System;
namespace SHFrame
{
/// <summary>
/// 模块需要框架轮询属性。
/// </summary>
/// <remarks> 注入此属性标识模块需要轮询。</remarks>
[AttributeUsage(AttributeTargets.Class)]
internal class UpdateModuleAttribute : Attribute
{
}
/// <summary>
/// 游戏框架模块抽象类。
/// <remarks>实现游戏框架具体逻辑。</remarks>
/// </summary>
internal abstract class ModuleImp
{
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
internal virtual int Priority => 0;
/// <summary>
/// 游戏框架模块轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal virtual void Update(float elapseSeconds, float realElapseSeconds)
{
}
/// <summary>
/// 关闭并清理游戏框架模块。
/// </summary>
internal abstract void Shutdown();
}
/// <summary>
/// 游戏框架模块抽象类。
/// <remarks>实现游戏框架具体逻辑。</remarks>
/// </summary>
public interface IModuleImp2
{
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
internal virtual int Priority => 0;
/// <summary>
/// 游戏框架模块轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal virtual void Update(float elapseSeconds, float realElapseSeconds)
{
}
/// <summary>
/// 关闭并清理游戏框架模块。
/// </summary>
internal abstract void Shutdown();
}
}

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serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

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using System;
using System.Collections.Generic;
namespace SHFrame
{
/// <summary>
/// 游戏框架模块实现类管理系统。
/// </summary>
public static class ModuleImpSystem
{
/// <summary>
/// 默认设计的模块数量。
/// <remarks>有增删可以自行修改减少内存分配与GCAlloc。</remarks>
/// </summary>
internal const int DesignModuleCount = 16;
private const string ModuleRootNameSpace = "SHFrame.";
private static readonly Dictionary<Type, ModuleImp> _moduleMaps = new Dictionary<Type, ModuleImp>(DesignModuleCount);
private static readonly GameFrameworkLinkedList<ModuleImp> _modules = new GameFrameworkLinkedList<ModuleImp>();
private static readonly GameFrameworkLinkedList<ModuleImp> _updateModules = new GameFrameworkLinkedList<ModuleImp>();
private static readonly List<ModuleImp> _updateExecuteList = new List<ModuleImp>(DesignModuleCount);
/// <summary>
/// 所有游戏框架模块轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
public static void Update(float elapseSeconds, float realElapseSeconds)
{
int executeCount = _updateExecuteList.Count;
for (int i = 0; i < executeCount; i++)
{
_updateExecuteList[i].Update(elapseSeconds, realElapseSeconds);
}
}
/// <summary>
/// 关闭并清理所有游戏框架模块。
/// </summary>
public static void Shutdown()
{
for (LinkedListNode<ModuleImp> current = _modules.Last; current != null; current = current.Previous)
{
current.Value.Shutdown();
}
_modules.Clear();
_moduleMaps.Clear();
_updateModules.Clear();
_updateExecuteList.Clear();
ReferencePool.ClearAll();
Utility.Marshal.FreeCachedHGlobal();
}
/// <summary>
/// 获取游戏框架模块。
/// </summary>
/// <typeparam name="T">要获取的游戏框架模块类型。</typeparam>
/// <returns>要获取的游戏框架模块。</returns>
/// <remarks>如果要获取的游戏框架模块不存在,则自动创建该游戏框架模块。</remarks>
public static T GetModule<T>() where T : class
{
Type module = typeof(T);
if (module.FullName != null && !module.FullName.StartsWith(ModuleRootNameSpace, StringComparison.Ordinal))
{
throw new GameFrameworkException(Utility.Text.Format("You must get a Framework module, but '{0}' is not.", module.FullName));
}
string moduleName = Utility.Text.Format("{0}.{1}", module.Namespace, module.Name.Substring(1));
Type moduleType = Type.GetType(moduleName);
if (moduleType == null)
{
moduleName = Utility.Text.Format("{0}.{1}", module.Namespace, module.Name);
moduleType = Type.GetType(moduleName);
if (moduleType == null)
{
throw new GameFrameworkException(Utility.Text.Format("Can not find Game Framework module type '{0}'.", moduleName));
}
}
return GetModule(moduleType) as T;
}
/// <summary>
/// 获取游戏框架模块。
/// </summary>
/// <param name="moduleType">要获取的游戏框架模块类型。</param>
/// <returns>要获取的游戏框架模块。</returns>
/// <remarks>如果要获取的游戏框架模块不存在,则自动创建该游戏框架模块。</remarks>
private static ModuleImp GetModule(Type moduleType)
{
return _moduleMaps.TryGetValue(moduleType, out ModuleImp module) ? module : CreateModule(moduleType);
}
/// <summary>
/// 创建游戏框架模块。
/// </summary>
/// <param name="moduleType">要创建的游戏框架模块类型。</param>
/// <returns>要创建的游戏框架模块。</returns>
private static ModuleImp CreateModule(Type moduleType)
{
ModuleImp moduleImp = (ModuleImp)Activator.CreateInstance(moduleType);
if (moduleImp == null)
{
throw new GameFrameworkException(Utility.Text.Format("Can not create module '{0}'.", moduleType.FullName));
}
_moduleMaps[moduleType] = moduleImp;
LinkedListNode<ModuleImp> current = _modules.First;
while (current != null)
{
if (moduleImp.Priority > current.Value.Priority)
{
break;
}
current = current.Next;
}
if (current != null)
{
_modules.AddBefore(current, moduleImp);
}
else
{
_modules.AddLast(moduleImp);
}
if (Attribute.GetCustomAttribute(moduleType, typeof(UpdateModuleAttribute)) is UpdateModuleAttribute updateModuleAttribute)
{
LinkedListNode<ModuleImp> currentUpdate = _updateModules.First;
while (currentUpdate != null)
{
if (moduleImp.Priority > currentUpdate.Value.Priority)
{
break;
}
currentUpdate = currentUpdate.Next;
}
if (currentUpdate != null)
{
_updateModules.AddBefore(currentUpdate, moduleImp);
}
else
{
_updateModules.AddLast(moduleImp);
}
_updateExecuteList.Clear();
_updateExecuteList.AddRange(_updateModules);
}
return moduleImp;
}
}
}

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fileFormatVersion: 2
guid: eb600bcb941e4094a006a6780098c241
timeCreated: 1694796997

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using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace SHFrame
{
/// <summary>
/// 游戏框架模块管理系统。
/// </summary>
public static class ModuleSystem
{
private static readonly GameFrameworkLinkedList<Module> _modules = new GameFrameworkLinkedList<Module>();
/// <summary>
/// 游戏框架所在的场景编号。
/// </summary>
internal const int GameFrameworkSceneId = 0;
/// <summary>
/// 获取游戏框架模块。
/// </summary>
/// <typeparam name="T">要获取的游戏框架模块类型。</typeparam>
/// <returns>要获取的游戏框架模块。</returns>
public static T GetModule<T>() where T : Module
{
return (T)GetModule(typeof(T));
}
/// <summary>
/// 获取游戏框架模块。
/// </summary>
/// <param name="type">要获取的游戏框架模块类型。</param>
/// <returns>要获取的游戏框架模块。</returns>
public static Module GetModule(Type type)
{
LinkedListNode<Module> current = _modules.First;
while (current != null)
{
if (current.Value.GetType() == type)
{
return current.Value;
}
current = current.Next;
}
return null;
}
/// <summary>
/// 获取游戏框架模块。
/// </summary>
/// <param name="typeName">要获取的游戏框架模块类型名称。</param>
/// <returns>要获取的游戏框架模块。</returns>
public static Module GetModule(string typeName)
{
LinkedListNode<Module> current = _modules.First;
while (current != null)
{
Type type = current.Value.GetType();
if (type.FullName == typeName || type.Name == typeName)
{
return current.Value;
}
current = current.Next;
}
return null;
}
/// <summary>
/// 关闭游戏框架。
/// </summary>
/// <param name="shutdownType">关闭游戏框架类型。</param>
public static void Shutdown(ShutdownType shutdownType)
{
Log.Info("Shutdown Game Framework ({0})...", shutdownType);
RootModule rootModule = GetModule<RootModule>();
if (rootModule != null)
{
rootModule.Shutdown();
rootModule = null;
}
_modules.Clear();
GameModule.Shutdown(shutdownType);
if (shutdownType == ShutdownType.None)
{
return;
}
if (shutdownType == ShutdownType.Restart)
{
SceneManager.LoadScene(GameFrameworkSceneId);
return;
}
if (shutdownType == ShutdownType.Quit)
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
}
/// <summary>
/// 注册游戏框架模块。
/// </summary>
/// <param name="module">要注册的游戏框架模块。</param>
internal static void RegisterModule(Module module)
{
if (module == null)
{
Log.Error("Module is invalid.");
return;
}
Type type = module.GetType();
LinkedListNode<Module> current = _modules.First;
while (current != null)
{
if (current.Value.GetType() == type)
{
Log.Error("Game Framework component type '{0}' is already exist.", type.FullName);
return;
}
current = current.Next;
}
_modules.AddLast(module);
}
}
}

