- 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 +1,95 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 资源应用开始事件。
/// </summary>
public sealed class ResourceApplyStartEventArgs : GameEventArgs
{
/// <summary>
/// 资源应用开始事件编号。
/// </summary>
public static readonly int EventId = typeof(ResourceApplyStartEventArgs).GetHashCode();
/// <summary>
/// 初始化资源应用开始事件的新实例。
/// </summary>
public ResourceApplyStartEventArgs()
{
ResourcePackPath = null;
Count = 0;
TotalLength = 0L;
}
/// <summary>
/// 获取资源应用开始事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取资源包路径。
/// </summary>
public string ResourcePackPath
{
get;
private set;
}
/// <summary>
/// 获取要应用资源的数量。
/// </summary>
public int Count
{
get;
private set;
}
/// <summary>
/// 获取要应用资源的总大小。
/// </summary>
public long TotalLength
{
get;
private set;
}
/// <summary>
/// 创建资源应用开始事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的资源应用开始事件。</returns>
public static ResourceApplyStartEventArgs Create(GameFramework.Resource.ResourceApplyStartEventArgs e)
{
ResourceApplyStartEventArgs resourceApplyStartEventArgs = ReferencePool.Acquire<ResourceApplyStartEventArgs>();
resourceApplyStartEventArgs.ResourcePackPath = e.ResourcePackPath;
resourceApplyStartEventArgs.Count = e.Count;
resourceApplyStartEventArgs.TotalLength = e.TotalLength;
return resourceApplyStartEventArgs;
}
/// <summary>
/// 清理资源应用开始事件。
/// </summary>
public override void Clear()
{
ResourcePackPath = null;
Count = 0;
TotalLength = 0L;
}
}
}