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
@@ -0,0 +1,26 @@
using UnityEditor;
namespace SepCore.Editor
{
public static class AutoRefreshToggle
{
private const string MenuPrefix = "Tools/Auto Refresh/";
[MenuItem(MenuPrefix + "Disable Auto Refresh &c", false, 1)]
public static void DisableAutoRefresh()
{
AssetDatabase.DisallowAutoRefresh();
EditorApplication.LockReloadAssemblies();
EditorUtility.DisplayDialog("Auto Refresh", "Auto refresh and assembly reload locked.", "OK");
}
[MenuItem(MenuPrefix + "Enable Auto Refresh &v", false, 2)]
public static void EnableAutoRefresh()
{
AssetDatabase.AllowAutoRefresh();
EditorApplication.UnlockReloadAssemblies();
AssetDatabase.Refresh();
EditorUtility.DisplayDialog("Auto Refresh", "Auto refresh and assembly reload enabled. Compiling now...", "OK");
}
}
}
@@ -0,0 +1,11 @@
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@@ -0,0 +1,86 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using SepCore.Definition;
using GameFramework.Debugger;
using GameFramework.Localization;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace StarForce
{
public class ChangeLanguageDebuggerWindow : IDebuggerWindow
{
private Vector2 m_ScrollPosition = Vector2.zero;
private bool m_NeedRestart = false;
public void Initialize(params object[] args)
{
}
public void Shutdown()
{
}
public void OnEnter()
{
}
public void OnLeave()
{
}
public void OnUpdate(float elapseSeconds, float realElapseSeconds)
{
if (m_NeedRestart)
{
m_NeedRestart = false;
UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Restart);
}
}
public void OnDraw()
{
m_ScrollPosition = GUILayout.BeginScrollView(m_ScrollPosition);
{
DrawSectionChangeLanguage();
}
GUILayout.EndScrollView();
}
private void DrawSectionChangeLanguage()
{
GUILayout.Label("<b>Change Language</b>");
GUILayout.BeginHorizontal("box");
{
if (GUILayout.Button("Chinese Simplified", GUILayout.Height(30)))
{
GameEntry.Localization.Language = Language.ChineseSimplified;
SaveLanguage();
}
if (GUILayout.Button("Chinese Traditional", GUILayout.Height(30)))
{
GameEntry.Localization.Language = Language.ChineseTraditional;
SaveLanguage();
}
if (GUILayout.Button("English", GUILayout.Height(30)))
{
GameEntry.Localization.Language = Language.English;
SaveLanguage();
}
}
GUILayout.EndHorizontal();
}
private void SaveLanguage()
{
GameEntry.Setting.SetString(Constant.Setting.Language, GameEntry.Localization.Language.ToString());
GameEntry.Setting.Save();
m_NeedRestart = true;
}
}
}
@@ -0,0 +1,12 @@
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@@ -2,8 +2,8 @@
using System;
using System.Linq;
using CustomComponent;
using DataTable;
using Definition.DataStruct;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using CustomUtility;
using Procedure;