예제 #1
0
        public void Add(DLLType dllType, Assembly assembly)
        {
            this.assemblies[dllType] = assembly;
            this.types.Clear();
            foreach (Assembly value in this.assemblies.Values)
            {
                foreach (Type type in value.GetTypes())
                {
                    object[] objects = type.GetCustomAttributes(typeof(BaseAttribute), false);
                    if (objects.Length == 0)
                    {
                        continue;
                    }

                    BaseAttribute baseAttribute = (BaseAttribute)objects[0];
                    this.types.Add(baseAttribute.AttributeType, type);
                }
            }

            this.awakeSystems.Clear();
            this.lateUpdateSystems.Clear();
            this.updateSystems.Clear();
            this.startSystems.Clear();
            this.loadSystems.Clear();
            this.changeSystems.Clear();
            this.destroySystems.Clear();
            this.deserializeSystems.Clear();

            foreach (Type type in types[typeof(ObjectSystemAttribute)])
            {
                object[] attrs = type.GetCustomAttributes(typeof(ObjectSystemAttribute), false);

                if (attrs.Length == 0)
                {
                    continue;
                }

                object obj = Activator.CreateInstance(type);

                switch (obj)
                {
                case IAwakeSystem objectSystem:
                    this.awakeSystems.Add(objectSystem.Type(), objectSystem);
                    break;

                case IUpdateSystem updateSystem:
                    this.updateSystems.Add(updateSystem.Type(), updateSystem);
                    break;

                case ILateUpdateSystem lateUpdateSystem:
                    this.lateUpdateSystems.Add(lateUpdateSystem.Type(), lateUpdateSystem);
                    break;

                case IStartSystem startSystem:
                    this.startSystems.Add(startSystem.Type(), startSystem);
                    break;

                case IDestroySystem destroySystem:
                    this.destroySystems.Add(destroySystem.Type(), destroySystem);
                    break;

                case ILoadSystem loadSystem:
                    this.loadSystems.Add(loadSystem.Type(), loadSystem);
                    break;

                case IChangeSystem changeSystem:
                    this.changeSystems.Add(changeSystem.Type(), changeSystem);
                    break;

                case IDeserializeSystem deserializeSystem:
                    this.deserializeSystems.Add(deserializeSystem.Type(), deserializeSystem);
                    break;
                }
            }

            this.allEvents.Clear();
            foreach (Type type in types[typeof(EventAttribute)])
            {
                object[] attrs = type.GetCustomAttributes(typeof(EventAttribute), false);

                foreach (object attr in attrs)
                {
                    EventAttribute aEventAttribute = (EventAttribute)attr;
                    object         obj             = Activator.CreateInstance(type);
                    IEvent         iEvent          = obj as IEvent;
                    if (iEvent == null)
                    {
                        Log.Error($"{obj.GetType().Name} 没有继承IEvent");
                    }
                    this.RegisterEvent(aEventAttribute.Type, iEvent);
                }
            }

            this.Load();
        }
예제 #2
0
파일: EventSystem.cs 프로젝트: yph0011/ET
        public void Add(DLLType dllType, Assembly assembly)
        {
            this.assemblies[dllType] = assembly;

            this.awakeEvents.Clear();
            this.lateUpdateEvents.Clear();
            this.updateEvents.Clear();
            this.startEvents.Clear();
            this.loadEvents.Clear();

            Type[] types = DllHelper.GetMonoTypes();
            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(ObjectSystemAttribute), false);

                if (attrs.Length == 0)
                {
                    continue;
                }

                object obj = Activator.CreateInstance(type);

                AAwakeSystem objectSystem = obj as AAwakeSystem;
                if (objectSystem != null)
                {
                    this.awakeEvents.Add(objectSystem.Type(), objectSystem);
                }

                AUpdateSystem aUpdateSystem = obj as AUpdateSystem;
                if (aUpdateSystem != null)
                {
                    this.updateEvents.Add(aUpdateSystem.Type(), aUpdateSystem);
                }

                ALateUpdateSystem aLateUpdateSystem = obj as ALateUpdateSystem;
                if (aLateUpdateSystem != null)
                {
                    this.lateUpdateEvents.Add(aLateUpdateSystem.Type(), aLateUpdateSystem);
                }

