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2025-04-18 19:18:15 +08:00
using System;
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 通过LogicSys来驱动且具备Unity完整生命周期的单例不继承MonoBehaviour
/// <remarks>Update、FixUpdate以及LateUpdate这些敏感帧更新需要加上对应的Attribute以最优化性能。</remarks>
/// </summary>
/// <typeparam name="T">完整生命周期的类型。</typeparam>
public abstract class BehaviourSingleton<T> : BaseBehaviourSingleton where T : BaseBehaviourSingleton, new()
{
private static T _instance;
public static T Instance
{
get
{
if (null == _instance)
{
_instance = new T();
Log.Assert(_instance != null);
_instance.Awake();
RegSingleton(_instance);
}
return _instance;
}
}
private static void RegSingleton(BaseBehaviourSingleton inst)
{
BehaviourSingleSystem.Instance.RegSingleton(inst);
}
}
#region Attribute
/// <summary>
/// 帧更新属性。
/// <remarks>适用于BehaviourSingleton。</remarks>
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class UpdateAttribute : Attribute
{
}
/// <summary>
/// 物理帧更新属性。
/// <remarks>适用于BehaviourSingleton。</remarks>
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class FixedUpdateAttribute : Attribute
{
}
/// <summary>
/// 后帧更新属性。
/// <remarks>适用于BehaviourSingleton。</remarks>
/// </summary>
[AttributeUsage(AttributeTargets.Class)]
public class LateUpdateAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Class)]
public class RoleLoginAttribute : Attribute
{
}
[AttributeUsage(AttributeTargets.Class)]
public class RoleLogoutAttribute : Attribute
{
}
#endregion
/// <summary>
/// 基础Behaviour单例。
/// <remarks>(抽象类)</remarks>
/// </summary>
public abstract class BaseBehaviourSingleton
{
/// <summary>
/// 是否已经Start。
/// </summary>
public bool IsStart = false;
public virtual void Awake()
{
}
public virtual void Start()
{
}
/// <summary>
/// 帧更新。
/// <remarks>需要UpdateAttribute。</remarks>
/// </summary>
public virtual void Update()
{
}
/// <summary>
/// 后帧更新。
/// <remarks>需要LateUpdateAttribute。</remarks>
/// </summary>
public virtual void LateUpdate()
{
}
/// <summary>
/// 物理帧更新。
/// <remarks>需要FixedUpdateAttribute。</remarks>
/// </summary>
public virtual void FixedUpdate()
{
}
public virtual void Destroy()
{
}
public virtual void OnPause()
{
}
public virtual void OnResume()
{
}
public virtual void OnDrawGizmos()
{
}
}
/// <summary>
/// 通过LogicSys来驱动且具备Unity完整生命周期的驱动系统不继承MonoBehaviour
/// </summary>
public sealed class BehaviourSingleSystem : BaseLogicSys<BehaviourSingleSystem>
{
private readonly List<BaseBehaviourSingleton> _listInst = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listStart = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listUpdate = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listLateUpdate = new List<BaseBehaviourSingleton>();
private readonly List<BaseBehaviourSingleton> _listFixedUpdate = new List<BaseBehaviourSingleton>();
/// <summary>
/// 注册单例。
/// <remarks>调用Instance时自动调用。</remarks>
/// </summary>
/// <param name="inst">单例实例。</param>
internal void RegSingleton(BaseBehaviourSingleton inst)
{
Log.Assert(!_listInst.Contains(inst));
_listInst.Add(inst);
_listStart.Add(inst);
if (HadAttribute<UpdateAttribute>(inst.GetType()))
{
_listUpdate.Add(inst);
}
if (HadAttribute<LateUpdateAttribute>(inst.GetType()))
{
_listLateUpdate.Add(inst);
}
if (HadAttribute<FixedUpdateAttribute>(inst.GetType()))
{
_listFixedUpdate.Add(inst);
}
}
public void UnRegSingleton(BaseBehaviourSingleton inst)
{
if (inst == null)
{
Log.Error($"BaseBehaviourSingleton Is Null");
return;
}
Log.Assert(_listInst.Contains(inst));
if (_listInst.Contains(inst))
{
_listInst.Remove(inst);
}
if (_listStart.Contains(inst))
{
_listStart.Remove(inst);
}
if (_listUpdate.Contains(inst))
{
_listUpdate.Remove(inst);
}
if (_listLateUpdate.Contains(inst))
{
_listLateUpdate.Remove(inst);
}
inst.Destroy();
inst = null;
}
public override void OnUpdate()
{
var listStart = _listStart;
var listToUpdate = _listUpdate;
int count = listStart.Count;
if (count > 0)
{
for (int i = 0; i < count; i++)
{
var inst = listStart[i];
Log.Assert(!inst.IsStart);
inst.IsStart = true;
inst.Start();
}
listStart.Clear();
}
var listUpdateCnt = listToUpdate.Count;
for (int i = 0; i < listUpdateCnt; i++)
{
var inst = listToUpdate[i];
TProfiler.BeginFirstSample(inst.GetType().FullName);
inst.Update();
TProfiler.EndFirstSample();
}
}
public override void OnLateUpdate()
{
var listLateUpdate = _listLateUpdate;
var listLateUpdateCnt = listLateUpdate.Count;
for (int i = 0; i < listLateUpdateCnt; i++)
{
var inst = listLateUpdate[i];
TProfiler.BeginFirstSample(inst.GetType().FullName);
inst.LateUpdate();
TProfiler.EndFirstSample();
}
}
public override void OnFixedUpdate()
{
var listFixedUpdate = _listFixedUpdate;
var listFixedUpdateCnt = listFixedUpdate.Count;
for (int i = 0; i < listFixedUpdateCnt; i++)
{
var inst = listFixedUpdate[i];
TProfiler.BeginFirstSample(inst.GetType().FullName);
inst.FixedUpdate();
TProfiler.EndFirstSample();
}
}
public override void OnDestroy()
{
int count = _listInst.Count;
for (int i = 0; i < count; i++)
{
var inst = _listInst[i];
inst.Destroy();
}
}
public override void OnApplicationPause(bool pause)
{
int count = _listInst.Count;
for (int i = 0; i < count; i++)
{
var inst = _listInst[i];
if (pause)
{
inst.OnPause();
}
else
{
inst.OnResume();
}
}
}
public override void OnDrawGizmos()
{
int count = _listInst.Count;
for (int i = 0; i < count; i++)
{
var inst = _listInst[i];
inst.OnDrawGizmos();
}
}
private bool HadAttribute<T>(Type type) where T : Attribute
{
T attribute = Attribute.GetCustomAttribute(type, typeof(T)) as T;
return attribute != null;
}
}
}