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

84 lines
2.4 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>
/// 卸载场景成功事件。
/// </summary>
public sealed class UnloadSceneSuccessEventArgs : GameEventArgs
{
/// <summary>
/// 加载场景成功事件编号。
/// </summary>
public static readonly int EventId = typeof(UnloadSceneSuccessEventArgs).GetHashCode();
/// <summary>
/// 初始化卸载场景成功事件的新实例。
/// </summary>
public UnloadSceneSuccessEventArgs()
{
SceneAssetName = null;
UserData = null;
}
/// <summary>
/// 获取加载场景成功事件编号。
/// </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>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建卸载场景成功事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的卸载场景成功事件。</returns>
public static UnloadSceneSuccessEventArgs Create(GameFramework.Scene.UnloadSceneSuccessEventArgs e)
{
UnloadSceneSuccessEventArgs unloadSceneSuccessEventArgs = ReferencePool.Acquire<UnloadSceneSuccessEventArgs>();
unloadSceneSuccessEventArgs.SceneAssetName = e.SceneAssetName;
unloadSceneSuccessEventArgs.UserData = e.UserData;
return unloadSceneSuccessEventArgs;
}
/// <summary>
/// 清理卸载场景成功事件。
/// </summary>
public override void Clear()
{
SceneAssetName = null;
UserData = null;
}
}
}