biography-of-lijie/Assets/GameFramework/Scripts/Runtime/Entity/ShowEntityUpdateEventArgs.cs

134 lines
3.7 KiB
C#

//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
using System;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 显示实体更新事件。
/// </summary>
public sealed class ShowEntityUpdateEventArgs : GameEventArgs
{
/// <summary>
/// 显示实体更新事件编号。
/// </summary>
public static readonly int EventId = typeof(ShowEntityUpdateEventArgs).GetHashCode();
/// <summary>
/// 初始化显示实体更新事件的新实例。
/// </summary>
public ShowEntityUpdateEventArgs()
{
EntityId = 0;
EntityLogicType = null;
EntityAssetName = null;
EntityGroupName = null;
Progress = 0f;
UserData = null;
}
/// <summary>
/// 获取显示实体更新事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取实体编号。
/// </summary>
public int EntityId
{
get;
private set;
}
/// <summary>
/// 获取实体逻辑类型。
/// </summary>
public Type EntityLogicType
{
get;
private set;
}
/// <summary>
/// 获取实体资源名称。
/// </summary>
public string EntityAssetName
{
get;
private set;
}
/// <summary>
/// 获取实体组名称。
/// </summary>
public string EntityGroupName
{
get;
private set;
}
/// <summary>
/// 获取显示实体进度。
/// </summary>
public float Progress
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建显示实体更新事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的显示实体更新事件。</returns>
public static ShowEntityUpdateEventArgs Create(GameFramework.Entity.ShowEntityUpdateEventArgs e)
{
ShowEntityInfo showEntityInfo = (ShowEntityInfo)e.UserData;
ShowEntityUpdateEventArgs showEntityUpdateEventArgs = ReferencePool.Acquire<ShowEntityUpdateEventArgs>();
showEntityUpdateEventArgs.EntityId = e.EntityId;
showEntityUpdateEventArgs.EntityLogicType = showEntityInfo.EntityLogicType;
showEntityUpdateEventArgs.EntityAssetName = e.EntityAssetName;
showEntityUpdateEventArgs.EntityGroupName = e.EntityGroupName;
showEntityUpdateEventArgs.Progress = e.Progress;
showEntityUpdateEventArgs.UserData = showEntityInfo.UserData;
return showEntityUpdateEventArgs;
}
/// <summary>
/// 清理显示实体更新事件。
/// </summary>
public override void Clear()
{
EntityId = 0;
EntityLogicType = null;
EntityAssetName = null;
EntityGroupName = null;
Progress = 0f;
UserData = null;
}
}
}