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fileFormatVersion: 2
guid: d3f0059418a84d0d8aaebdbc005bb1f5
timeCreated: 1694839938

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namespace SHFrame
{
/// <summary>
/// 关闭游戏框架类型。
/// </summary>
public enum ShutdownType : byte
{
/// <summary>
/// 仅关闭游戏框架。
/// </summary>
None = 0,
/// <summary>
/// 关闭游戏框架并重启游戏。
/// </summary>
Restart,
/// <summary>
/// 关闭游戏框架并退出游戏。
/// </summary>
Quit,
}
}

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fileFormatVersion: 2
guid: e004d71ac8074d1ab0021efcf433f34d
timeCreated: 1694840037

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 52214ae888604bf7a3dc4b6b1241adff
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
namespace SHFrame
{
/// <summary>
/// 对象池接口。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
public interface IObjectPool<T> where T : ObjectBase
{
/// <summary>
/// 获取对象池名称。
/// </summary>
string Name
{
get;
}
/// <summary>
/// 获取对象池完整名称。
/// </summary>
string FullName
{
get;
}
/// <summary>
/// 获取对象池对象类型。
/// </summary>
Type ObjectType
{
get;
}
/// <summary>
/// 获取对象池中对象的数量。
/// </summary>
int Count
{
get;
}
/// <summary>
/// 获取对象池中能被释放的对象的数量。
/// </summary>
int CanReleaseCount
{
get;
}
/// <summary>
/// 获取是否允许对象被多次获取。
/// </summary>
bool AllowMultiSpawn
{
get;
}
/// <summary>
/// 获取或设置对象池自动释放可释放对象的间隔秒数。
/// </summary>
float AutoReleaseInterval
{
get;
set;
}
/// <summary>
/// 获取或设置对象池的容量。
/// </summary>
int Capacity
{
get;
set;
}
/// <summary>
/// 获取或设置对象池对象过期秒数。
/// </summary>
float ExpireTime
{
get;
set;
}
/// <summary>
/// 获取或设置对象池的优先级。
/// </summary>
int Priority
{
get;
set;
}
/// <summary>
/// 创建对象。
/// </summary>
/// <param name="obj">对象。</param>
/// <param name="spawned">对象是否已被获取。</param>
void Register(T obj, bool spawned);
/// <summary>
/// 检查对象。
/// </summary>
/// <returns>要检查的对象是否存在。</returns>
bool CanSpawn();
/// <summary>
/// 检查对象。
/// </summary>
/// <param name="name">对象名称。</param>
/// <returns>要检查的对象是否存在。</returns>
bool CanSpawn(string name);
/// <summary>
/// 获取对象。
/// </summary>
/// <returns>要获取的对象。</returns>
T Spawn();
/// <summary>
/// 获取对象。
/// </summary>
/// <param name="name">对象名称。</param>
/// <returns>要获取的对象。</returns>
T Spawn(string name);
/// <summary>
/// 回收对象。
/// </summary>
/// <param name="obj">要回收的对象。</param>
void Unspawn(T obj);
/// <summary>
/// 回收对象。
/// </summary>
/// <param name="target">要回收的对象。</param>
void Unspawn(object target);
/// <summary>
/// 设置对象是否被加锁。
/// </summary>
/// <param name="obj">要设置被加锁的对象。</param>
/// <param name="locked">是否被加锁。</param>
void SetLocked(T obj, bool locked);
/// <summary>
/// 设置对象是否被加锁。
/// </summary>
/// <param name="target">要设置被加锁的对象。</param>
/// <param name="locked">是否被加锁。</param>
void SetLocked(object target, bool locked);
/// <summary>
/// 设置对象的优先级。
/// </summary>
/// <param name="obj">要设置优先级的对象。</param>
/// <param name="priority">优先级。</param>
void SetPriority(T obj, int priority);
/// <summary>
/// 设置对象的优先级。
/// </summary>
/// <param name="target">要设置优先级的对象。</param>
/// <param name="priority">优先级。</param>
void SetPriority(object target, int priority);
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="obj">要释放的对象。</param>
/// <returns>释放对象是否成功。</returns>
bool ReleaseObject(T obj);
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="target">要释放的对象。</param>
/// <returns>释放对象是否成功。</returns>
bool ReleaseObject(object target);
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
void Release();
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
/// <param name="toReleaseCount">尝试释放对象数量。</param>
void Release(int toReleaseCount);
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
/// <param name="releaseObjectFilterCallback">释放对象筛选函数。</param>
void Release(ReleaseObjectFilterCallback<T> releaseObjectFilterCallback);
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
/// <param name="toReleaseCount">尝试释放对象数量。</param>
/// <param name="releaseObjectFilterCallback">释放对象筛选函数。</param>
void Release(int toReleaseCount, ReleaseObjectFilterCallback<T> releaseObjectFilterCallback);
/// <summary>
/// 释放对象池中的所有未使用对象。
/// </summary>
void ReleaseAllUnused();
}
}

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fileFormatVersion: 2
guid: 4d548f22ce18454a806f5f61ee71c75d
timeCreated: 1708673686

