- 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 +1,61 @@
using Cysharp.Threading.Tasks;
using UnityGameFramework.Runtime;
namespace SepCore.AsyncTask
{
/// <summary>
/// Config 异步扩展方法
/// </summary>
public static class ConfigAsyncExtension
{
/// <summary>
/// 异步加载配置
/// </summary>
/// <param name="configComponent">配置组件</param>
/// <param name="configAssetName">配置资源名称</param>
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>加载成功事件</returns>
public static UniTask<LoadConfigSuccessEventArgs> LoadConfigAsync(this ConfigComponent configComponent,
string configAssetName,
object userData = null,
float timeout = 30f)
{
UniTask<LoadConfigSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadConfigSuccessEventArgs, LoadConfigFailureEventArgs>(
LoadConfigSuccessEventArgs.EventId,
LoadConfigFailureEventArgs.EventId,
successArgs => successArgs.ConfigAssetName == configAssetName && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.ConfigAssetName == configAssetName && ReferenceEquals(failureArgs.UserData, userData),
timeout
);
configComponent.ReadData(configAssetName, userData);
return waitTask;
}
/// <summary>
/// 异步加载配置(通过字典加载)
/// </summary>
/// <param name="configComponent">配置组件</param>
/// <param name="dictionaryName">字典名称</param>
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>加载成功事件</returns>
public static UniTask<LoadConfigSuccessEventArgs> LoadConfigFromDictionaryAsync(this ConfigComponent configComponent,
string dictionaryName,
object userData = null,
float timeout = 30f)
{
UniTask<LoadConfigSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadConfigSuccessEventArgs, LoadConfigFailureEventArgs>(
LoadConfigSuccessEventArgs.EventId,
LoadConfigFailureEventArgs.EventId,
successArgs => successArgs.ConfigAssetName == dictionaryName && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.ConfigAssetName == dictionaryName && ReferenceEquals(failureArgs.UserData, userData),
timeout
);
configComponent.ReadData(dictionaryName, userData);
return waitTask;
}
}
}