geometry-tower-defense/Assets/GameFramework/Scripts/Runtime/Sound/PlaySoundDependencyAssetEve...

170 lines
4.9 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 GameFramework.Sound;
namespace UnityGameFramework.Runtime
{
/// <summary>
/// 播放声音时加载依赖资源事件。
/// </summary>
public sealed class PlaySoundDependencyAssetEventArgs : GameEventArgs
{
/// <summary>
/// 播放声音时加载依赖资源事件编号。
/// </summary>
public static readonly int EventId = typeof(PlaySoundDependencyAssetEventArgs).GetHashCode();
/// <summary>
/// 初始化播放声音时加载依赖资源事件的新实例。
/// </summary>
public PlaySoundDependencyAssetEventArgs()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
DependencyAssetName = null;
LoadedCount = 0;
TotalCount = 0;
BindingEntity = null;
UserData = null;
}
/// <summary>
/// 获取播放声音时加载依赖资源事件编号。
/// </summary>
public override int Id
{
get
{
return EventId;
}
}
/// <summary>
/// 获取声音的序列编号。
/// </summary>
public int SerialId
{
get;
private set;
}
/// <summary>
/// 获取声音资源名称。
/// </summary>
public string SoundAssetName
{
get;
private set;
}
/// <summary>
/// 获取声音组名称。
/// </summary>
public string SoundGroupName
{
get;
private set;
}
/// <summary>
/// 获取播放声音参数。
/// </summary>
public PlaySoundParams PlaySoundParams
{
get;
private set;
}
/// <summary>
/// 获取被加载的依赖资源名称。
/// </summary>
public string DependencyAssetName
{
get;
private set;
}
/// <summary>
/// 获取当前已加载依赖资源数量。
/// </summary>
public int LoadedCount
{
get;
private set;
}
/// <summary>
/// 获取总共加载依赖资源数量。
/// </summary>
public int TotalCount
{
get;
private set;
}
/// <summary>
/// 获取声音绑定的实体。
/// </summary>
public Entity BindingEntity
{
get;
private set;
}
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData
{
get;
private set;
}
/// <summary>
/// 创建播放声音时加载依赖资源事件。
/// </summary>
/// <param name="e">内部事件。</param>
/// <returns>创建的播放声音时加载依赖资源事件。</returns>
public static PlaySoundDependencyAssetEventArgs Create(GameFramework.Sound.PlaySoundDependencyAssetEventArgs e)
{
PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
PlaySoundDependencyAssetEventArgs playSoundDependencyAssetEventArgs = ReferencePool.Acquire<PlaySoundDependencyAssetEventArgs>();
playSoundDependencyAssetEventArgs.SerialId = e.SerialId;
playSoundDependencyAssetEventArgs.SoundAssetName = e.SoundAssetName;
playSoundDependencyAssetEventArgs.SoundGroupName = e.SoundGroupName;
playSoundDependencyAssetEventArgs.PlaySoundParams = e.PlaySoundParams;
playSoundDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName;
playSoundDependencyAssetEventArgs.LoadedCount = e.LoadedCount;
playSoundDependencyAssetEventArgs.TotalCount = e.TotalCount;
playSoundDependencyAssetEventArgs.BindingEntity = playSoundInfo.BindingEntity;
playSoundDependencyAssetEventArgs.UserData = playSoundInfo.UserData;
return playSoundDependencyAssetEventArgs;
}
/// <summary>
/// 清理播放声音时加载依赖资源事件。
/// </summary>
public override void Clear()
{
SerialId = 0;
SoundAssetName = null;
SoundGroupName = null;
PlaySoundParams = null;
DependencyAssetName = null;
LoadedCount = 0;
TotalCount = 0;
BindingEntity = null;
UserData = null;
}
}
}