- 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.FileSystem;
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using GameFramework.Resource;
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using System;
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 加载资源代理辅助器基类。
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/// </summary>
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public abstract class LoadResourceAgentHelperBase : MonoBehaviour, ILoadResourceAgentHelper
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{
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/// <summary>
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/// 加载资源代理辅助器异步加载资源更新事件。
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/// </summary>
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public abstract event EventHandler<LoadResourceAgentHelperUpdateEventArgs> LoadResourceAgentHelperUpdate;
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/// <summary>
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/// 加载资源代理辅助器异步读取资源文件完成事件。
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/// </summary>
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public abstract event EventHandler<LoadResourceAgentHelperReadFileCompleteEventArgs> LoadResourceAgentHelperReadFileComplete;
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/// <summary>
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/// 加载资源代理辅助器异步读取资源二进制流完成事件。
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/// </summary>
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public abstract event EventHandler<LoadResourceAgentHelperReadBytesCompleteEventArgs> LoadResourceAgentHelperReadBytesComplete;
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/// <summary>
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/// 加载资源代理辅助器异步将资源二进制流转换为加载对象完成事件。
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/// </summary>
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public abstract event EventHandler<LoadResourceAgentHelperParseBytesCompleteEventArgs> LoadResourceAgentHelperParseBytesComplete;
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/// <summary>
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/// 加载资源代理辅助器异步加载资源完成事件。
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/// </summary>
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public abstract event EventHandler<LoadResourceAgentHelperLoadCompleteEventArgs> LoadResourceAgentHelperLoadComplete;
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/// <summary>
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/// 加载资源代理辅助器错误事件。
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/// </summary>
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public abstract event EventHandler<LoadResourceAgentHelperErrorEventArgs> LoadResourceAgentHelperError;
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/// <summary>
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/// 通过加载资源代理辅助器开始异步读取资源文件。
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/// </summary>
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/// <param name="fullPath">要加载资源的完整路径名。</param>
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public abstract void ReadFile(string fullPath);
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/// <summary>
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/// 通过加载资源代理辅助器开始异步读取资源文件。
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/// </summary>
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/// <param name="fileSystem">要加载资源的文件系统。</param>
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/// <param name="name">要加载资源的名称。</param>
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public abstract void ReadFile(IFileSystem fileSystem, string name);
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/// <summary>
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/// 通过加载资源代理辅助器开始异步读取资源二进制流。
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/// </summary>
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/// <param name="fullPath">要加载资源的完整路径名。</param>
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public abstract void ReadBytes(string fullPath);
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/// <summary>
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/// 通过加载资源代理辅助器开始异步读取资源二进制流。
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/// </summary>
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/// <param name="fileSystem">要加载资源的文件系统。</param>
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/// <param name="name">要加载资源的名称。</param>
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public abstract void ReadBytes(IFileSystem fileSystem, string name);
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/// <summary>
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/// 通过加载资源代理辅助器开始异步将资源二进制流转换为加载对象。
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/// </summary>
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/// <param name="bytes">要加载资源的二进制流。</param>
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public abstract void ParseBytes(byte[] bytes);
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/// <summary>
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/// 通过加载资源代理辅助器开始异步加载资源。
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/// </summary>
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/// <param name="resource">资源。</param>
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/// <param name="assetName">要加载的资源名称。</param>
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/// <param name="assetType">要加载资源的类型。</param>
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/// <param name="isScene">要加载的资源是否是场景。</param>
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public abstract void LoadAsset(object resource, string assetName, Type assetType, bool isScene);
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/// <summary>
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/// 重置加载资源代理辅助器。
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/// </summary>
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public abstract void Reset();
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}
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}
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