一、类图
这里对主要类进行了类图描述,只能反应一个大概的关系网,具体运行原理需要读源码。
二、关键代码解析
Context.cs
/// Creates a new entity or gets a reusable entity from the /// internal ObjectPool for entities. public TEntity CreateEntity() { TEntity entity; if (_reusableEntities.Count > 0) { entity = _reusableEntities.Pop(); entity.Reactivate(_creationIndex++); } else { entity = (TEntity)Activator.CreateInstance(typeof(TEntity)); entity.Initialize(_creationIndex++, _totalComponents, _componentPools, _contextInfo, _aercFactory(entity)); } _entities.Add(entity); entity.Retain(this); _entitiesCache = null; entity.OnComponentAdded += _cachedEntityChanged; entity.OnComponentRemoved += _cachedEntityChanged; entity.OnComponentReplaced += _cachedComponentReplaced; entity.OnEntityReleased += _cachedEntityReleased; entity.OnDestroyEntity += _cachedDestroyEntity; if (OnEntityCreated != null) { OnEntityCreated(this, entity); } return entity; }
在该环境下创建Entity,注册事件,这样当Component变化时,会触发Entity相应的Handler。
Context.cs
/// Returns a group for the specified matcher. /// Calling context.GetGroup(matcher) with the same matcher will always /// return the same instance of the group. public IGroup<TEntity> GetGroup(IMatcher<TEntity> matcher) { IGroup<TEntity> group; if (!_groups.TryGetValue(matcher, out group)) { group = new Group<TEntity>(matcher); var entities = GetEntities(); for (int i = 0; i < entities.Length; i++) { group.HandleEntitySilently(entities[i]); } _groups.Add(matcher, group); for (int i = 0; i < matcher.indices.Length; i++) { var index = matcher.indices[i]; if (_groupsForIndex[index] == null) { _groupsForIndex[index] = new List<IGroup<TEntity>>(); } _groupsForIndex[index].Add(group); } if (OnGroupCreated != null) { OnGroupCreated(this, group); } } return group; }
获取匹配组,没有就创建,同时还要维护每个组件对应的所有Group集合,就是说只要这个Group要收集包含该组件的Entity就得加入到这个集合里。
Context.cs
void updateGroupsComponentAddedOrRemoved(IEntity entity, int index, IComponent component) { var groups = _groupsForIndex[index]; if (groups != null) { var events = _groupChangedListPool.Get(); var tEntity = (TEntity)entity; for (int i = 0; i < groups.Count; i++) { events.Add(groups[i].HandleEntity(tEntity)); } for (int i = 0; i < events.Count; i++) { var groupChangedEvent = events[i]; if (groupChangedEvent != null) { groupChangedEvent( groups[i], tEntity, index, component ); } } _groupChangedListPool.Push(events); } } //Group.cs中的 public GroupChanged<TEntity> HandleEntity(TEntity entity) { return _matcher.Matches(entity) ? (addEntitySilently(entity) ? OnEntityAdded : null) : (removeEntitySilently(entity) ? OnEntityRemoved : null); }
每个Entity添加或移除组件时,先拿到该组件可能影响到的所有匹配组,然后让每个组去判断对该Entity进行添加操作还是删除,然后再根据Collector对Group的监听类型选择是否触发Collector。
Collector.cs
/// Activates the Collector and will start collecting /// changed entities. Collectors are activated by default. public void Activate() { for (int i = 0; i < _groups.Length; i++) { var group = _groups[i]; var groupEvent = _groupEvents[i]; switch (groupEvent) { case GroupEvent.Added: group.OnEntityAdded -= _addEntityCache; group.OnEntityAdded += _addEntityCache; break; case GroupEvent.Removed: group.OnEntityRemoved -= _addEntityCache; group.OnEntityRemoved += _addEntityCache; break; case GroupEvent.AddedOrRemoved: group.OnEntityAdded -= _addEntityCache; group.OnEntityAdded += _addEntityCache; group.OnEntityRemoved -= _addEntityCache; group.OnEntityRemoved += _addEntityCache; break; } } }
在构造System时,我们可能会需要一个或多个Collector,比如ReactiveSystem、MultiReactiveSystem,此时需要给Collector的构造函数传匹配组,目前都是一个Collector对应一个Group,我们可以选择监听Group变化类型,如果Add,那么只要Group中的Entity添加进来就告诉Collector,Remove情况除外,其他同理。
三、我的理解
Context,可以理解成一个环境,包含属于该环境下的所有Entity,每个Entity维护一个Component集合,同时Context还维护一个匹配组字典集,一个Match对应一个Group,匹配的意思是按照一个或多个组件类型进行筛选该环境下所有的Entity,匹配组表示属于这个匹配的所有Entity集合,System里处理逻辑,System构造之前要么构造一个Collector负责监听一个或多个匹配组(目前都是一个),要么从Context拿到某个匹配组,一旦Entity的Component的数据发生改变,就会触发相应Group发生改变,从而触发Collector维护的Entity集合发生改变,所以System就会将变化的Entity进行处理。很多的Cache这里不细说了。