                AStartSystem aStartSystem = obj as AStartSystem;
                if (aStartSystem != null)
                {
                    this.startEvents.Add(aStartSystem.Type(), aStartSystem);
                }

                ALoadSystem aLoadSystem = obj as ALoadSystem;
                if (aLoadSystem != null)
                {
                    this.loadEvents.Add(aLoadSystem.Type(), aLoadSystem);
                }
            }

            this.allEvents.Clear();
            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(EventAttribute), false);

                foreach (object attr in attrs)
                {
                    EventAttribute aEventAttribute = (EventAttribute)attr;
                    object         obj             = Activator.CreateInstance(type);
                    IEvent         iEvent          = obj as IEvent;
                    if (iEvent == null)
                    {
                        Log.Error($"{obj.GetType().Name} 没有继承IEvent");
                    }
                    this.RegisterEvent(aEventAttribute.Type, iEvent);
                }
            }

            this.Load();
        }
예제 #3
0
        public void Add(DLLType dllType, Assembly assembly)
        {
            this.assemblies[dllType] = assembly;

            this.awakeSystems.Clear();
            this.lateUpdateSystems.Clear();
            this.updateSystems.Clear();
            this.startSystems.Clear();
            this.loadSystems.Clear();
            this.changeSystems.Clear();

            Type[] types = DllHelper.GetMonoTypes();
            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(ObjectSystemAttribute), false);

                if (attrs.Length == 0)
                {
                    continue;
                }

                object obj = Activator.CreateInstance(type);

                IAwakeSystem objectSystem = obj as IAwakeSystem;
                if (objectSystem != null)
                {
                    this.awakeSystems.Add(objectSystem.Type(), objectSystem);
                }

                IUpdateSystem updateSystem = obj as IUpdateSystem;
                if (updateSystem != null)
                {
                    this.updateSystems.Add(updateSystem.Type(), updateSystem);
                }

                ILateUpdateSystem lateUpdateSystem = obj as ILateUpdateSystem;
                if (lateUpdateSystem != null)
                {
                    this.lateUpdateSystems.Add(lateUpdateSystem.Type(), lateUpdateSystem);
                }

                IStartSystem startSystem = obj as IStartSystem;
                if (startSystem != null)
                {
                    this.startSystems.Add(startSystem.Type(), startSystem);
                }

                IDestroySystem destroySystem = obj as IDestroySystem;
                if (destroySystem != null)
                {
                    this.destroySystems.Add(destroySystem.Type(), destroySystem);
                }

                ILoadSystem loadSystem = obj as ILoadSystem;
                if (loadSystem != null)
                {
                    this.loadSystems.Add(loadSystem.Type(), loadSystem);
                }

                IChangeSystem changeSystem = obj as IChangeSystem;
                if (changeSystem != null)
                {
                    this.changeSystems.Add(changeSystem.Type(), changeSystem);
                }
            }

            this.allEvents.Clear();
            foreach (Type type in types)
            {
                object[] attrs = type.GetCustomAttributes(typeof(EventAttribute), false);

                foreach (object attr in attrs)
                {
                    EventAttribute aEventAttribute = (EventAttribute)attr;
                    object         obj             = Activator.CreateInstance(type);
                    IEvent         iEvent          = obj as IEvent;
                    if (iEvent == null)
                    {
                        Log.Error($"{obj.GetType().Name} 没有继承IEvent");
                    }
                    this.RegisterEvent(aEventAttribute.Type, iEvent);
                }
            }

            this.Load();
        }
예제 #4
0
        private readonly Queue <long> starts = new Queue <long>(); //这个只需要一个  因为starts只会执行一次

        /// <summary>
        /// 加载程序集
        /// </summary>
        /// <param name="dllType"></param>
        /// <param name="assembly"></param>
        public void Add(DLLType dllType, Assembly assembly)
        {
            this.assemblies[dllType] = assembly;

            this.types.Clear();              //清空

            foreach (Assembly value in this.assemblies.Values)
            {
                foreach (Type type in value.GetTypes())
                {
                    object[] objects = type.GetCustomAttributes(typeof(BaseAttribute), false);                      //有BaseAttribute特性的类
                    if (objects.Length == 0)
                    {
                        continue;
                    }

