biography-of-lijie/Assets/GameFramework/Scripts/Runtime/Scene/LoadSceneUpdateEventArgs.cs

96 lines
2.6 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;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 加载场景更新事件。
/// </summary>
public sealed class LoadSceneUpdateEventArgs : GameEventArgs
{
/// <summary>
/// 加载场景更新事件编号。
/// </summary>
public static readonly int EventId = typeof(LoadSceneUpdateEventArgs).GetHashCode();
/// <summary>
/// 初始化加载场景更新事件的新实例。
/// </summary>
public LoadSceneUpdateEventArgs()
{
SceneAssetName = null;
Progress = 0f;
UserData = null;
}
/// <summary>
/// 获取加载场景更新事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取场景资源名称。
/// </summary>
public string SceneAssetName
{
get;
private set;
}
/// <summary>
/// 获取加载场景进度。
/// </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>
/// 创建加载场景更新事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的加载场景更新事件。</returns>
public static LoadSceneUpdateEventArgs Create(GameFramework.Scene.LoadSceneUpdateEventArgs e)
{
LoadSceneUpdateEventArgs loadSceneUpdateEventArgs = ReferencePool.Acquire<LoadSceneUpdateEventArgs>();
loadSceneUpdateEventArgs.SceneAssetName = e.SceneAssetName;
loadSceneUpdateEventArgs.Progress = e.Progress;
loadSceneUpdateEventArgs.UserData = e.UserData;
return loadSceneUpdateEventArgs;
}
/// <summary>
/// 清理加载场景更新事件。
/// </summary>
public override void Clear()
{
SceneAssetName = null;
Progress = 0f;
UserData = null;
}
}
}