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@@ -0,0 +1,751 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
namespace SHFrame
{
/// <summary>
/// 对象池管理器。
/// </summary>
public interface IObjectPoolManager
{
/// <summary>
/// 获取对象池数量。
/// </summary>
int Count
{
get;
}
/// <summary>
/// 检查是否存在对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <returns>是否存在对象池。</returns>
bool HasObjectPool<T>() where T : ObjectBase;
/// <summary>
/// 检查是否存在对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <returns>是否存在对象池。</returns>
bool HasObjectPool(Type objectType);
/// <summary>
/// 检查是否存在对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <returns>是否存在对象池。</returns>
bool HasObjectPool<T>(string name) where T : ObjectBase;
/// <summary>
/// 检查是否存在对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <returns>是否存在对象池。</returns>
bool HasObjectPool(Type objectType, string name);
/// <summary>
/// 检查是否存在对象池。
/// </summary>
/// <param name="condition">要检查的条件。</param>
/// <returns>是否存在对象池。</returns>
bool HasObjectPool(Predicate<ObjectPoolBase> condition);
/// <summary>
/// 获取对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <returns>要获取的对象池。</returns>
IObjectPool<T> GetObjectPool<T>() where T : ObjectBase;
/// <summary>
/// 获取对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <returns>要获取的对象池。</returns>
ObjectPoolBase GetObjectPool(Type objectType);
/// <summary>
/// 获取对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <returns>要获取的对象池。</returns>
IObjectPool<T> GetObjectPool<T>(string name) where T : ObjectBase;
/// <summary>
/// 获取对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <returns>要获取的对象池。</returns>
ObjectPoolBase GetObjectPool(Type objectType, string name);
/// <summary>
/// 获取对象池。
/// </summary>
/// <param name="condition">要检查的条件。</param>
/// <returns>要获取的对象池。</returns>
ObjectPoolBase GetObjectPool(Predicate<ObjectPoolBase> condition);
/// <summary>
/// 获取对象池。
/// </summary>
/// <param name="condition">要检查的条件。</param>
/// <returns>要获取的对象池。</returns>
ObjectPoolBase[] GetObjectPools(Predicate<ObjectPoolBase> condition);
/// <summary>
/// 获取对象池。
/// </summary>
/// <param name="condition">要检查的条件。</param>
/// <param name="results">要获取的对象池。</param>
void GetObjectPools(Predicate<ObjectPoolBase> condition, List<ObjectPoolBase> results);
/// <summary>
/// 获取所有对象池。
/// </summary>
/// <returns>所有对象池。</returns>
ObjectPoolBase[] GetAllObjectPools();
/// <summary>
/// 获取所有对象池。
/// </summary>
/// <param name="results">所有对象池。</param>
void GetAllObjectPools(List<ObjectPoolBase> results);
/// <summary>
/// 获取所有对象池。
/// </summary>
/// <param name="sort">是否根据对象池的优先级排序。</param>
/// <returns>所有对象池。</returns>
ObjectPoolBase[] GetAllObjectPools(bool sort);
/// <summary>
/// 获取所有对象池。
/// </summary>
/// <param name="sort">是否根据对象池的优先级排序。</param>
/// <param name="results">所有对象池。</param>
void GetAllObjectPools(bool sort, List<ObjectPoolBase> results);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>() where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, float expireTime);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, int priority);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime, int priority);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, float expireTime);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, int priority);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime, int priority);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, float expireTime, int priority);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, float expireTime, int priority);
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="autoReleaseInterval">对象池自动释放可释放对象的间隔秒数。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float autoReleaseInterval, int capacity, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许单次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="autoReleaseInterval">对象池自动释放可释放对象的间隔秒数。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许单次获取的对象池。</returns>
ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float autoReleaseInterval, int capacity, float expireTime, int priority);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>() where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, float expireTime);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, int priority);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime, int priority);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, float expireTime);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, int priority);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime, int priority);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, float expireTime, int priority);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, float expireTime, int priority);
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">对象池名称。</param>
/// <param name="autoReleaseInterval">对象池自动释放可释放对象的间隔秒数。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float autoReleaseInterval, int capacity, float expireTime, int priority) where T : ObjectBase;
/// <summary>
/// 创建允许多次获取的对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">对象池名称。</param>
/// <param name="autoReleaseInterval">对象池自动释放可释放对象的间隔秒数。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
/// <returns>要创建的允许多次获取的对象池。</returns>
ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float autoReleaseInterval, int capacity, float expireTime, int priority);
/// <summary>
/// 销毁对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <returns>是否销毁对象池成功。</returns>
bool DestroyObjectPool<T>() where T : ObjectBase;
/// <summary>
/// 销毁对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <returns>是否销毁对象池成功。</returns>
bool DestroyObjectPool(Type objectType);
/// <summary>
/// 销毁对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="name">要销毁的对象池名称。</param>
/// <returns>是否销毁对象池成功。</returns>
bool DestroyObjectPool<T>(string name) where T : ObjectBase;
/// <summary>
/// 销毁对象池。
/// </summary>
/// <param name="objectType">对象类型。</param>
/// <param name="name">要销毁的对象池名称。</param>
/// <returns>是否销毁对象池成功。</returns>
bool DestroyObjectPool(Type objectType, string name);
/// <summary>
/// 销毁对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="objectPool">要销毁的对象池。</param>
/// <returns>是否销毁对象池成功。</returns>
bool DestroyObjectPool<T>(IObjectPool<T> objectPool) where T : ObjectBase;
/// <summary>
/// 销毁对象池。
/// </summary>
/// <param name="objectPool">要销毁的对象池。</param>
/// <returns>是否销毁对象池成功。</returns>
bool DestroyObjectPool(ObjectPoolBase objectPool);
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
void Release();
/// <summary>
/// 释放对象池中的所有未使用对象。
/// </summary>
void ReleaseAllUnused();
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
namespace SHFrame
{
/// <summary>
/// 对象基类。
/// </summary>
public abstract class ObjectBase : IReference
{
private string m_Name;
private object m_Target;
private bool m_Locked;
private int m_Priority;
private DateTime m_LastUseTime;
/// <summary>
/// 初始化对象基类的新实例。
/// </summary>
public ObjectBase()
{
m_Name = null;
m_Target = null;
m_Locked = false;
m_Priority = 0;
m_LastUseTime = default(DateTime);
}
/// <summary>
/// 获取对象名称。
/// </summary>
public string Name
{
get
{
return m_Name;
}
}
/// <summary>
/// 获取对象。
/// </summary>
public object Target
{
get
{
return m_Target;
}
}
/// <summary>
/// 获取或设置对象是否被加锁。
/// </summary>
public bool Locked
{
get
{
return m_Locked;
}
set
{
m_Locked = value;
}
}
/// <summary>
/// 获取或设置对象的优先级。
/// </summary>
public int Priority
{
get
{
return m_Priority;
}
set
{
m_Priority = value;
}
}
/// <summary>
/// 获取自定义释放检查标记。
/// </summary>
public virtual bool CustomCanReleaseFlag
{
get
{
return true;
}
}
/// <summary>
/// 获取对象上次使用时间。
/// </summary>
public DateTime LastUseTime
{
get
{
return m_LastUseTime;
}
internal set
{
m_LastUseTime = value;
}
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="target">对象。</param>
protected void Initialize(object target)
{
Initialize(null, target, false, 0);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
protected void Initialize(string name, object target)
{
Initialize(name, target, false, 0);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
/// <param name="locked">对象是否被加锁。</param>
protected void Initialize(string name, object target, bool locked)
{
Initialize(name, target, locked, 0);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
/// <param name="priority">对象的优先级。</param>
protected void Initialize(string name, object target, int priority)
{
Initialize(name, target, false, priority);
}
/// <summary>
/// 初始化对象基类。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="target">对象。</param>
/// <param name="locked">对象是否被加锁。</param>
/// <param name="priority">对象的优先级。</param>
protected void Initialize(string name, object target, bool locked, int priority)
{
if (target == null)
{
throw new GameFrameworkException(Utility.Text.Format("Target '{0}' is invalid.", name));
}
m_Name = name ?? string.Empty;
m_Target = target;
m_Locked = locked;
m_Priority = priority;
m_LastUseTime = DateTime.UtcNow;
}
/// <summary>
/// 清理对象基类。
/// </summary>
public virtual void Clear()
{
m_Name = null;
m_Target = null;
m_Locked = false;
m_Priority = 0;
m_LastUseTime = default(DateTime);
}
/// <summary>
/// 获取对象时的事件。
/// </summary>
protected internal virtual void OnSpawn()
{
}
/// <summary>
/// 回收对象时的事件。
/// </summary>
protected internal virtual void OnUnspawn()
{
}
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
protected internal abstract void Release(bool isShutdown);
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Runtime.InteropServices;
namespace SHFrame
{
/// <summary>
/// 对象信息。
/// </summary>
[StructLayout(LayoutKind.Auto)]
public struct ObjectInfo
{
private readonly string m_Name;
private readonly bool m_Locked;
private readonly bool m_CustomCanReleaseFlag;
private readonly int m_Priority;
private readonly DateTime m_LastUseTime;
private readonly int m_SpawnCount;
/// <summary>
/// 初始化对象信息的新实例。
/// </summary>
/// <param name="name">对象名称。</param>
/// <param name="locked">对象是否被加锁。</param>
/// <param name="customCanReleaseFlag">对象自定义释放检查标记。</param>
/// <param name="priority">对象的优先级。</param>
/// <param name="lastUseTime">对象上次使用时间。</param>
/// <param name="spawnCount">对象的获取计数。</param>
public ObjectInfo(string name, bool locked, bool customCanReleaseFlag, int priority, DateTime lastUseTime, int spawnCount)
{
m_Name = name;
m_Locked = locked;
m_CustomCanReleaseFlag = customCanReleaseFlag;
m_Priority = priority;
m_LastUseTime = lastUseTime;
m_SpawnCount = spawnCount;
}
/// <summary>
/// 获取对象名称。
/// </summary>
public string Name
{
get
{
return m_Name;
}
}
/// <summary>
/// 获取对象是否被加锁。
/// </summary>
public bool Locked
{
get
{
return m_Locked;
}
}
/// <summary>
/// 获取对象自定义释放检查标记。
/// </summary>
public bool CustomCanReleaseFlag
{
get
{
return m_CustomCanReleaseFlag;
}
}
/// <summary>
/// 获取对象的优先级。
/// </summary>
public int Priority
{
get
{
return m_Priority;
}
}
/// <summary>
/// 获取对象上次使用时间。
/// </summary>
public DateTime LastUseTime
{
get
{
return m_LastUseTime;
}
}
/// <summary>
/// 获取对象是否正在使用。
/// </summary>
public bool IsInUse
{
get
{
return m_SpawnCount > 0;
}
}
/// <summary>
/// 获取对象的获取计数。
/// </summary>
public int SpawnCount
{
get
{
return m_SpawnCount;
}
}
}
}

