JisolGame/JNFrame2/Assets/JNGame/Sync/JNSyncDefaultService.cs
PC-20230316NUNE\Administrator 77b305be7a 提交
2024-08-31 21:05:29 +08:00

141 lines
3.6 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using Entitas;
using JNGame.Sync.Entity;
using JNGame.Sync.Frame.Entity;
using JNGame.Sync.Frame.Service;
using JNGame.Sync.System;
using JNGame.Sync.System.View;
using UnityEngine;
namespace JNGame.Sync.Frame
{
public abstract class JNSyncDefaultService : JNSyncService
{
private SBaseSystem[] _allSystems;
protected override JNBaseSystem[] AllSystems => _allSystems;
public JNContexts Contexts;
public abstract bool IsStartGame { get; }
public JNSyncDefaultService() : base()
{
}
public override void Initialize()
{
base.Initialize();
Contexts = CreateContexts();
Contexts.Sync = this;
Contexts.InitReference(this);
var systems = new List<SBaseSystem>();
systems.Add(CreateRandom());
systems.AddRange(NewLogicSystems());
systems.AddRange(NewDataSystems());
systems.AddRange(NewViewSystems());
_allSystems = systems.ToArray();
foreach (var system in _allSystems)
{
system.Sync = this;
system.Contexts = Contexts;
Add(system);
}
Debug.Log("Initialize");
}
public override Systems Add(ISystem system)
{
(system as SLogicSystem)?.OnSyncStart();
return base.Add(system);
}
public virtual JNContexts CreateContexts()
{
return new JNContexts();
}
//随机数系统
public virtual JNRandomSystem CreateRandom()
{
return new JNRandomSystem(1000);
}
public virtual SLogicSystem[] NewLogicSystems()
{
return Array.Empty<SLogicSystem>();
}
public virtual SDataSystemBase[] NewDataSystems()
{
return Array.Empty<SDataSystemBase>();
}
public virtual SViewSystem[] NewViewSystems()
{
return Array.Empty<SViewSystem>();
}
/// <summary>
/// 自动更新视图帧
/// </summary>
public override void Execute()
{
#if (!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR)
if (paused) return;
#endif
base.Execute();
}
/// <summary>
/// 推逻辑帧
/// </summary>
public void Simulate()
{
#if (!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR)
SyncDuration = 0;
var timeSimulate = DateTime.Now.Ticks;
#endif
for (int i = 0; i < _syncSystems.Count; i++)
{
#if (!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR)
if (syncSystemInfos[i].isActive){
var time = DateTime.Now.Ticks;
_syncSystems[i].OnSyncUpdate(DeltaTime);
double time1 = (DateTime.Now.Ticks - time) / 10000f;
syncSystemInfos[i].AddSyncUpdateDuration(time1);
}
#else
_syncSystems[i].OnSyncUpdate(DeltaTime);
#endif
}
//给实体推帧
Contexts.Simulate();
#if (!ENTITAS_DISABLE_VISUAL_DEBUGGING && UNITY_EDITOR)
SyncDuration = (DateTime.Now.Ticks - timeSimulate) / 10000f;
#endif
}
}
}