- 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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/// 加载数据表成功事件。
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/// </summary>
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public sealed class LoadDataTableSuccessEventArgs : GameEventArgs
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{
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/// <summary>
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/// 加载数据表成功事件编号。
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/// </summary>
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public static readonly int EventId = typeof(LoadDataTableSuccessEventArgs).GetHashCode();
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/// <summary>
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/// 初始化加载数据表成功事件的新实例。
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/// </summary>
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public LoadDataTableSuccessEventArgs()
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{
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DataTableAssetName = null;
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Duration = 0f;
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UserData = null;
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}
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/// <summary>
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/// 获取加载数据表成功事件编号。
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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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/// 获取数据表资源名称。
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/// </summary>
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public string DataTableAssetName
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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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/// 获取加载持续时间。
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/// </summary>
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public float Duration
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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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/// 创建加载数据表成功事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的加载数据表成功事件。</returns>
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public static LoadDataTableSuccessEventArgs Create(ReadDataSuccessEventArgs e)
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{
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LoadDataTableSuccessEventArgs loadDataTableSuccessEventArgs = ReferencePool.Acquire<LoadDataTableSuccessEventArgs>();
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loadDataTableSuccessEventArgs.DataTableAssetName = e.DataAssetName;
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loadDataTableSuccessEventArgs.Duration = e.Duration;
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loadDataTableSuccessEventArgs.UserData = e.UserData;
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return loadDataTableSuccessEventArgs;
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}
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/// <summary>
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/// 清理加载数据表成功事件。
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/// </summary>
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public override void Clear()
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{
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DataTableAssetName = null;
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Duration = 0f;
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UserData = null;
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}
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}
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}
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