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 UnityEditor;
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namespace SepCore.Editor
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{
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public static class AutoRefreshToggle
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{
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private const string MenuPrefix = "Tools/Auto Refresh/";
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[MenuItem(MenuPrefix + "Disable Auto Refresh &c", false, 1)]
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public static void DisableAutoRefresh()
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{
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AssetDatabase.DisallowAutoRefresh();
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EditorApplication.LockReloadAssemblies();
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EditorUtility.DisplayDialog("Auto Refresh", "Auto refresh and assembly reload locked.", "OK");
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}
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[MenuItem(MenuPrefix + "Enable Auto Refresh &v", false, 2)]
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public static void EnableAutoRefresh()
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{
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AssetDatabase.AllowAutoRefresh();
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EditorApplication.UnlockReloadAssemblies();
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AssetDatabase.Refresh();
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EditorUtility.DisplayDialog("Auto Refresh", "Auto refresh and assembly reload enabled. Compiling now...", "OK");
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 4d7640161aee71a4babe3604ff15a257
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,86 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using SepCore.Definition;
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using GameFramework.Debugger;
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using GameFramework.Localization;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace StarForce
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{
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public class ChangeLanguageDebuggerWindow : IDebuggerWindow
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{
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private Vector2 m_ScrollPosition = Vector2.zero;
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private bool m_NeedRestart = false;
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public void Initialize(params object[] args)
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{
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}
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public void Shutdown()
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{
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}
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public void OnEnter()
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{
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}
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public void OnLeave()
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{
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}
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public void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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if (m_NeedRestart)
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{
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m_NeedRestart = false;
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UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Restart);
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}
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}
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public void OnDraw()
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{
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m_ScrollPosition = GUILayout.BeginScrollView(m_ScrollPosition);
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{
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DrawSectionChangeLanguage();
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}
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GUILayout.EndScrollView();
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}
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private void DrawSectionChangeLanguage()
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{
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GUILayout.Label("<b>Change Language</b>");
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GUILayout.BeginHorizontal("box");
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{
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if (GUILayout.Button("Chinese Simplified", GUILayout.Height(30)))
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{
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GameEntry.Localization.Language = Language.ChineseSimplified;
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SaveLanguage();
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}
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if (GUILayout.Button("Chinese Traditional", GUILayout.Height(30)))
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{
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GameEntry.Localization.Language = Language.ChineseTraditional;
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SaveLanguage();
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}
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if (GUILayout.Button("English", GUILayout.Height(30)))
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{
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GameEntry.Localization.Language = Language.English;
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SaveLanguage();
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}
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}
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GUILayout.EndHorizontal();
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}
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private void SaveLanguage()
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{
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GameEntry.Setting.SetString(Constant.Setting.Language, GameEntry.Localization.Language.ToString());
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GameEntry.Setting.Save();
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m_NeedRestart = true;
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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guid: 278a7992e66d1ea4081597614f912f3d
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timeCreated: 1528026148
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licenseType: Pro
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MonoImporter:
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -2,8 +2,8 @@
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using System;
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using System.Linq;
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using CustomComponent;
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using DataTable;
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using Definition.DataStruct;
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using SepCore.DataTable;
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using SepCore.Definition;
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using Entity;
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using CustomUtility;
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using Procedure;
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