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timeCreated: 1708673686

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
namespace SHFrame
{
/// <summary>
/// 对象池基类。
/// </summary>
public abstract class ObjectPoolBase
{
private readonly string m_Name;
/// <summary>
/// 初始化对象池基类的新实例。
/// </summary>
public ObjectPoolBase()
: this(null)
{
}
/// <summary>
/// 初始化对象池基类的新实例。
/// </summary>
/// <param name="name">对象池名称。</param>
public ObjectPoolBase(string name)
{
m_Name = name ?? string.Empty;
}
/// <summary>
/// 获取对象池名称。
/// </summary>
public string Name
{
get
{
return m_Name;
}
}
/// <summary>
/// 获取对象池完整名称。
/// </summary>
public string FullName
{
get
{
return new TypeNamePair(ObjectType, m_Name).ToString();
}
}
/// <summary>
/// 获取对象池对象类型。
/// </summary>
public abstract Type ObjectType
{
get;
}
/// <summary>
/// 获取对象池中对象的数量。
/// </summary>
public abstract int Count
{
get;
}
/// <summary>
/// 获取对象池中能被释放的对象的数量。
/// </summary>
public abstract int CanReleaseCount
{
get;
}
/// <summary>
/// 获取是否允许对象被多次获取。
/// </summary>
public abstract bool AllowMultiSpawn
{
get;
}
/// <summary>
/// 获取或设置对象池自动释放可释放对象的间隔秒数。
/// </summary>
public abstract float AutoReleaseInterval
{
get;
set;
}
/// <summary>
/// 获取或设置对象池的容量。
/// </summary>
public abstract int Capacity
{
get;
set;
}
/// <summary>
/// 获取或设置对象池对象过期秒数。
/// </summary>
public abstract float ExpireTime
{
get;
set;
}
/// <summary>
/// 获取或设置对象池的优先级。
/// </summary>
public abstract int Priority
{
get;
set;
}
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
public abstract void Release();
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
/// <param name="toReleaseCount">尝试释放对象数量。</param>
public abstract void Release(int toReleaseCount);
/// <summary>
/// 释放对象池中的所有未使用对象。
/// </summary>
public abstract void ReleaseAllUnused();
/// <summary>
/// 获取所有对象信息。
/// </summary>
/// <returns>所有对象信息。</returns>
public abstract ObjectInfo[] GetAllObjectInfos();
internal abstract void Update(float elapseSeconds, float realElapseSeconds);
internal abstract void Shutdown();
}
}

