com.alicizax.unity/Runtime/Base/DataStruct/GameFrameworkMultiDictionary.cs

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2025-02-07 16:04:12 +08:00
using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
2025-03-24 13:16:51 +08:00
namespace AlicizaX
2025-02-07 16:04:12 +08:00
{
/// <summary>
/// 游戏框架多值字典类。
/// </summary>
/// <typeparam name="TKey">指定多值字典的主键类型。</typeparam>
/// <typeparam name="TValue">指定多值字典的值类型。</typeparam>
public sealed class GameFrameworkMultiDictionary<TKey, TValue> : IEnumerable<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>, IEnumerable
{
private readonly GameFrameworkLinkedList<TValue> m_LinkedList;
private readonly Dictionary<TKey, GameFrameworkLinkedListRange<TValue>> m_Dictionary;
/// <summary>
/// 初始化游戏框架多值字典类的新实例。
/// </summary>
public GameFrameworkMultiDictionary()
{
m_LinkedList = new GameFrameworkLinkedList<TValue>();
m_Dictionary = new Dictionary<TKey, GameFrameworkLinkedListRange<TValue>>();
}
/// <summary>
/// 获取多值字典中实际包含的主键数量。
/// </summary>
public int Count
{
get
{
return m_Dictionary.Count;
}
}
/// <summary>
/// 获取多值字典中指定主键的范围。
/// </summary>
/// <param name="key">指定的主键。</param>
/// <returns>指定主键的范围。</returns>
public GameFrameworkLinkedListRange<TValue> this[TKey key]
{
get
{
GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
m_Dictionary.TryGetValue(key, out range);
return range;
}
}
/// <summary>
/// 清理多值字典。
/// </summary>
public void Clear()
{
m_Dictionary.Clear();
m_LinkedList.Clear();
}
/// <summary>
/// 检查多值字典中是否包含指定主键。
/// </summary>
/// <param name="key">要检查的主键。</param>
/// <returns>多值字典中是否包含指定主键。</returns>
public bool Contains(TKey key)
{
return m_Dictionary.ContainsKey(key);
}
/// <summary>
/// 检查多值字典中是否包含指定值。
/// </summary>
/// <param name="key">要检查的主键。</param>
/// <param name="value">要检查的值。</param>
/// <returns>多值字典中是否包含指定值。</returns>
public bool Contains(TKey key, TValue value)
{
GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
if (m_Dictionary.TryGetValue(key, out range))
{
return range.Contains(value);
}
return false;
}
/// <summary>
/// 尝试获取多值字典中指定主键的范围。
/// </summary>
/// <param name="key">指定的主键。</param>
/// <param name="range">指定主键的范围。</param>
/// <returns>是否获取成功。</returns>
public bool TryGetValue(TKey key, out GameFrameworkLinkedListRange<TValue> range)
{
return m_Dictionary.TryGetValue(key, out range);
}
/// <summary>
/// 向指定的主键增加指定的值。
/// </summary>
/// <param name="key">指定的主键。</param>
/// <param name="value">指定的值。</param>
public void Add(TKey key, TValue value)
{
GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
if (m_Dictionary.TryGetValue(key, out range))
{
m_LinkedList.AddBefore(range.Terminal, value);
}
else
{
LinkedListNode<TValue> first = m_LinkedList.AddLast(value);
LinkedListNode<TValue> terminal = m_LinkedList.AddLast(default(TValue));
m_Dictionary.Add(key, new GameFrameworkLinkedListRange<TValue>(first, terminal));
}
}
/// <summary>
/// 从指定的主键中移除指定的值。
/// </summary>
/// <param name="key">指定的主键。</param>
/// <param name="value">指定的值。</param>
/// <returns>是否移除成功。</returns>
public bool Remove(TKey key, TValue value)
{
GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
if (m_Dictionary.TryGetValue(key, out range))
{
for (LinkedListNode<TValue> current = range.First; current != null && current != range.Terminal; current = current.Next)
{
if (current.Value.Equals(value))
{
if (current == range.First)
{
LinkedListNode<TValue> next = current.Next;
if (next == range.Terminal)
{
m_LinkedList.Remove(next);
m_Dictionary.Remove(key);
}
else
{
m_Dictionary[key] = new GameFrameworkLinkedListRange<TValue>(next, range.Terminal);
}
}
m_LinkedList.Remove(current);
return true;
}
}
}
return false;
}
/// <summary>
/// 从指定的主键中移除所有的值。
/// </summary>
/// <param name="key">指定的主键。</param>
/// <returns>是否移除成功。</returns>
public bool RemoveAll(TKey key)
{
GameFrameworkLinkedListRange<TValue> range = default(GameFrameworkLinkedListRange<TValue>);
if (m_Dictionary.TryGetValue(key, out range))
{
m_Dictionary.Remove(key);
LinkedListNode<TValue> current = range.First;
while (current != null)
{
LinkedListNode<TValue> next = current != range.Terminal ? current.Next : null;
m_LinkedList.Remove(current);
current = next;
}
return true;
}
return false;
}
/// <summary>
/// 返回循环访问集合的枚举数。
/// </summary>
/// <returns>循环访问集合的枚举数。</returns>
public Enumerator GetEnumerator()
{
return new Enumerator(m_Dictionary);
}
/// <summary>
/// 返回循环访问集合的枚举数。
/// </summary>
/// <returns>循环访问集合的枚举数。</returns>
IEnumerator<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>> IEnumerable<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>.GetEnumerator()
{
return GetEnumerator();
}
/// <summary>
/// 返回循环访问集合的枚举数。
/// </summary>
/// <returns>循环访问集合的枚举数。</returns>
IEnumerator IEnumerable.GetEnumerator()
{
return GetEnumerator();
}
/// <summary>
/// 循环访问集合的枚举数。
/// </summary>
[StructLayout(LayoutKind.Auto)]
public struct Enumerator : IEnumerator<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>, IEnumerator
{
private Dictionary<TKey, GameFrameworkLinkedListRange<TValue>>.Enumerator m_Enumerator;
internal Enumerator(Dictionary<TKey, GameFrameworkLinkedListRange<TValue>> dictionary)
{
if (dictionary == null)
{
throw new GameFrameworkException("Dictionary is invalid.");
}
m_Enumerator = dictionary.GetEnumerator();
}
/// <summary>
/// 获取当前结点。
/// </summary>
public KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>> Current
{
get
{
return m_Enumerator.Current;
}
}
/// <summary>
/// 获取当前的枚举数。
/// </summary>
object IEnumerator.Current
{
get
{
return m_Enumerator.Current;
}
}
/// <summary>
/// 清理枚举数。
/// </summary>
public void Dispose()
{
m_Enumerator.Dispose();
}
/// <summary>
/// 获取下一个结点。
/// </summary>
/// <returns>返回下一个结点。</returns>
public bool MoveNext()
{
return m_Enumerator.MoveNext();
}
/// <summary>
/// 重置枚举数。
/// </summary>
void IEnumerator.Reset()
{
((IEnumerator<KeyValuePair<TKey, GameFrameworkLinkedListRange<TValue>>>)m_Enumerator).Reset();
}
}
}
}