using System;
using System.Collections.Generic;
using Continentis.MainGame.Character;
using Cysharp.Threading.Tasks;
namespace SLSUtilities.General
{
///
/// 命令静态工厂。
/// Mod 制作者通过此类创建常用命令,无需直接实例化具体命令类。
///
public static class Cmd
{
// ── 基础工厂 ─────────────────────────────────────────────────────
/// 创建一条等待指定秒数后完成的命令。
public static CommandBase Wait(float seconds)
{
return new WaitCommand(seconds);
}
/// 创建一条执行同步 Action 的命令。
public static CommandBase Do(Action action)
{
return new ActionCommand(action);
}
/// 创建一条执行异步 UniTask 的命令。
public static CommandBase Do(Func asyncAction)
{
return new AsyncActionCommand(asyncAction);
}
/// 创建一条延迟指定秒数后执行同步 Action 的命令。
public static CommandBase After(float seconds, Action action)
{
return new ActionCommand(action).SetDelay(seconds);
}
///
/// 创建一条"等待外部信号"命令。
/// 调用返回的 Action 时,命令立即完成,队列继续执行。
/// 典型用法:等待玩家点击按钮确认。
///
/// 外部调用此委托以释放命令。
public static CommandBase WaitForSignal(out Action signal)
{
var tcs = new UniTaskCompletionSource();
signal = () => tcs.TrySetResult();
return new WaitForSignalCommand(tcs);
}
// ── 组合工厂 ─────────────────────────────────────────────────────
/// 创建一个顺序执行的命令组。
public static CommandGroup Sequential(params CommandBase[] cmds)
{
return new CommandGroup(ExecutionMode.Sequential, cmds);
}
/// 创建一个并行执行的命令组。
public static CommandGroup Parallel(params CommandBase[] cmds)
{
return new CommandGroup(ExecutionMode.Parallel, cmds);
}
// ── Target 遍历工厂 ───────────────────────────────────────────────
///
/// 对 列表中的每个目标调用 ,
/// 将结果按顺序组合为一个 Sequential 。
///
public static CommandGroup ForEachTarget(
List targets,
Func factory)
{
var group = new CommandGroup(ExecutionMode.Sequential);
foreach (CharacterBase target in targets)
{
CharacterBase captured = target;
group.AddCommand(factory(captured));
}
return group;
}
///
/// 对 列表中的每个目标调用 ,
/// 将结果按顺序组合为一个 Sequential 。
///
public static CommandGroup ForEachTarget(
List targets,
Func factory)
{
var group = new CommandGroup(ExecutionMode.Sequential);
foreach (CharacterBase target in targets)
{
CharacterBase captured = target;
group.AddCommand(factory(captured));
}
return group;
}
// ── 内部实现类 ────────────────────────────────────────────────────
private sealed class WaitCommand : CommandBase
{
private readonly float seconds;
public WaitCommand(float seconds)
{
this.seconds = seconds;
}
protected override async UniTask ExecuteAsync(CommandContext outerContext)
{
await UniTask.Delay(TimeSpan.FromSeconds(seconds));
}
}
private sealed class ActionCommand : CommandBase
{
private readonly Action action;
public ActionCommand(Action action)
{
this.action = action;
}
protected override UniTask ExecuteAsync(CommandContext outerContext)
{
action?.Invoke();
return UniTask.CompletedTask;
}
}
private sealed class AsyncActionCommand : CommandBase
{
private readonly Func asyncAction;
public AsyncActionCommand(Func asyncAction)
{
this.asyncAction = asyncAction;
}
protected override async UniTask ExecuteAsync(CommandContext outerContext)
{
if (asyncAction != null)
await asyncAction();
}
}
private sealed class WaitForSignalCommand : CommandBase
{
private readonly UniTaskCompletionSource tcs;
public WaitForSignalCommand(UniTaskCompletionSource tcs)
{
this.tcs = tcs;
}
protected override async UniTask ExecuteAsync(CommandContext outerContext)
{
await tcs.Task;
}
}
}
}