- 引入 UnityGameFramework

- 使用 Luban 替代原来的 UGF 的数据表
This commit is contained in:
huangjun
2026-08-30 18:08:55 +08:00
parent 42ad134759
commit 92bf3e9097
1925 changed files with 362268 additions and 4859 deletions
@@ -0,0 +1,72 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using UnityEngine;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 基础组件。
/// </summary>
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/ReferencePool")]
public sealed class ReferencePoolComponent : GameFrameworkComponent
{
[SerializeField]
private ReferenceStrictCheckType m_EnableStrictCheck = ReferenceStrictCheckType.AlwaysEnable;
/// <summary>
/// 获取或设置是否开启强制检查。
/// </summary>
public bool EnableStrictCheck
{
get
{
return ReferencePool.EnableStrictCheck;
}
set
{
ReferencePool.EnableStrictCheck = value;
if (value)
{
Log.Info("Strict checking is enabled for the Reference Pool. It will drastically affect the performance.");
}
}
}
/// <summary>
/// 游戏框架组件初始化。
/// </summary>
protected override void Awake()
{
base.Awake();
}
private void Start()
{
switch (m_EnableStrictCheck)
{
case ReferenceStrictCheckType.AlwaysEnable:
EnableStrictCheck = true;
break;
case ReferenceStrictCheckType.OnlyEnableWhenDevelopment:
EnableStrictCheck = Debug.isDebugBuild;
break;
case ReferenceStrictCheckType.OnlyEnableInEditor:
EnableStrictCheck = Application.isEditor;
break;
default:
EnableStrictCheck = false;
break;
}
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,35 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 引用强制检查类型。
/// </summary>
public enum ReferenceStrictCheckType : byte
{
/// <summary>
/// 总是启用。
/// </summary>
AlwaysEnable = 0,
/// <summary>
/// 仅在开发模式时启用。
/// </summary>
OnlyEnableWhenDevelopment,
/// <summary>
/// 仅在编辑器中启用。
/// </summary>
OnlyEnableInEditor,
/// <summary>
/// 总是禁用。
/// </summary>
AlwaysDisable,
}
}
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