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56 lines
1.6 KiB
56 lines
1.6 KiB
3 years ago
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using System;
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using System.Collections.Generic;
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using System.Linq;
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namespace ET
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{
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[ObjectSystem]
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public class AIDispatcherComponentAwakeSystem: AwakeSystem<AIDispatcherComponent>
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{
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public override void Awake(AIDispatcherComponent self)
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{
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AIDispatcherComponent.Instance = self;
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self.Load();
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}
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}
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[ObjectSystem]
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public class AIDispatcherComponentLoadSystem: LoadSystem<AIDispatcherComponent>
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{
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public override void Load(AIDispatcherComponent self)
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{
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self.Load();
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}
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}
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[ObjectSystem]
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public class AIDispatcherComponentDestroySystem: DestroySystem<AIDispatcherComponent>
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{
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public override void Destroy(AIDispatcherComponent self)
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{
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self.AIHandlers.Clear();
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AIDispatcherComponent.Instance = null;
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}
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}
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[FriendClass(typeof(AIDispatcherComponent))]
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public static class AIDispatcherComponentSystem
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{
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public static void Load(this AIDispatcherComponent self)
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{
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self.AIHandlers.Clear();
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var types = Game.EventSystem.GetTypes(typeof (AIHandlerAttribute));
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foreach (Type type in types)
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{
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AAIHandler aaiHandler = Activator.CreateInstance(type) as AAIHandler;
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if (aaiHandler == null)
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{
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Log.Error($"robot ai is not AAIHandler: {type.Name}");
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continue;
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}
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self.AIHandlers.Add(type.Name, aaiHandler);
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}
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}
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}
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}
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