- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Event;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 加载全局配置更新事件。
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/// </summary>
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public sealed class LoadConfigUpdateEventArgs : GameEventArgs
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{
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/// <summary>
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/// 加载全局配置失败事件编号。
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/// </summary>
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public static readonly int EventId = typeof(LoadConfigUpdateEventArgs).GetHashCode();
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/// <summary>
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/// 初始化加载全局配置更新事件的新实例。
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/// </summary>
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public LoadConfigUpdateEventArgs()
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{
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ConfigAssetName = null;
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Progress = 0f;
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UserData = null;
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}
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/// <summary>
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/// 获取加载全局配置失败事件编号。
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/// </summary>
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public override int Id
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{
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get
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{
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return EventId;
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}
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}
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/// <summary>
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/// 获取全局配置资源名称。
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/// </summary>
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public string ConfigAssetName
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取加载全局配置进度。
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/// </summary>
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public float Progress
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取用户自定义数据。
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/// </summary>
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public object UserData
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{
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get;
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private set;
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}
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/// <summary>
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/// 创建加载全局配置更新事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的加载全局配置更新事件。</returns>
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public static LoadConfigUpdateEventArgs Create(ReadDataUpdateEventArgs e)
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{
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LoadConfigUpdateEventArgs loadConfigUpdateEventArgs = ReferencePool.Acquire<LoadConfigUpdateEventArgs>();
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loadConfigUpdateEventArgs.ConfigAssetName = e.DataAssetName;
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loadConfigUpdateEventArgs.Progress = e.Progress;
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loadConfigUpdateEventArgs.UserData = e.UserData;
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return loadConfigUpdateEventArgs;
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}
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/// <summary>
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/// 清理加载全局配置更新事件。
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/// </summary>
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public override void Clear()
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{
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ConfigAssetName = null;
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Progress = 0f;
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UserData = null;
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}
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}
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}
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