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Continentis/Assets/Scripts/ScriptExtensions/CommandQueue/CommandContext.cs

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using System.Collections.Generic;
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using UnityEngine;
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namespace SLSFramework.General
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{
/// <summary>
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/// 指令内容 (Command Context)
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/// 包含了指令执行时可能需要的所有游戏状态信息。
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/// 指令组开始执行时创建的CommandContext会被传递给每一个子指令。
/// 在ICommand内置的CommandContext中则包含了该指令执行时特有的信息。
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/// </summary>
public class CommandContext
{
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public readonly Dictionary<string, object> context;
public CommandContext()
{
context = new Dictionary<string, object>();
}
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public CommandContext((string, object)[] pairs)
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{
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context = new Dictionary<string, object>();
foreach ((string, object) pair in pairs)
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{
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context[pair.Item1] = pair.Item2;
}
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}
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public CommandContext(Dictionary<string, object> initialInfo)
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{
context = new Dictionary<string, object>();
foreach (var pair in initialInfo)
{
context[pair.Key] = pair.Value;
}
}
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public CommandContext Clone()
{
var newContext = new CommandContext();
foreach (var pair in context)
{
newContext.context[pair.Key] = pair.Value;
}
return newContext;
}
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public CommandContext Merge(CommandContext other)
{
foreach (var pair in other.context)
{
this.context[pair.Key] = pair.Value;
}
return this;
}
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public T GetInfo<T>(string key)
{
if (context.TryGetValue(key, out object value) && value is T typedValue)
{
return typedValue;
}
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Debug.LogWarning($"CommandContext 中不存在键 '{key}',或其类型不匹配。返回默认值。");
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return default;
}
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}
}