142 lines
4.8 KiB
C#
142 lines
4.8 KiB
C#
using System;
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using System.Collections.Generic;
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using Continentis.MainGame;
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using SoftCircuits.Collections;
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using UnityEngine;
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using UnityEngine.Events;
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namespace SoulliesFramework.General
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{
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public static class DictionaryExtension
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{
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public static void Invoke(this IDictionary<string, EventUnit> dictionary)
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{
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foreach (var action in dictionary.Values)
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{
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action.Invoke();
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}
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}
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public static void Invoke<T>(this IDictionary<string, EventUnit<T>> dictionary, T arg)
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{
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foreach (var action in dictionary.Values)
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{
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action.Invoke(arg);
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}
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}
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public static void Invoke<T1, T2>(this IDictionary<string, EventUnit<T1, T2>> dictionary, T1 arg1, T2 arg2)
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{
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foreach (var action in dictionary.Values)
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{
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action.Invoke(arg1, arg2);
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}
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}
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public static void ModifyOrAdd(this IDictionary<string, float> dictionary, string key, float delta)
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{
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if (!dictionary.TryAdd(key, delta))
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{
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dictionary[key] += delta;
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}
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}
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/// <summary>
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/// 从字典中获取指定键的值,并将其四舍五入为整数返回。
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/// </summary>
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public static int GetRoundValue(this Dictionary<string, float> dictionary, string key, int defaultValue = 0)
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{
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return dictionary.TryGetValue(key, out float value) ? Mathf.RoundToInt(value) : defaultValue;
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}
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/// <summary>
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/// 从字典中获取指定键的值,并将其向下取整为整数返回。
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/// </summary>
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public static int GetFloorValue(this Dictionary<string, float> dictionary, string key, int defaultValue = 0)
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{
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return dictionary.TryGetValue(key, out float value) ? Mathf.FloorToInt(value) : defaultValue;
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}
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/// <summary>
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/// 从字典中获取指定键的原始值。
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/// </summary>
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public static float GetValue(this Dictionary<string, float> dictionary, string key, float defaultValue = 0)
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{
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return dictionary.GetValueOrDefault(key, defaultValue);
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}
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/// <summary>
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/// 将源字典中的所有键值对粘贴到目标字典中,避免重复键。
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/// </summary>
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public static void PasteDictionary<T1, T2>(this Dictionary<T1, T2> source, Dictionary<T1, T2> target)
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{
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foreach (var pair in source)
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{
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if (!target.ContainsKey(pair.Key))
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{
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target[pair.Key] = pair.Value;
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}
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else
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{
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Debug.LogWarning($"Attribute \"{pair.Key}\" already exists. Skipping duplicate.");
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}
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}
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}
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}
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public static class OrderedDictionaryExtension
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{
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/// <summary>
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/// 根据优先级将元素插入OrderedDictionary中对应的位置,保持字典按优先级从高到低排序。
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/// </summary>
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public static void InsertByPriority<T>(this OrderedDictionary<string, T> dictionary, string key, T value) where T : IPrioritized
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{
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if (dictionary.ContainsKey(key))
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{
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Debug.LogWarning($"Key '{key}' already exists in the dictionary. Insertion skipped.");
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return;
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}
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foreach (KeyValuePair<string, T> pair in dictionary)
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{
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if (value.Priority > pair.Value.Priority)
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{
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int index = dictionary.IndexOf(pair.Key);
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dictionary.Insert(index, key, value);
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return;
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}
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}
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dictionary.Add(key, value);
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}
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/// <summary>
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/// 将字典中的元素根据优先级重新排序,保持字典按优先级从高到低排序。
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/// </summary>
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public static void Sort<T>(this OrderedDictionary<string, T> dictionary) where T : IPrioritized
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{
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List<KeyValuePair<string,T>> sortedItems = new List<KeyValuePair<string, T>>(dictionary);
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sortedItems.Sort((pairA, pairB) => pairA.Value.CompareTo(pairB.Value));
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dictionary.Clear();
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foreach (KeyValuePair<string, T> item in sortedItems)
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{
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dictionary.Add(item.Key, item.Value);
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}
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}
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}
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/// <summary>
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/// 实现该接口的类可以根据优先级进行比较和排序。
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/// 数字越大优先级越高。
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/// </summary>
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public interface IPrioritized : IComparable<IPrioritized>
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{
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int Priority { get; }
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int IComparable<IPrioritized>.CompareTo(IPrioritized other)
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{
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return other.Priority.CompareTo(Priority);
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}
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}
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} |