- 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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/// 加载场景时加载依赖资源事件。
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/// </summary>
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public sealed class LoadSceneDependencyAssetEventArgs : GameEventArgs
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{
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/// <summary>
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/// 加载场景时加载依赖资源事件编号。
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/// </summary>
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public static readonly int EventId = typeof(LoadSceneDependencyAssetEventArgs).GetHashCode();
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/// <summary>
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/// 初始化加载场景时加载依赖资源事件的新实例。
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/// </summary>
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public LoadSceneDependencyAssetEventArgs()
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{
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SceneAssetName = null;
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DependencyAssetName = null;
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LoadedCount = 0;
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TotalCount = 0;
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UserData = null;
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}
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/// <summary>
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/// 获取加载场景时加载依赖资源事件编号。
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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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/// 获取场景资源名称。
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/// </summary>
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public string SceneAssetName
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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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/// 获取被加载的依赖资源名称。
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/// </summary>
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public string DependencyAssetName
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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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/// 获取当前已加载依赖资源数量。
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/// </summary>
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public int LoadedCount
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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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/// 获取总共加载依赖资源数量。
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/// </summary>
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public int TotalCount
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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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/// 创建加载场景时加载依赖资源事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的加载场景时加载依赖资源事件。</returns>
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public static LoadSceneDependencyAssetEventArgs Create(GameFramework.Scene.LoadSceneDependencyAssetEventArgs e)
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{
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LoadSceneDependencyAssetEventArgs loadSceneDependencyAssetEventArgs = ReferencePool.Acquire<LoadSceneDependencyAssetEventArgs>();
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loadSceneDependencyAssetEventArgs.SceneAssetName = e.SceneAssetName;
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loadSceneDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName;
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loadSceneDependencyAssetEventArgs.LoadedCount = e.LoadedCount;
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loadSceneDependencyAssetEventArgs.TotalCount = e.TotalCount;
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loadSceneDependencyAssetEventArgs.UserData = e.UserData;
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return loadSceneDependencyAssetEventArgs;
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}
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/// <summary>
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/// 清理加载场景时加载依赖资源事件。
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/// </summary>
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public override void Clear()
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{
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SceneAssetName = null;
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DependencyAssetName = null;
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LoadedCount = 0;
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TotalCount = 0;
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UserData = null;
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}
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}
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}
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