                    BaseAttribute baseAttribute = (BaseAttribute)objects[0];
                    this.types.Add(baseAttribute.AttributeType, type);                        //把类根据其特性的类型  加入到不同的字典中
                }
            }

            this.awakeSystems.Clear();
            this.lateUpdateSystems.Clear();
            this.updateSystems.Clear();
            this.startSystems.Clear();
            this.loadSystems.Clear();
            this.changeSystems.Clear();

            foreach (Type type in types[typeof(ObjectSystemAttribute)])                          //遍历有ObjectSystem特性的类
            {
                object[] attrs = type.GetCustomAttributes(typeof(ObjectSystemAttribute), false); //再次检查

                if (attrs.Length == 0)
                {
                    continue;
                }

                object obj = Activator.CreateInstance(type);                      //实例化

                //比如 public class TimerComponentUpdateSystem : UpdateSystem<TimerComponent>
                //     我们写的功能都在  TimerComponent 中  它里面有  start update 等方法 但是不用我们来调用
                //     TimerComponentUpdateSystem 类会自动帮我们调用 其中的 update 方法
                //     updateSystems 字典中会保存  TimerComponent类名 和 TimerComponentUpdateSystem 这个类
                //     当 TimerComponent 这个类生成的时候   updateSystems 字典中检索到了  有这个类名  就会调用TimerComponentUpdateSystem
                //     而 TimerComponentUpdateSystem  的传参是 TimerComponent  他会自动调用 TimerComponent 中的方法

                IAwakeSystem objectSystem = obj as IAwakeSystem;
                if (objectSystem != null)
                {
                    this.awakeSystems.Add(objectSystem.Type(), objectSystem);                      //!!!这里的objectSystem.Type()其实就是需要执行的类的类型 所以他能收集对应的类的方法
                }

                IUpdateSystem updateSystem = obj as IUpdateSystem;
                if (updateSystem != null)
                {
                    this.updateSystems.Add(updateSystem.Type(), updateSystem);
                }

                ILateUpdateSystem lateUpdateSystem = obj as ILateUpdateSystem;
                if (lateUpdateSystem != null)
                {
                    this.lateUpdateSystems.Add(lateUpdateSystem.Type(), lateUpdateSystem);
                }

                IStartSystem startSystem = obj as IStartSystem;
                if (startSystem != null)
                {
                    this.startSystems.Add(startSystem.Type(), startSystem);
                }

                IDestroySystem destroySystem = obj as IDestroySystem;
                if (destroySystem != null)
                {
                    this.destroySystems.Add(destroySystem.Type(), destroySystem);
                }

                ILoadSystem loadSystem = obj as ILoadSystem;
                if (loadSystem != null)
                {
                    this.loadSystems.Add(loadSystem.Type(), loadSystem);
                }

                IChangeSystem changeSystem = obj as IChangeSystem;
                if (changeSystem != null)
                {
                    this.changeSystems.Add(changeSystem.Type(), changeSystem);
                }
            }
            /////////////////////////////////////////////////////////////////////////////////////////

            this.allEvents.Clear(); //清除事件
            //遍历所有的有事件特性的类
            foreach (Type type in types[typeof(EventAttribute)])
            {
                object[] attrs = type.GetCustomAttributes(typeof(EventAttribute), false);                  //生成特性

                foreach (object attr in attrs)
                {
                    EventAttribute aEventAttribute = (EventAttribute)attr;
                    object         obj             = Activator.CreateInstance(type); //反射出类
                    IEvent         iEvent          = obj as IEvent;
                    if (iEvent == null)                                              //判断类是否继承IEvent接口
                    {
                        Log.Error($"{obj.GetType().Name} 没有继承IEvent");
                    }
                    this.RegisterEvent(aEventAttribute.Type, iEvent);                       //加入字典中
                }
            }

            this.Load();
        }
        public void Add(DLLType dllType, Assembly assembly)
        {
            //缓存到字典中
            this.assemblies[dllType] = assembly;
            this.types.Clear();            //清空

