除了充盈都做完了

This commit is contained in:
SoulliesOfficial
2025-10-31 10:02:30 -04:00
parent 5d09ef7b53
commit ee1d3d9c0a
179 changed files with 3239 additions and 200 deletions

View File

@@ -19,7 +19,7 @@ namespace SLSFramework.General
// 队列的入口现在需要一个能接收 Context 的指令工厂
// 1. 我们使用一个标准的 Queue<T> 来存储待执行的指令。
// 这比 Subject 更能明确地表达“队列”的意图。
private readonly Queue<Tuple<CommandBase, CommandContext>> commandQueue = new Queue<Tuple<CommandBase, CommandContext>>();
private readonly LinkedList<Tuple<CommandBase, CommandContext>> commandQueue = new LinkedList<Tuple<CommandBase, CommandContext>>();
// 2. 一个布尔值标志,用于追踪管理器当前是否正在执行一个指令。
private bool isBusy = false;
@@ -71,10 +71,23 @@ namespace SLSFramework.General
}
public CommandBase AddCommand(CommandBase command, CommandContext context = null)
{
return AddCommand(command, true, context);
}
public CommandBase AddCommand(CommandBase command, bool insertAtTail, CommandContext context = null)
{
context ??= new CommandContext();
// 将指令和其上下文入队
commandQueue.Enqueue(Tuple.Create(command, context));
if (insertAtTail)
{
commandQueue.AddLast(Tuple.Create(command, context));
}
else
{
commandQueue.AddFirst(Tuple.Create(command, context));
}
//Debug.Log($"[Queue] 添加指令: {command.GetType()},队列长度: {commandQueue.Count}");
// 尝试启动队列处理。
// 如果队列当前不忙,这个调用会立即开始处理我们刚刚添加的指令。
@@ -100,7 +113,8 @@ namespace SLSFramework.General
// 4. 标记为“忙碌”,并从队列中取出下一个指令。
isBusy = true;
var nextEntry = commandQueue.Dequeue();
var nextEntry = commandQueue.First.Value;
commandQueue.RemoveFirst();
var commandToExecute = nextEntry.Item1;
var context = nextEntry.Item2;

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@@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Linq;
using SoftCircuits.Collections;
using UnityEngine;
@@ -7,7 +8,7 @@ namespace SLSFramework.General
{
public static class DictionaryExtension
{
public static void Invoke(this IDictionary<string, EventUnit> dictionary)
public static void Invoke(this IDictionary<string, PrioritizedAction> dictionary)
{
foreach (var action in dictionary.Values)
{
@@ -15,7 +16,7 @@ namespace SLSFramework.General
}
}
public static void Invoke<T>(this IDictionary<string, EventUnit<T>> dictionary, T arg)
public static void Invoke<T>(this IDictionary<string, PrioritizedAction<T>> dictionary, T arg)
{
foreach (var action in dictionary.Values)
{
@@ -23,7 +24,7 @@ namespace SLSFramework.General
}
}
public static void Invoke<T1, T2>(this IDictionary<string, EventUnit<T1, T2>> dictionary, T1 arg1, T2 arg2)
public static void Invoke<T1, T2>(this IDictionary<string, PrioritizedAction<T1, T2>> dictionary, T1 arg1, T2 arg2)
{
foreach (var action in dictionary.Values)
{
@@ -82,6 +83,29 @@ namespace SLSFramework.General
}
}
public static class CheckAndEffectDictionaryExtension
{
public static List<Func<bool>> GetChecks(this IDictionary<string, PrioritizedCheckAndEffect> dictionary)
{
return dictionary.Values.Select(checkAndEffect => checkAndEffect.check).ToList();
}
public static List<Action> GetEffects(this IDictionary<string, PrioritizedCheckAndEffect> dictionary)
{
return dictionary.Values.Select(checkAndEffect => checkAndEffect.effect).ToList();
}
public static void InvokeIfAnyConditionChecked(this IDictionary<string, PrioritizedCheckAndEffect> dictionary)
{
List<Func<bool>> checks = dictionary.Values.Select(checkAndEffect => checkAndEffect.check).ToList();
List<Action> effects = dictionary.Values.Select(checkAndEffect => checkAndEffect.effect).ToList();
if (checks.Any())
{
effects.ForEach(effect => effect.Invoke());
}
}
}
public static class OrderedDictionaryExtension
{
/// <summary>

