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
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using Text = GameFramework.Utility.Text;
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namespace CustomUtility
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{
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public static class AssetUtility
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{
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public static string GetConfigAsset(string assetName, bool fromBytes)
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{
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return Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
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}
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public static string GetDataTableAsset(string assetName, bool fromBytes)
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{
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return Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
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}
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public static string GetDictionaryAsset(string assetName, bool fromBytes)
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{
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return Text.Format("Assets/GameMain/Localization/{0}/Dictionaries/{1}.{2}",
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GameEntry.Localization.Language, assetName, fromBytes ? "bytes" : "xml");
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}
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public static string GetFontAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
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}
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public static string GetTMPFontAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
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}
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public static string GetSceneAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
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}
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public static string GetMusicAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
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}
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public static string GetSoundAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
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}
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public static string GetEntityAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
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}
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public static string GetUIFormAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName);
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}
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public static string GetUISoundAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
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}
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public static string GetUITextureIconAsset(string assetName)
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{
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return Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName);
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}
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}
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}
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