            //Log.Debug($"assemblies:{this.assemblies.Values.Count}");

            //扫描字典中的所有dll 实际上就只有Unity.Model.dll
            foreach (Assembly value in this.assemblies.Values)
            {
                //遍历每个程序集下的类型
                foreach (Type type in value.GetTypes())
                {
                    //获取定义的特性
                    object[] objects = type.GetCustomAttributes(typeof(BaseAttribute), false);
                    if (objects.Length == 0)
                    {
                        continue;
                    }

                    BaseAttribute baseAttribute = (BaseAttribute)objects[0];
                    //根据特性进行缓存各种事件
                    this.types.Add(baseAttribute.AttributeType, type);
                    //Log.Debug($"{baseAttribute.AttributeType.ToString()}/ {type.ToString()}");
                }
            }

            //清空所有存储事件的字典
            this.awakeSystems.Clear();
            this.lateUpdateSystems.Clear();
            this.updateSystems.Clear();
            this.startSystems.Clear();
            this.loadSystems.Clear();
            this.changeSystems.Clear();
            this.destroySystems.Clear();
            this.deserializeSystems.Clear();

            //遍历ObjectSystemAttribute类型的事件
            foreach (Type type in types[typeof(ObjectSystemAttribute)])
            {
                //从这个类型 获取特性列表 类型是ObjectSystemAttribute 并且非继承的
                object[] attrs = type.GetCustomAttributes(typeof(ObjectSystemAttribute), false);

                if (attrs.Length == 0)
                {
                    continue;
                }
                //创造该类型对应的实例
                object obj = Activator.CreateInstance(type);
                //进行类型的匹配 然后缓存到各自的字典中
                //以下这些都是接口interface,所以只要obj继承了以下某一个分支,那么也会满足以下该分支的条件判断
                //说白话就是将继承自IAwakeSystem、IUpdateSystem...并且加了ObjectSystemAttribute特性的这些类,都缓存到各自的字典里去
                switch (obj)
                {
                case IAwakeSystem objectSystem:
                    this.awakeSystems.Add(objectSystem.Type(), objectSystem);
                    break;

                case IUpdateSystem updateSystem:
                    this.updateSystems.Add(updateSystem.Type(), updateSystem);
                    break;

                case ILateUpdateSystem lateUpdateSystem:
                    this.lateUpdateSystems.Add(lateUpdateSystem.Type(), lateUpdateSystem);
                    break;

                case IStartSystem startSystem:
                    this.startSystems.Add(startSystem.Type(), startSystem);
                    break;

                case IDestroySystem destroySystem:
                    this.destroySystems.Add(destroySystem.Type(), destroySystem);
                    break;

                case ILoadSystem loadSystem:
                    this.loadSystems.Add(loadSystem.Type(), loadSystem);
                    Log.Debug($"{loadSystem.Type()}.....................");
                    break;

                case IChangeSystem changeSystem:
                    this.changeSystems.Add(changeSystem.Type(), changeSystem);
                    break;

                case IDeserializeSystem deserializeSystem:
                    this.deserializeSystems.Add(deserializeSystem.Type(), deserializeSystem);
                    break;
                }
            }
            //allEvents是存储所有继承自IEvent的类
            //先清除再缓存
            this.allEvents.Clear();
            //找到EventAttribute的class
            foreach (Type type in types[typeof(EventAttribute)])
            {
                object[] attrs = type.GetCustomAttributes(typeof(EventAttribute), false);

                foreach (object attr in attrs)
                {
                    EventAttribute aEventAttribute = (EventAttribute)attr;
                    //创建class的实例
                    object obj = Activator.CreateInstance(type);
                    //所有EventAttribute特性的类 都需要继承自IEvent
                    IEvent iEvent = obj as IEvent;
                    if (iEvent == null)
                    {
                        Log.Error($"{obj.GetType().Name} 没有继承IEvent");
                    }
                    //注册事件,key是特性声明时候标注的字符串,value是class名称,带命名空间
                    //RegisterEvent方法内部是将所有实例缓存到allEvents字典中
                    this.RegisterEvent(aEventAttribute.Type, iEvent);
                }
            }

            //调用所有缓存的Load事件
            this.Load();
        }