第一批重构,主要是物理迁移脚本和部分命名空间的调整

- 结构上迁移文件,将脚本分成 Base/Runtime/Presentation/Procedure/Editor 五大文件夹
- 调整 DataTable 和 Definition 下脚本的命名空间
- 依据 UI-5层架构设计规范 拆分原先的 UI 到 Runtime 和 Presentation 下
This commit is contained in:
SepComet
2026-06-02 19:12:34 +08:00
parent 56f74eee9a
commit 34c0784190
655 changed files with 1272 additions and 516 deletions
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
public static partial class Constant
{
/// <summary>
/// 资源优先级。
/// </summary>
public static class AssetPriority
{
public const int ConfigAsset = 100;
public const int DataTableAsset = 100;
public const int DictionaryAsset = 100;
public const int FontAsset = 50;
public const int MusicAsset = 20;
public const int SceneAsset = 0;
public const int SoundAsset = 30;
public const int UIFormAsset = 50;
public const int UISoundAsset = 30;
public const int MyAircraftAsset = 90;
public const int PlayerAsset = 90;
public const int AircraftAsset = 80;
public const int ThrusterAsset = 30;
public const int WeaponAsset = 30;
public const int ArmorAsset = 30;
public const int BulletAsset = 80;
public const int AsteroiAsset = 80;
public const int EnemyAsset = 80;
public const int EffectAsset = 80;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
namespace SepCore.Definition
{
public static partial class Constant
{
/// <summary>
/// 层。
/// </summary>
public static class Layer
{
public const string DefaultLayerName = "Default";
public static readonly int DefaultLayerId = LayerMask.NameToLayer(DefaultLayerName);
public const string UILayerName = "UI";
public static readonly int UILayerId = LayerMask.NameToLayer(UILayerName);
public const string TargetableObjectLayerName = "Targetable Object";
public static readonly int TargetableObjectLayerId = LayerMask.NameToLayer(TargetableObjectLayerName);
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace SepCore.Definition
{
public static partial class Constant
{
public static class Setting
{
public const string Language = "Setting.Language";
public const string SoundGroupMuted = "Setting.{0}Muted";
public const string SoundGroupVolume = "Setting.{0}Volume";
public const string MusicMuted = "Setting.MusicMuted";
public const string MusicVolume = "Setting.MusicVolume";
public const string SoundMuted = "Setting.SoundMuted";
public const string SoundVolume = "Setting.SoundVolume";
public const string UISoundMuted = "Setting.UISoundMuted";
public const string UISoundVolume = "Setting.UISoundVolume";
}
}
}
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