2017-07-30 71 views
1

我目前正在C#中創建2D遊戲引擎。目前,我正在實施一個實體組件系統。實體組件系統c#

我的結構如下:

  • 實體類:包含IGameComponent的列表,你可以添加,刪除和刪除按類類型的任何部件。 (即; entity.RemoveComponent(typeof(Transform));它還包含父實體,和一個列表子實體
  • IGameComponent接口:現在,只是一個空接口(需要注意的是:組件只包含數據,而不是功能)
  • 實體池:。包含在遊戲中的所有活動對象的列表,它也用於創建和銷燬實體

一切到目前爲止是偉大的

不過,我面對一個問題。因爲組件只包含數據我需要一種方法來初始化,更新和渲染組件,我寧願不只是將一堆虛擬方法添加到GameComponent類中,但我不知道有任何其他解決方法。

我有什麼選擇?

編輯:

我見過的統一使用像「SendMessage函數」,我只能假設使用反射來調用方法的方法。我應該實施類似的東西嗎?

回答

-1

我不知道你是否仍然需要它,但幾年前我做了類似的事情,它可能會幫助你。這是寫在建MonoGame/XNA的頂部C#

你遊戲對象類可以是這樣的

public class GameObject 
{ 
    List<GameObjectComponent> _goComponent = new List<GameObjectComponent(); 

    public T GetComponent<T>() where T : GameObjectComponent 
    { 
     foreach (GameObjectComponent goc in _goComponent) 
      if (goc.GetType().Equals(typeof(T))) 
       return (T)goc; 
     return null; 
    } 

    public void AddComponent(GameObjectComponent gameObjectComponent) 
    { 
     _goComponent.Add(gameObjectComponent); 
     gameObjectComponent.gameObject = this; 
     gameObjectComponent.Init(); 
    } 

    public virtual void Update(GameTime gameTime) 
    { 
     foreach (GameObjectComponent _goc in _goComponent) 
      _goc.Update(gameTime); 
    } 

    public static void Instantiate(GameObject gameObject) 
    { 
     Scene._AddedGO.Add(gameObject); 
    } 

    public static void Destroy(GameObject gameObject) 
    { 
     Scene._RemoveGO.Add(gameObject); 
    } 

} 

GameObjectComponent是Unity3D

類似MonoBehaivior
public class GameObjectComponent 
{ 

    public GameObject gameObject; 

    public GameObjectComponent() 
    { 

    } 

    public virtual void Init() 
    { 

    } 

    public virtual void Update(GameTime gameTime) 
    { 

    } 
} 

,然後你繼承其他類,如所以:

public class Sprite : GameObjectComponent 
{ 
    public Texture2D texture; 
    public Vector2 origin = Vector2.Zero; 
    public Rectangle rect; 
    public Rectangle sourceRect; 
    public Color color = Color.White; 
    public float rotation = 0f; 
    private float layerDepth = 0f; 
    public int scale = 1; 

    public Sprite() 
    { 

    } 

    public void Load(string path) 
    { 
     texture = Setup.ContentDevice.Load<Texture2D>(path); 
    } 

} 

然後你終於可以創建你Player GameObject

class Player : GameObjectComponent 
{ 
    float speed = 150f; 
    KeyboardState keyState; 

    float pos_X; 
    float pos_Y; 
    int rect_X; 
    int rect_Y; 

    public Player(float x, float y, int rx, int ry) 
    { 
     pos_X = x; 
     pos_Y = y; 
     rect_X = rx; 
     rect_Y = ry; 
    } 

    public override void Init() 
    { 
     Sprite sprite = new Sprite(); 
     gameObject.AddComponent(sprite); 

     gameObject.GetComponent<Sprite>().Load("Sprites/MainGuySpriteSheet_0"); 
     gameObject.GetComponent<Sprite>().scale = 1; 
     gameObject.GetComponent<Sprite>().rect = new Rectangle(46, 0, 32, 36); 


     Transform transform = new Transform(); 
     gameObject.AddComponent(transform); 
     // gameObject.GetComponent<Transform>().position = new Vector2(Screen.width/2 - gameObject.GetComponent<Sprite>().rect.Width, Screen.height/2 - gameObject.GetComponent<Sprite>().rect.Height); 
     gameObject.GetComponent<Transform>().position = new Vector2(pos_X, pos_Y - 32 * (gameObject.GetComponent<Sprite>().scale - 1)); 

     RectCollider collider = new RectCollider(); 
     gameObject.AddComponent(collider); 
     gameObject.GetComponent<RectCollider>().Set(gameObject.GetComponent<Sprite>(), gameObject.GetComponent<Transform>()); 

     SpriteRenderer render = new SpriteRenderer(); 
     gameObject.AddComponent(render); 
     gameObject.GetComponent<SpriteRenderer>().layer = 1; 
     gameObject.GetComponent<SpriteRenderer>().Set(gameObject.GetComponent<Sprite>()); 
    } 

    public override void Update(GameTime gameTime) 
    { 
     //movex = transform.position.X -= 25 * gameTime.DeltaTime(); 


     if (Keyboard.GetState().IsKeyDown(Keys.Left)) 
      gameObject.GetComponent<Transform>().Move(-speed * gameTime.DeltaTime(), 0); 

     else if (Keyboard.GetState().IsKeyDown(Keys.Right)) 
      gameObject.GetComponent<Transform>().Move(speed * gameTime.DeltaTime(), 0); 

     else if (Keyboard.GetState().IsKeyDown(Keys.Down)) 
      gameObject.GetComponent<Transform>().Move(0, speed * gameTime.DeltaTime()); 

     else if (Keyboard.GetState().IsKeyDown(Keys.Up)) 
      gameObject.GetComponent<Transform>().Move(0, -speed * gameTime.DeltaTime()); 

     if (Keyboard.GetState().IsKeyDown(Keys.Space) && !keyState.IsKeyDown(Keys.Space)) 
     { 
      GameObject tomato = new GameObject(); 
      tomato.AddComponent(new Tomato()); 
      tomato.GetComponent<Transform>().position = gameObject.GetComponent<Transform>().position; 
      GameObject.Instantiate(tomato); 
     } 

     if (Keyboard.GetState().IsKeyDown(Keys.Q) && !keyState.IsKeyDown(Keys.Q)) 
     { 
      SceneManager.LoadScene(new AnotherOne()); 
     } 

     keyState = Keyboard.GetState(); 


     gameObject.GetComponent<Transform>().position.Y = MathHelper.Clamp(gameObject.GetComponent<Transform>().position.Y, 0, Screen.bounds.Height - gameObject.GetComponent<Sprite>().rect.Height * gameObject.GetComponent<Sprite>().scale); 
     gameObject.GetComponent<Transform>().position.X = MathHelper.Clamp(gameObject.GetComponent<Transform>().position.X, 0, Screen.bounds.Width - gameObject.GetComponent<Sprite>().rect.Width * gameObject.GetComponent<Sprite>().scale); 
    } 

} 

我希望它不是太混亂,並且會幫助你一點點。 這樣可以很清楚我留下一個鏈接到GIT這裏:https://github.com/Memorix101/MonoGame_ComponentSystem

乾杯,Memorix101 :)