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timeCreated: 1708673686

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
namespace SHFrame
{
internal sealed partial class ObjectPoolManager : ModuleImp, IObjectPoolManager
{
/// <summary>
/// 内部对象。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
private sealed class Object<T> : IReference where T : ObjectBase
{
private T m_Object;
private int m_SpawnCount;
/// <summary>
/// 初始化内部对象的新实例。
/// </summary>
public Object()
{
m_Object = null;
m_SpawnCount = 0;
}
/// <summary>
/// 获取对象名称。
/// </summary>
public string Name
{
get
{
return m_Object.Name;
}
}
/// <summary>
/// 获取对象是否被加锁。
/// </summary>
public bool Locked
{
get
{
return m_Object.Locked;
}
internal set
{
m_Object.Locked = value;
}
}
/// <summary>
/// 获取对象的优先级。
/// </summary>
public int Priority
{
get
{
return m_Object.Priority;
}
internal set
{
m_Object.Priority = value;
}
}
/// <summary>
/// 获取自定义释放检查标记。
/// </summary>
public bool CustomCanReleaseFlag
{
get
{
return m_Object.CustomCanReleaseFlag;
}
}
/// <summary>
/// 获取对象上次使用时间。
/// </summary>
public DateTime LastUseTime
{
get
{
return m_Object.LastUseTime;
}
}
/// <summary>
/// 获取对象是否正在使用。
/// </summary>
public bool IsInUse
{
get
{
return m_SpawnCount > 0;
}
}
/// <summary>
/// 获取对象的获取计数。
/// </summary>
public int SpawnCount
{
get
{
return m_SpawnCount;
}
}
/// <summary>
/// 创建内部对象。
/// </summary>
/// <param name="obj">对象。</param>
/// <param name="spawned">对象是否已被获取。</param>
/// <returns>创建的内部对象。</returns>
public static Object<T> Create(T obj, bool spawned)
{
if (obj == null)
{
throw new GameFrameworkException("Object is invalid.");
}
Object<T> internalObject = ReferencePool.Acquire<Object<T>>();
internalObject.m_Object = obj;
internalObject.m_SpawnCount = spawned ? 1 : 0;
if (spawned)
{
obj.OnSpawn();
}
return internalObject;
}
/// <summary>
/// 清理内部对象。
/// </summary>
public void Clear()
{
m_Object = null;
m_SpawnCount = 0;
}
/// <summary>
/// 查看对象。
/// </summary>
/// <returns>对象。</returns>
public T Peek()
{
return m_Object;
}
/// <summary>
/// 获取对象。
/// </summary>
/// <returns>对象。</returns>
public T Spawn()
{
m_SpawnCount++;
m_Object.LastUseTime = DateTime.UtcNow;
m_Object.OnSpawn();
return m_Object;
}
/// <summary>
/// 回收对象。
/// </summary>
public void Unspawn()
{
if(m_SpawnCount == 0)
{
return;
}
m_Object.OnUnspawn();
m_Object.LastUseTime = DateTime.UtcNow;
m_SpawnCount--;
if (m_SpawnCount < 0)
{
throw new GameFrameworkException(Utility.Text.Format("Object '{0}' spawn count is less than 0.", Name));
}
}
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="isShutdown">是否是关闭对象池时触发。</param>
public void Release(bool isShutdown)
{
m_Object.Release(isShutdown);
ReferencePool.Release(m_Object);
}
}
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
namespace SHFrame
{
internal sealed partial class ObjectPoolManager : ModuleImp, IObjectPoolManager
{
/// <summary>
/// 对象池。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
private sealed class ObjectPool<T> : ObjectPoolBase, IObjectPool<T> where T : ObjectBase
{
private readonly GameFrameworkMultiDictionary<string, Object<T>> m_Objects;
private readonly Dictionary<object, Object<T>> m_ObjectMap;
private readonly ReleaseObjectFilterCallback<T> m_DefaultReleaseObjectFilterCallback;
private readonly List<T> m_CachedCanReleaseObjects;
private readonly List<T> m_CachedToReleaseObjects;
private readonly bool m_AllowMultiSpawn;
private float m_AutoReleaseInterval;
private int m_Capacity;
private float m_ExpireTime;
private int m_Priority;
private float m_AutoReleaseTime;
/// <summary>
/// 初始化对象池的新实例。
/// </summary>
/// <param name="name">对象池名称。</param>
/// <param name="allowMultiSpawn">是否允许对象被多次获取。</param>
/// <param name="autoReleaseInterval">对象池自动释放可释放对象的间隔秒数。</param>
/// <param name="capacity">对象池的容量。</param>
/// <param name="expireTime">对象池对象过期秒数。</param>
/// <param name="priority">对象池的优先级。</param>
public ObjectPool(string name, bool allowMultiSpawn, float autoReleaseInterval, int capacity, float expireTime, int priority)
: base(name)
{
m_Objects = new GameFrameworkMultiDictionary<string, Object<T>>();
m_ObjectMap = new Dictionary<object, Object<T>>();
m_DefaultReleaseObjectFilterCallback = DefaultReleaseObjectFilterCallback;
m_CachedCanReleaseObjects = new List<T>();
m_CachedToReleaseObjects = new List<T>();
m_AllowMultiSpawn = allowMultiSpawn;
m_AutoReleaseInterval = autoReleaseInterval;
Capacity = capacity;
ExpireTime = expireTime;
m_Priority = priority;
m_AutoReleaseTime = 0f;
}
/// <summary>
/// 获取对象池对象类型。
/// </summary>
public override Type ObjectType
{
get
{
return typeof(T);
}
}
/// <summary>
/// 获取对象池中对象的数量。
/// </summary>
public override int Count
{
get
{
return m_ObjectMap.Count;
}
}
/// <summary>
/// 获取对象池中能被释放的对象的数量。
/// </summary>
public override int CanReleaseCount
{
get
{
GetCanReleaseObjects(m_CachedCanReleaseObjects);
return m_CachedCanReleaseObjects.Count;
}
}
/// <summary>
/// 获取是否允许对象被多次获取。
/// </summary>
public override bool AllowMultiSpawn
{
get
{
return m_AllowMultiSpawn;
}
}
/// <summary>
/// 获取或设置对象池自动释放可释放对象的间隔秒数。
/// </summary>
public override float AutoReleaseInterval
{
get
{
return m_AutoReleaseInterval;
}
set
{
m_AutoReleaseInterval = value;
}
}
/// <summary>
/// 获取或设置对象池的容量。
/// </summary>
public override int Capacity
{
get
{
return m_Capacity;
}
set
{
if (value < 0)
{
throw new GameFrameworkException("Capacity is invalid.");
}
if (m_Capacity == value)
{
return;
}
m_Capacity = value;
Release();
}
}
/// <summary>
/// 获取或设置对象池对象过期秒数。
/// </summary>
public override float ExpireTime
{
get
{
return m_ExpireTime;
}
set
{
if (value < 0f)
{
throw new GameFrameworkException("ExpireTime is invalid.");
}
if (ExpireTime == value)
{
return;
}
m_ExpireTime = value;
Release();
}
}
/// <summary>
/// 获取或设置对象池的优先级。
/// </summary>
public override int Priority
{
get
{
return m_Priority;
}
set
{
m_Priority = value;
}
}
/// <summary>
/// 创建对象。
/// </summary>
/// <param name="obj">对象。</param>
/// <param name="spawned">对象是否已被获取。</param>
public void Register(T obj, bool spawned)
{
if (obj == null)
{
throw new GameFrameworkException("Object is invalid.");
}
Object<T> internalObject = Object<T>.Create(obj, spawned);
m_Objects.Add(obj.Name, internalObject);
m_ObjectMap.Add(obj.Target, internalObject);
if (Count > m_Capacity)
{
Release();
}
}
/// <summary>
/// 检查对象。
/// </summary>
/// <returns>要检查的对象是否存在。</returns>
public bool CanSpawn()
{
return CanSpawn(string.Empty);
}
/// <summary>
/// 检查对象。
/// </summary>
/// <param name="name">对象名称。</param>
/// <returns>要检查的对象是否存在。</returns>
public bool CanSpawn(string name)
{
if (name == null)
{
throw new GameFrameworkException("Name is invalid.");
}
GameFrameworkLinkedListRange<Object<T>> objectRange = default(GameFrameworkLinkedListRange<Object<T>>);
if (m_Objects.TryGetValue(name, out objectRange))
{
foreach (Object<T> internalObject in objectRange)
{
if (m_AllowMultiSpawn || !internalObject.IsInUse)
{
return true;
}
}
}
return false;
}
/// <summary>
/// 获取对象。
/// </summary>
/// <returns>要获取的对象。</returns>
public T Spawn()
{
return Spawn(string.Empty);
}
/// <summary>
/// 获取对象。
/// </summary>
/// <param name="name">对象名称。</param>
/// <returns>要获取的对象。</returns>
public T Spawn(string name)
{
if (name == null)
{
throw new GameFrameworkException("Name is invalid.");
}
GameFrameworkLinkedListRange<Object<T>> objectRange = default(GameFrameworkLinkedListRange<Object<T>>);
if (m_Objects.TryGetValue(name, out objectRange))
{
foreach (Object<T> internalObject in objectRange)
{
if (m_AllowMultiSpawn || !internalObject.IsInUse)
{
return internalObject.Spawn();
}
}
}
return null;
}
/// <summary>
/// 回收对象。
/// </summary>
/// <param name="obj">要回收的对象。</param>
public void Unspawn(T obj)
{
if (obj == null)
{
throw new GameFrameworkException("Object is invalid.");
}
Unspawn(obj.Target);
}
/// <summary>
/// 回收对象。
/// </summary>
/// <param name="target">要回收的对象。</param>
public void Unspawn(object target)
{
if (target == null)
{
throw new GameFrameworkException("Target is invalid.");
}
Object<T> internalObject = GetObject(target);
if (internalObject != null)
{
internalObject.Unspawn();
if (Count > m_Capacity && internalObject.SpawnCount <= 0)
{
Release();
}
}
else
{
throw new GameFrameworkException(Utility.Text.Format("Can not find target in object pool '{0}', target type is '{1}', target value is '{2}'.", new TypeNamePair(typeof(T), Name), target.GetType().FullName, target));
}
}
/// <summary>
/// 设置对象是否被加锁。
/// </summary>
/// <param name="obj">要设置被加锁的对象。</param>
/// <param name="locked">是否被加锁。</param>
public void SetLocked(T obj, bool locked)
{
if (obj == null)
{
throw new GameFrameworkException("Object is invalid.");
}
SetLocked(obj.Target, locked);
}
/// <summary>
/// 设置对象是否被加锁。
/// </summary>
/// <param name="target">要设置被加锁的对象。</param>
/// <param name="locked">是否被加锁。</param>
public void SetLocked(object target, bool locked)
{
if (target == null)
{
throw new GameFrameworkException("Target is invalid.");
}
Object<T> internalObject = GetObject(target);
if (internalObject != null)
{
internalObject.Locked = locked;
}
else
{
throw new GameFrameworkException(Utility.Text.Format("Can not find target in object pool '{0}', target type is '{1}', target value is '{2}'.", new TypeNamePair(typeof(T), Name), target.GetType().FullName, target));
}
}
/// <summary>
/// 设置对象的优先级。
/// </summary>
/// <param name="obj">要设置优先级的对象。</param>
/// <param name="priority">优先级。</param>
public void SetPriority(T obj, int priority)
{
if (obj == null)
{
throw new GameFrameworkException("Object is invalid.");
}
SetPriority(obj.Target, priority);
}
/// <summary>
/// 设置对象的优先级。
/// </summary>
/// <param name="target">要设置优先级的对象。</param>
/// <param name="priority">优先级。</param>
public void SetPriority(object target, int priority)
{
if (target == null)
{
throw new GameFrameworkException("Target is invalid.");
}
Object<T> internalObject = GetObject(target);
if (internalObject != null)
{
internalObject.Priority = priority;
}
else
{
throw new GameFrameworkException(Utility.Text.Format("Can not find target in object pool '{0}', target type is '{1}', target value is '{2}'.", new TypeNamePair(typeof(T), Name), target.GetType().FullName, target));
}
}
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="obj">要释放的对象。</param>
/// <returns>释放对象是否成功。</returns>
public bool ReleaseObject(T obj)
{
if (obj == null)
{
throw new GameFrameworkException("Object is invalid.");
}
return ReleaseObject(obj.Target);
}
/// <summary>
/// 释放对象。
/// </summary>
/// <param name="target">要释放的对象。</param>
/// <returns>释放对象是否成功。</returns>
public bool ReleaseObject(object target)
{
if (target == null)
{
throw new GameFrameworkException("Target is invalid.");
}
Object<T> internalObject = GetObject(target);
if (internalObject == null)
{
return false;
}
if (internalObject.IsInUse || internalObject.Locked || !internalObject.CustomCanReleaseFlag)
{
return false;
}
m_Objects.Remove(internalObject.Name, internalObject);
m_ObjectMap.Remove(internalObject.Peek().Target);
internalObject.Release(false);
ReferencePool.Release(internalObject);
return true;
}
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
public override void Release()
{
Release(Count - m_Capacity, m_DefaultReleaseObjectFilterCallback);
}
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
/// <param name="toReleaseCount">尝试释放对象数量。</param>
public override void Release(int toReleaseCount)
{
Release(toReleaseCount, m_DefaultReleaseObjectFilterCallback);
}
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
/// <param name="releaseObjectFilterCallback">释放对象筛选函数。</param>
public void Release(ReleaseObjectFilterCallback<T> releaseObjectFilterCallback)
{
Release(Count - m_Capacity, releaseObjectFilterCallback);
}
/// <summary>
/// 释放对象池中的可释放对象。
/// </summary>
/// <param name="toReleaseCount">尝试释放对象数量。</param>
/// <param name="releaseObjectFilterCallback">释放对象筛选函数。</param>
public void Release(int toReleaseCount, ReleaseObjectFilterCallback<T> releaseObjectFilterCallback)
{
if (releaseObjectFilterCallback == null)
{
throw new GameFrameworkException("Release object filter callback is invalid.");
}
if (toReleaseCount < 0)
{
toReleaseCount = 0;
}
DateTime expireTime = DateTime.MinValue;
if (m_ExpireTime < float.MaxValue)
{
expireTime = DateTime.UtcNow.AddSeconds(-m_ExpireTime);
}
m_AutoReleaseTime = 0f;
GetCanReleaseObjects(m_CachedCanReleaseObjects);
List<T> toReleaseObjects = releaseObjectFilterCallback(m_CachedCanReleaseObjects, toReleaseCount, expireTime);
if (toReleaseObjects == null || toReleaseObjects.Count <= 0)
{
return;
}
foreach (T toReleaseObject in toReleaseObjects)
{
ReleaseObject(toReleaseObject);
}
}
/// <summary>
/// 释放对象池中的所有未使用对象。
/// </summary>
public override void ReleaseAllUnused()
{
m_AutoReleaseTime = 0f;
GetCanReleaseObjects(m_CachedCanReleaseObjects);
foreach (T toReleaseObject in m_CachedCanReleaseObjects)
{
ReleaseObject(toReleaseObject);
}
}
/// <summary>
/// 获取所有对象信息。
/// </summary>
/// <returns>所有对象信息。</returns>
public override ObjectInfo[] GetAllObjectInfos()
{
List<ObjectInfo> results = new List<ObjectInfo>();
foreach (KeyValuePair<string, GameFrameworkLinkedListRange<Object<T>>> objectRanges in m_Objects)
{
foreach (Object<T> internalObject in objectRanges.Value)
{
results.Add(new ObjectInfo(internalObject.Name, internalObject.Locked, internalObject.CustomCanReleaseFlag, internalObject.Priority, internalObject.LastUseTime, internalObject.SpawnCount));
}
}
return results.ToArray();
}
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
m_AutoReleaseTime += realElapseSeconds;
if (m_AutoReleaseTime < m_AutoReleaseInterval)
{
return;
}
Release();
}
internal override void Shutdown()
{
foreach (KeyValuePair<object, Object<T>> objectInMap in m_ObjectMap)
{
objectInMap.Value.Release(true);
ReferencePool.Release(objectInMap.Value);
}
m_Objects.Clear();
m_ObjectMap.Clear();
m_CachedCanReleaseObjects.Clear();
m_CachedToReleaseObjects.Clear();
}
private Object<T> GetObject(object target)
{
if (target == null)
{
throw new GameFrameworkException("Target is invalid.");
}
Object<T> internalObject = null;
if (m_ObjectMap.TryGetValue(target, out internalObject))
{
return internalObject;
}
return null;
}
private void GetCanReleaseObjects(List<T> results)
{
if (results == null)
{
throw new GameFrameworkException("Results is invalid.");
}
results.Clear();
foreach (KeyValuePair<object, Object<T>> objectInMap in m_ObjectMap)
{
Object<T> internalObject = objectInMap.Value;
if (internalObject.IsInUse || internalObject.Locked || !internalObject.CustomCanReleaseFlag)
{
continue;
}
results.Add(internalObject.Peek());
}
}
private List<T> DefaultReleaseObjectFilterCallback(List<T> candidateObjects, int toReleaseCount, DateTime expireTime)
{
m_CachedToReleaseObjects.Clear();
if (expireTime > DateTime.MinValue)
{
for (int i = candidateObjects.Count - 1; i >= 0; i--)
{
if (candidateObjects[i].LastUseTime <= expireTime)
{
m_CachedToReleaseObjects.Add(candidateObjects[i]);
candidateObjects.RemoveAt(i);
continue;
}
}
toReleaseCount -= m_CachedToReleaseObjects.Count;
}
for (int i = 0; toReleaseCount > 0 && i < candidateObjects.Count; i++)
{
for (int j = i + 1; j < candidateObjects.Count; j++)
{
if (candidateObjects[i].Priority > candidateObjects[j].Priority
|| candidateObjects[i].Priority == candidateObjects[j].Priority && candidateObjects[i].LastUseTime > candidateObjects[j].LastUseTime)
{
T temp = candidateObjects[i];
candidateObjects[i] = candidateObjects[j];
candidateObjects[j] = temp;
}
}
m_CachedToReleaseObjects.Add(candidateObjects[i]);
toReleaseCount--;
}
return m_CachedToReleaseObjects;
}
}
}
}

