- 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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using System;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 显示实体失败事件。
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/// </summary>
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public sealed class ShowEntityFailureEventArgs : GameEventArgs
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{
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/// <summary>
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/// 显示实体失败事件编号。
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/// </summary>
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public static readonly int EventId = typeof(ShowEntityFailureEventArgs).GetHashCode();
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/// <summary>
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/// 初始化显示实体失败事件的新实例。
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/// </summary>
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public ShowEntityFailureEventArgs()
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{
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EntityId = 0;
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EntityLogicType = null;
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EntityAssetName = null;
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EntityGroupName = null;
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ErrorMessage = null;
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UserData = null;
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}
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/// <summary>
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/// 获取显示实体失败事件编号。
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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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/// 获取实体编号。
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/// </summary>
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public int EntityId
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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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/// 获取实体逻辑类型。
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/// </summary>
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public Type EntityLogicType
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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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/// 获取实体资源名称。
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/// </summary>
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public string EntityAssetName
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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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/// 获取实体组名称。
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/// </summary>
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public string EntityGroupName
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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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/// 获取错误信息。
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/// </summary>
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public string ErrorMessage
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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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/// 创建显示实体失败事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的显示实体失败事件。</returns>
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public static ShowEntityFailureEventArgs Create(GameFramework.Entity.ShowEntityFailureEventArgs e)
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{
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ShowEntityInfo showEntityInfo = (ShowEntityInfo)e.UserData;
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ShowEntityFailureEventArgs showEntityFailureEventArgs = ReferencePool.Acquire<ShowEntityFailureEventArgs>();
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showEntityFailureEventArgs.EntityId = e.EntityId;
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showEntityFailureEventArgs.EntityLogicType = showEntityInfo.EntityLogicType;
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showEntityFailureEventArgs.EntityAssetName = e.EntityAssetName;
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showEntityFailureEventArgs.EntityGroupName = e.EntityGroupName;
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showEntityFailureEventArgs.ErrorMessage = e.ErrorMessage;
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showEntityFailureEventArgs.UserData = showEntityInfo.UserData;
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ReferencePool.Release(showEntityInfo);
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return showEntityFailureEventArgs;
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}
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/// <summary>
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/// 清理显示实体失败事件。
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/// </summary>
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public override void Clear()
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{
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EntityId = 0;
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EntityLogicType = null;
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EntityAssetName = null;
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EntityGroupName = null;
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ErrorMessage = null;
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UserData = null;
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}
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}
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}
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