- 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 +1,66 @@
using Cysharp.Threading.Tasks;
using GameFramework.Scene;
using UnityGameFramework.Runtime;
using LoadSceneFailureEventArgs = UnityGameFramework.Runtime.LoadSceneFailureEventArgs;
using LoadSceneSuccessEventArgs = UnityGameFramework.Runtime.LoadSceneSuccessEventArgs;
using UnloadSceneFailureEventArgs = UnityGameFramework.Runtime.UnloadSceneFailureEventArgs;
using UnloadSceneSuccessEventArgs = UnityGameFramework.Runtime.UnloadSceneSuccessEventArgs;
namespace SepCore.AsyncTask
{
/// <summary>
/// Scene 异步扩展方法
/// </summary>
public static class SceneAsyncExtension
{
/// <summary>
/// 异步加载场景
/// </summary>
/// <param name="sceneComponent">场景组件</param>
/// <param name="sceneAssetName">场景资源名称</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<LoadSceneSuccessEventArgs> LoadSceneAsync(this SceneComponent sceneComponent,
string sceneAssetName,
object userData = null,
float timeout = 60f)
{
UniTask<LoadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadSceneSuccessEventArgs, LoadSceneFailureEventArgs>(
LoadSceneSuccessEventArgs.EventId,
LoadSceneFailureEventArgs.EventId,
successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
timeout
);
sceneComponent.LoadScene(sceneAssetName, userData);
return waitTask;
}
/// <summary>
/// 异步卸载场景
/// </summary>
/// <param name="sceneComponent">场景组件</param>
/// <param name="sceneAssetName">场景资源名称</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>卸载成功事件</returns>
public static UniTask<UnloadSceneSuccessEventArgs> UnloadSceneAsync(this SceneComponent sceneComponent,
string sceneAssetName,
object userData = null,
float timeout = 60f)
{
UniTask<UnloadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<UnloadSceneSuccessEventArgs, UnloadSceneFailureEventArgs>(
UnloadSceneSuccessEventArgs.EventId,
UnloadSceneFailureEventArgs.EventId,
successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
timeout
);
sceneComponent.UnloadScene(sceneAssetName, userData);
return waitTask;
}
}
}