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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using System;
using System.Collections.Generic;
namespace SHFrame
{
/// <summary>
/// 释放对象筛选函数。
/// </summary>
/// <typeparam name="T">对象类型。</typeparam>
/// <param name="candidateObjects">要筛选的对象集合。</param>
/// <param name="toReleaseCount">需要释放的对象数量。</param>
/// <param name="expireTime">对象过期参考时间。</param>
/// <returns>经筛选需要释放的对象集合。</returns>
public delegate List<T> ReleaseObjectFilterCallback<T>(List<T> candidateObjects, int toReleaseCount, DateTime expireTime) where T : ObjectBase;
}

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using System;
namespace SHFrame
{
/// <summary>
/// 流程管理器接口。
/// </summary>
public interface IProcedureManager
{
/// <summary>
/// 获取当前流程。
/// </summary>
ProcedureBase CurrentProcedure
{
get;
}
/// <summary>
/// 获取当前流程持续时间。
/// </summary>
float CurrentProcedureTime
{
get;
}
/// <summary>
/// 初始化流程管理器。
/// </summary>
/// <param name="fsmManager">有限状态机管理器。</param>
/// <param name="procedures">流程管理器包含的流程。</param>
void Initialize(FSM.IFsmManager fsmManager, params ProcedureBase[] procedures);
/// <summary>
/// 开始流程。
/// </summary>
/// <typeparam name="T">要开始的流程类型。</typeparam>
void StartProcedure<T>() where T : ProcedureBase;
/// <summary>
/// 开始流程。
/// </summary>
/// <param name="procedureType">要开始的流程类型。</param>
void StartProcedure(Type procedureType);
/// <summary>
/// 是否存在流程。
/// </summary>
/// <typeparam name="T">要检查的流程类型。</typeparam>
/// <returns>是否存在流程。</returns>
bool HasProcedure<T>() where T : ProcedureBase;
/// <summary>
/// 是否存在流程。
/// </summary>
/// <param name="procedureType">要检查的流程类型。</param>
/// <returns>是否存在流程。</returns>
bool HasProcedure(Type procedureType);
/// <summary>
/// 获取流程。
/// </summary>
/// <typeparam name="T">要获取的流程类型。</typeparam>
/// <returns>要获取的流程。</returns>
ProcedureBase GetProcedure<T>() where T : ProcedureBase;
/// <summary>
/// 获取流程。
/// </summary>
/// <param name="procedureType">要获取的流程类型。</param>
/// <returns>要获取的流程。</returns>
ProcedureBase GetProcedure(Type procedureType);
}
}

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using ProcedureOwner = SHFrame.FSM.IFsm<SHFrame.IProcedureManager>;
namespace SHFrame
{
/// <summary>
/// 流程基类。
/// </summary>
public abstract class ProcedureBase : FSM.FsmState<IProcedureManager>
{
/// <summary>
/// 状态初始化时调用。
/// </summary>
/// <param name="procedureOwner">流程持有者。</param>
protected internal override void OnInit(ProcedureOwner procedureOwner)
{
base.OnInit(procedureOwner);
}
/// <summary>
/// 进入状态时调用。
/// </summary>
/// <param name="procedureOwner">流程持有者。</param>
protected internal override void OnEnter(ProcedureOwner procedureOwner)
{
base.OnEnter(procedureOwner);
}
/// <summary>
/// 状态轮询时调用。
/// </summary>
/// <param name="procedureOwner">流程持有者。</param>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
protected internal override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
{
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
}
/// <summary>
/// 离开状态时调用。
/// </summary>
/// <param name="procedureOwner">流程持有者。</param>
/// <param name="isShutdown">是否是关闭状态机时触发。</param>
protected internal override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
{
base.OnLeave(procedureOwner, isShutdown);
}
/// <summary>
/// 状态销毁时调用。
/// </summary>
/// <param name="procedureOwner">流程持有者。</param>
protected internal override void OnDestroy(ProcedureOwner procedureOwner)
{
base.OnDestroy(procedureOwner);
}
}
}