View File

@@ -6,12 +6,12 @@ using UnityEngine.Events;
namespace SLSFramework.General
{
public class EventUnit : IPrioritized
public class PrioritizedAction : IPrioritized
{
private readonly UnityAction action;
private readonly Action action;
public int Priority { get; set; }
public EventUnit(UnityAction action, int priority = 0)
public PrioritizedAction(Action action, int priority = 0)
{
this.action = action;
this.Priority = priority;
@@ -23,12 +23,12 @@ namespace SLSFramework.General
}
}
public class EventUnit<T> : IPrioritized
public class PrioritizedAction<T> : IPrioritized
{
private readonly UnityAction<T> action;
private readonly Action<T> action;
public int Priority { get; set; }
public EventUnit(UnityAction<T> action, int priority = 0)
public PrioritizedAction(Action<T> action, int priority = 0)
{
this.action = action;
this.Priority = priority;
@@ -40,12 +40,12 @@ namespace SLSFramework.General
}
}
public class EventUnit<T1, T2> : IPrioritized
public class PrioritizedAction<T1, T2> : IPrioritized
{
private readonly UnityAction<T1, T2> action;
private readonly Action<T1, T2> action;
public int Priority { get; set; }
public EventUnit(UnityAction<T1, T2> action, int priority = 0)
public PrioritizedAction(Action<T1, T2> action, int priority = 0)
{
this.action = action;
this.Priority = priority;
@@ -57,12 +57,12 @@ namespace SLSFramework.General
}
}
public class EventUnit<T1, T2, T3> : IPrioritized
public class PrioritizedAction<T1, T2, T3> : IPrioritized
{
private readonly UnityAction<T1, T2, T3> action;
private readonly Action<T1, T2, T3> action;
public int Priority { get; set; }
public EventUnit(UnityAction<T1, T2, T3> action, int priority = 0)
public PrioritizedAction(Action<T1, T2, T3> action, int priority = 0)
{
this.action = action;
this.Priority = priority;
@@ -74,6 +74,58 @@ namespace SLSFramework.General
}
}
public class PrioritizedFunc<TR> : IPrioritized
{
private readonly Func<TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke()
{
return func.Invoke();
}
}
public class PrioritizedFunc<T, TR> : IPrioritized
{
private readonly Func<T, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T arg)
{
return func.Invoke(arg);
}
}
public class PrioritizedFunc<T1, T2, TR> : IPrioritized
{
private readonly Func<T1, T2, TR> func;
public int Priority { get; set; }
public PrioritizedFunc(Func<T1, T2, TR> func, int priority = 0)
{
this.func = func;
this.Priority = priority;
}
public TR Invoke(T1 arg1, T2 arg2)
{
return func.Invoke(arg1, arg2);
}
}
public class PrioritizedFunc<T1, T2, T3, TR> : IPrioritized
{
private readonly Func<T1, T2, T3, TR> func;
@@ -90,5 +142,27 @@ namespace SLSFramework.General
return func.Invoke(arg1, arg2, arg3);
}
}
public class PrioritizedCheckAndEffect : IPrioritized
{
public readonly Func<bool> check;
public readonly Action effect;
public int Priority { get; set; }
public PrioritizedCheckAndEffect(Func<bool> check, Action effect, int priority = 0)
{
this.check = check;
this.effect = effect;
this.Priority = priority;
}
public void Invoke()
{
if (check.Invoke())
{
effect.Invoke();
}
}
}
}