- 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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using GameFramework.Sound;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 播放声音成功事件。
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/// </summary>
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public sealed class PlaySoundSuccessEventArgs : GameEventArgs
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{
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/// <summary>
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/// 播放声音成功事件编号。
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/// </summary>
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public static readonly int EventId = typeof(PlaySoundSuccessEventArgs).GetHashCode();
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/// <summary>
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/// 初始化播放声音成功事件的新实例。
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/// </summary>
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public PlaySoundSuccessEventArgs()
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{
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SerialId = 0;
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SoundAssetName = null;
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SoundAgent = null;
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Duration = 0f;
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BindingEntity = null;
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UserData = null;
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}
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/// <summary>
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/// 获取播放声音成功事件编号。
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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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/// 获取声音的序列编号。
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/// </summary>
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public int SerialId
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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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/// 获取声音资源名称。
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/// </summary>
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public string SoundAssetName
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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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/// 获取用于播放的声音代理。
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/// </summary>
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public ISoundAgent SoundAgent
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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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/// 获取加载持续时间。
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/// </summary>
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public float Duration
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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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/// 获取声音绑定的实体。
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/// </summary>
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public Entity BindingEntity
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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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/// 创建播放声音成功事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的播放声音成功事件。</returns>
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public static PlaySoundSuccessEventArgs Create(GameFramework.Sound.PlaySoundSuccessEventArgs e)
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{
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PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
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PlaySoundSuccessEventArgs playSoundSuccessEventArgs = ReferencePool.Acquire<PlaySoundSuccessEventArgs>();
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playSoundSuccessEventArgs.SerialId = e.SerialId;
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playSoundSuccessEventArgs.SoundAssetName = e.SoundAssetName;
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playSoundSuccessEventArgs.SoundAgent = e.SoundAgent;
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playSoundSuccessEventArgs.Duration = e.Duration;
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playSoundSuccessEventArgs.BindingEntity = playSoundInfo.BindingEntity;
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playSoundSuccessEventArgs.UserData = playSoundInfo.UserData;
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ReferencePool.Release(playSoundInfo);
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return playSoundSuccessEventArgs;
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}
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/// <summary>
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/// 清理播放声音成功事件。
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/// </summary>
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public override void Clear()
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{
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SerialId = 0;
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SoundAssetName = null;
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SoundAgent = null;
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Duration = 0f;
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BindingEntity = null;
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UserData = null;
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}
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}
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}
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