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using System;
namespace SHFrame
{
/// <summary>
/// 流程管理器。
/// </summary>
internal sealed class ProcedureManager : ModuleImp, IProcedureManager
{
private FSM.IFsmManager m_FsmManager;
private FSM.IFsm<IProcedureManager> m_ProcedureFsm;
/// <summary>
/// 初始化流程管理器的新实例。
/// </summary>
public ProcedureManager()
{
m_FsmManager = null;
m_ProcedureFsm = null;
}
/// <summary>
/// 获取游戏框架模块优先级。
/// </summary>
/// <remarks>优先级较高的模块会优先轮询,并且关闭操作会后进行。</remarks>
internal override int Priority
{
get
{
return -2;
}
}
/// <summary>
/// 获取当前流程。
/// </summary>
public ProcedureBase CurrentProcedure
{
get
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
return (ProcedureBase)m_ProcedureFsm.CurrentState;
}
}
/// <summary>
/// 获取当前流程持续时间。
/// </summary>
public float CurrentProcedureTime
{
get
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
return m_ProcedureFsm.CurrentStateTime;
}
}
/// <summary>
/// 流程管理器轮询。
/// </summary>
/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
internal override void Update(float elapseSeconds, float realElapseSeconds)
{
}
/// <summary>
/// 关闭并清理流程管理器。
/// </summary>
internal override void Shutdown()
{
if (m_FsmManager != null)
{
if (m_ProcedureFsm != null)
{
m_FsmManager.DestroyFsm(m_ProcedureFsm);
m_ProcedureFsm = null;
}
m_FsmManager = null;
}
}
/// <summary>
/// 初始化流程管理器。
/// </summary>
/// <param name="fsmManager">有限状态机管理器。</param>
/// <param name="procedures">流程管理器包含的流程。</param>
public void Initialize(FSM.IFsmManager fsmManager, params ProcedureBase[] procedures)
{
if (fsmManager == null)
{
throw new GameFrameworkException("FSM manager is invalid.");
}
m_FsmManager = fsmManager;
m_ProcedureFsm = m_FsmManager.CreateFsm(this, procedures);
}
/// <summary>
/// 开始流程。
/// </summary>
/// <typeparam name="T">要开始的流程类型。</typeparam>
public void StartProcedure<T>() where T : ProcedureBase
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
m_ProcedureFsm.Start<T>();
}
/// <summary>
/// 开始流程。
/// </summary>
/// <param name="procedureType">要开始的流程类型。</param>
public void StartProcedure(Type procedureType)
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
m_ProcedureFsm.Start(procedureType);
}
/// <summary>
/// 是否存在流程。
/// </summary>
/// <typeparam name="T">要检查的流程类型。</typeparam>
/// <returns>是否存在流程。</returns>
public bool HasProcedure<T>() where T : ProcedureBase
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
return m_ProcedureFsm.HasState<T>();
}
/// <summary>
/// 是否存在流程。
/// </summary>
/// <param name="procedureType">要检查的流程类型。</param>
/// <returns>是否存在流程。</returns>
public bool HasProcedure(Type procedureType)
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
return m_ProcedureFsm.HasState(procedureType);
}
/// <summary>
/// 获取流程。
/// </summary>
/// <typeparam name="T">要获取的流程类型。</typeparam>
/// <returns>要获取的流程。</returns>
public ProcedureBase GetProcedure<T>() where T : ProcedureBase
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
return m_ProcedureFsm.GetState<T>();
}
/// <summary>
/// 获取流程。
/// </summary>
/// <param name="procedureType">要获取的流程类型。</param>
/// <returns>要获取的流程。</returns>
public ProcedureBase GetProcedure(Type procedureType)
{
if (m_ProcedureFsm == null)
{
throw new GameFrameworkException("You must initialize procedure first.");
}
return (ProcedureBase)m_ProcedureFsm.GetState(procedureType);
}
}
}

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using System;
using System.Collections;
using UnityEngine;
namespace SHFrame
{
[DisallowMultipleComponent]
public sealed class ProcedureModule : Module
{
private IProcedureManager m_ProcedureManager = null;
private ProcedureBase m_EntranceProcedure = null;
[SerializeField] private string[] m_AvailableProcedureTypeNames = null;
[SerializeField] private string m_EntranceProcedureTypeName = null;
/// <summary>
/// 获取当前流程。
/// </summary>
public ProcedureBase CurrentProcedure
{
get { return m_ProcedureManager.CurrentProcedure; }
}
/// <summary>
/// 获取当前流程持续时间。
/// </summary>
public float CurrentProcedureTime
{
get { return m_ProcedureManager.CurrentProcedureTime; }
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
m_ProcedureManager = ModuleImpSystem.GetModule<IProcedureManager>();
if (m_ProcedureManager == null)
{
Log.Fatal("Procedure manager is invalid.");
return;
}
}
private IEnumerator Start()
{
ProcedureBase[] procedures = new ProcedureBase[m_AvailableProcedureTypeNames.Length];
for (int i = 0; i < m_AvailableProcedureTypeNames.Length; i++)
{
Type procedureType = Utility.Assembly.GetType(m_AvailableProcedureTypeNames[i]);
if (procedureType == null)
{
Log.Error("Can not find procedure type '{0}'.", m_AvailableProcedureTypeNames[i]);
yield break;
}
procedures[i] = (ProcedureBase)Activator.CreateInstance(procedureType);
if (procedures[i] == null)
{
Log.Error("Can not create procedure instance '{0}'.", m_AvailableProcedureTypeNames[i]);
yield break;
}
if (m_EntranceProcedureTypeName == m_AvailableProcedureTypeNames[i])
{
m_EntranceProcedure = procedures[i];
}
}
if (m_EntranceProcedure == null)
{
Log.Error("Entrance procedure is invalid.");
yield break;
}
m_ProcedureManager.Initialize(ModuleImpSystem.GetModule<FSM.IFsmManager>(), procedures);
yield return new WaitForEndOfFrame();
m_ProcedureManager.StartProcedure(m_EntranceProcedure.GetType());
}
/// <summary>
/// 是否存在流程。
/// </summary>
/// <typeparam name="T">要检查的流程类型。</typeparam>
/// <returns>是否存在流程。</returns>
public bool HasProcedure<T>() where T : ProcedureBase
{
return m_ProcedureManager.HasProcedure<T>();
}
/// <summary>
/// 是否存在流程。
/// </summary>
/// <param name="procedureType">要检查的流程类型。</param>
/// <returns>是否存在流程。</returns>
public bool HasProcedure(Type procedureType)
{
return m_ProcedureManager.HasProcedure(procedureType);
}
/// <summary>
/// 获取流程。
/// </summary>
/// <typeparam name="T">要获取的流程类型。</typeparam>
/// <returns>要获取的流程。</returns>
public ProcedureBase GetProcedure<T>() where T : ProcedureBase
{
return m_ProcedureManager.GetProcedure<T>();
}
/// <summary>
/// 获取流程。
/// </summary>
/// <param name="procedureType">要获取的流程类型。</param>
/// <returns>要获取的流程。</returns>
public ProcedureBase GetProcedure(Type procedureType)
{
return m_ProcedureManager.GetProcedure(procedureType);
}
/// <summary>
/// 重启流程。
/// <remarks>默认使用第一个流程作为启动流程。</remarks>
/// </summary>
/// <param name="defaultIndex"></param>
/// <param name="procedures">新的的流程。</param>
/// <returns>是否重启成功。</returns>
/// <exception cref="GameFrameworkException">重启异常。</exception>
public bool RestartProcedure(int defaultIndex, params ProcedureBase[] procedures)
{
if (procedures == null || procedures.Length <= 0)
{
throw new GameFrameworkException("RestartProcedure Failed procedures is invalid.");
}
FSM.IFsmManager fsmManager = ModuleImpSystem.GetModule<FSM.IFsmManager>();
if (!fsmManager.DestroyFsm<IProcedureManager>())
{
return false;
}
m_ProcedureManager = null;
m_ProcedureManager = ModuleImpSystem.GetModule<IProcedureManager>();
m_ProcedureManager.Initialize(fsmManager, procedures);
m_ProcedureManager.StartProcedure(procedures[defaultIndex].GetType());
return true;
}
}
}

