- 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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/// 资源应用成功事件。
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/// </summary>
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public sealed class ResourceApplySuccessEventArgs : GameEventArgs
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{
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/// <summary>
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/// 资源应用成功事件编号。
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/// </summary>
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public static readonly int EventId = typeof(ResourceApplySuccessEventArgs).GetHashCode();
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/// <summary>
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/// 初始化资源应用成功事件的新实例。
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/// </summary>
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public ResourceApplySuccessEventArgs()
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{
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Name = null;
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ApplyPath = null;
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ResourcePackPath = null;
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Length = 0;
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CompressedLength = 0;
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}
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/// <summary>
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/// 获取资源应用成功事件编号。
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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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/// 获取资源名称。
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/// </summary>
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public string Name
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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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/// 获取资源应用后存放路径。
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/// </summary>
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public string ApplyPath
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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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/// 获取资源包路径。
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/// </summary>
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public string ResourcePackPath
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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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/// 获取资源大小。
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/// </summary>
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public int Length
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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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/// 获取压缩后大小。
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/// </summary>
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public int CompressedLength
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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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/// 创建资源应用成功事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的资源应用成功事件。</returns>
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public static ResourceApplySuccessEventArgs Create(GameFramework.Resource.ResourceApplySuccessEventArgs e)
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{
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ResourceApplySuccessEventArgs resourceApplySuccessEventArgs = ReferencePool.Acquire<ResourceApplySuccessEventArgs>();
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resourceApplySuccessEventArgs.Name = e.Name;
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resourceApplySuccessEventArgs.ApplyPath = e.ApplyPath;
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resourceApplySuccessEventArgs.ResourcePackPath = e.ResourcePackPath;
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resourceApplySuccessEventArgs.Length = e.Length;
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resourceApplySuccessEventArgs.CompressedLength = e.CompressedLength;
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return resourceApplySuccessEventArgs;
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}
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/// <summary>
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/// 清理资源应用成功事件。
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/// </summary>
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public override void Clear()
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{
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Name = null;
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ApplyPath = null;
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ResourcePackPath = null;
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Length = 0;
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CompressedLength = 0;
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}
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}
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}
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