【问题标题】:Entity Component System c#实体组件系统 c#
【发布时间】:2018-01-05 22:23:35
【问题描述】:

我目前正在用 C# 创建一个 2D 游戏引擎。目前,我正在实现一个实体组件系统。

我的结构如下:

  • 实体类:包含IGameComponent 的列表,您可以按类类型添加、删除和删除任何组件。 (即entity.RemoveComponent(typeof(Transform));。它还包含一个父实体和一个子实体列表。
  • IGameComponent 接口:目前,只是一个空接口。 (注意:组件只包含数据,不包含功能)
  • 实体池:包含游戏中所有活动对象的列表,也用于创建和销毁实体。

到目前为止一切都很棒。

但是,我遇到了一个问题。由于组件只包含数据,我需要一种方法来初始化、更新和渲染组件,我宁愿不只是向 GameComponent 类添加一堆虚拟方法,但我不知道有任何其他方法可以解决它。

我有什么选择?

编辑:

我已经看到 Unity 使用像“SendMessage”这样的方法,我只能假设它使用反射来调用方法。我应该实现类似的东西吗?

【问题讨论】:

    标签: c# components game-engine entity-component-system


    【解决方案1】:

    我不知道你是否还需要它,但几年前我做过类似的东西,它可能会对你有所帮助。它是用 C# 编写的,构建在 MonoGame/XNA 之上

    你的 GameObject 类可以是这样的

    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 类似于 Unity3D 中的 MonoBehaivior

      public class GameObjectComponent
    {
    
        public GameObject gameObject;
    
        public GameObjectComponent()
        {
    
        }
    
        public virtual void Init()
        {
    
        }
    
        public virtual void Update(GameTime gameTime)
        {
    
        }
    }
    

    然后你像这样继承其他类:

    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);
        }
    
    }
    

    现在你终于可以创建你的玩家游戏对象了

    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);
        }
    
    }
    

    我希望它不会太令人困惑并且对您有所帮助。 为了更清楚,我在这里留下了 git 的链接:https://github.com/Memorix101/MonoGame_ComponentSystem

    干杯,Memorix101 :)

    【讨论】:

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