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using System;
using UnityEngine;
namespace SHFrame
{
/// <summary>
/// 基础模块。
/// </summary>
[DisallowMultipleComponent]
public sealed class RootModule : Module
{
private const int DefaultDpi = 96; // default windows dpi
private float m_GameSpeedBeforePause = 1f;
// [SerializeField]
// private Language m_EditorLanguage = Language.Unspecified;
[SerializeField]
private string m_TextHelperTypeName = "SHFrame.DefaultTextHelper";
[SerializeField]
private string m_VersionHelperTypeName = "SHFrame.DefaultVersionHelper";
[SerializeField]
private string m_LogHelperTypeName = "SHFrame.DefaultLogHelper";
[SerializeField]
private string m_JsonHelperTypeName = "SHFrame.DefaultJsonHelper";
[SerializeField]
private int m_FrameRate = 120;
[SerializeField]
private float m_GameSpeed = 1f;
[SerializeField]
private bool m_RunInBackground = true;
[SerializeField]
private bool m_NeverSleep = true;
// /// <summary>
// /// 获取或设置编辑器语言(仅编辑器内有效)。
// /// </summary>
// public Language EditorLanguage
// {
// get => m_EditorLanguage;
// set => m_EditorLanguage = value;
// }
/// <summary>
/// 获取或设置游戏帧率。
/// </summary>
public int FrameRate
{
get => m_FrameRate;
set => Application.targetFrameRate = m_FrameRate = value;
}
/// <summary>
/// 获取或设置游戏速度。
/// </summary>
public float GameSpeed
{
get => m_GameSpeed;
set => Time.timeScale = m_GameSpeed = value >= 0f ? value : 0f;
}
/// <summary>
/// 获取游戏是否暂停。
/// </summary>
public bool IsGamePaused => m_GameSpeed <= 0f;
/// <summary>
/// 获取是否正常游戏速度。
/// </summary>
public bool IsNormalGameSpeed => Math.Abs(m_GameSpeed - 1f) < 0.01f;
/// <summary>
/// 获取或设置是否允许后台运行。
/// </summary>
public bool RunInBackground
{
get => m_RunInBackground;
set => Application.runInBackground = m_RunInBackground = value;
}
/// <summary>
/// 获取或设置是否禁止休眠。
/// </summary>
public bool NeverSleep
{
get => m_NeverSleep;
set
{
m_NeverSleep = value;
Screen.sleepTimeout = value ? SleepTimeout.NeverSleep : SleepTimeout.SystemSetting;
}
}
/// <summary>
/// 游戏框架模块初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
InitTextHelper();
InitVersionHelper();
InitLogHelper();
Log.Info("Version: {0}", Version.GameFrameworkVersion);
Log.Info("Game Version: {0} ({1})", Version.GameVersion, Version.InternalGameVersion);
Log.Info("Unity Version: {0}", Application.unityVersion);
InitJsonHelper();
Utility.Converter.ScreenDpi = Screen.dpi;
if (Utility.Converter.ScreenDpi <= 0)
{
Utility.Converter.ScreenDpi = DefaultDpi;
}
Time.timeScale = m_GameSpeed;
Application.runInBackground = m_RunInBackground;
Screen.sleepTimeout = m_NeverSleep ? SleepTimeout.NeverSleep : SleepTimeout.SystemSetting;
Application.lowMemory += OnLowMemory;
GameTime.StartFrame();
}
private void Update()
{
GameTime.StartFrame();
ModuleImpSystem.Update(GameTime.deltaTime, GameTime.unscaledDeltaTime);
}
private void FixedUpdate()
{
GameTime.StartFrame();
}
private void LateUpdate()
{
GameTime.StartFrame();
}
private void OnApplicationQuit()
{
Application.lowMemory -= OnLowMemory;
StopAllCoroutines();
}
private void OnDestroy()
{
ModuleImpSystem.Shutdown();
}
/// <summary>
/// 暂停游戏。
/// </summary>
public void PauseGame()
{
if (IsGamePaused)
{
return;
}
m_GameSpeedBeforePause = GameSpeed;
GameSpeed = 0f;
}
/// <summary>
/// 恢复游戏。
/// </summary>
public void ResumeGame()
{
if (!IsGamePaused)
{
return;
}
GameSpeed = m_GameSpeedBeforePause;
}
/// <summary>
/// 重置为正常游戏速度。
/// </summary>
public void ResetNormalGameSpeed()
{
if (IsNormalGameSpeed)
{
return;
}
GameSpeed = 1f;
}
internal void Shutdown()
{
Destroy(gameObject);
}
private void InitTextHelper()
{
if (string.IsNullOrEmpty(m_TextHelperTypeName))
{
return;
}
Type textHelperType = Utility.Assembly.GetType(m_TextHelperTypeName);
if (textHelperType == null)
{
Log.Error("Can not find text helper type '{0}'.", m_TextHelperTypeName);
return;
}
Utility.Text.ITextHelper textHelper = (Utility.Text.ITextHelper)Activator.CreateInstance(textHelperType);
if (textHelper == null)
{
Log.Error("Can not create text helper instance '{0}'.", m_TextHelperTypeName);
return;
}
Utility.Text.SetTextHelper(textHelper);
}
private void InitVersionHelper()
{
if (string.IsNullOrEmpty(m_VersionHelperTypeName))
{
return;
}
Type versionHelperType = Utility.Assembly.GetType(m_VersionHelperTypeName);
if (versionHelperType == null)
{
throw new GameFrameworkException(Utility.Text.Format("Can not find version helper type '{0}'.", m_VersionHelperTypeName));
}
Version.IVersionHelper versionHelper = (Version.IVersionHelper)Activator.CreateInstance(versionHelperType);
if (versionHelper == null)
{
throw new GameFrameworkException(Utility.Text.Format("Can not create version helper instance '{0}'.", m_VersionHelperTypeName));
}
Version.SetVersionHelper(versionHelper);
}
private void InitLogHelper()
{
if (string.IsNullOrEmpty(m_LogHelperTypeName))
{
return;
}
Type logHelperType = Utility.Assembly.GetType(m_LogHelperTypeName);
if (logHelperType == null)
{
throw new GameFrameworkException(Utility.Text.Format("Can not find log helper type '{0}'.", m_LogHelperTypeName));
}
GameFrameworkLog.ILogHelper logHelper = (GameFrameworkLog.ILogHelper)Activator.CreateInstance(logHelperType);
if (logHelper == null)
{
throw new GameFrameworkException(Utility.Text.Format("Can not create log helper instance '{0}'.", m_LogHelperTypeName));
}
GameFrameworkLog.SetLogHelper(logHelper);
}
private void InitJsonHelper()
{
if (string.IsNullOrEmpty(m_JsonHelperTypeName))
{
return;
}
Type jsonHelperType = Utility.Assembly.GetType(m_JsonHelperTypeName);
if (jsonHelperType == null)
{
Log.Error("Can not find JSON helper type '{0}'.", m_JsonHelperTypeName);
return;
}
Utility.Json.IJsonHelper jsonHelper = (Utility.Json.IJsonHelper)Activator.CreateInstance(jsonHelperType);
if (jsonHelper == null)
{
Log.Error("Can not create JSON helper instance '{0}'.", m_JsonHelperTypeName);
return;
}
Utility.Json.SetJsonHelper(jsonHelper);
}
private void OnLowMemory()
{
Log.Warning("Low memory reported...");
ObjectPoolModule objectPoolModule = ModuleSystem.GetModule<ObjectPoolModule>();
if (objectPoolModule != null)
{
objectPoolModule.ReleaseAllUnused();
}
// 卸载所有不在使用的资源
// ResourceModule resourceModule = ModuleSystem.GetModule<ResourceModule>();
// if (resourceModule != null)
// {
// resourceModule.ForceUnloadUnusedAssets(true);
// }
}
}
}

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