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 +1,77 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using SepCore.Definition;
using GameFramework;
using StarForce;
using UI;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[SerializeField]
private TextAsset m_BuildInfoTextAsset = null;
[SerializeField]
private TextAsset m_DefaultDictionaryTextAsset = null;
[SerializeField]
private UpdateResourceForm m_UpdateResourceFormTemplate = null;
private BuildInfo m_BuildInfo = null;
public BuildInfo BuildInfo
{
get
{
return m_BuildInfo;
}
}
public UpdateResourceForm UpdateResourceFormTemplate
{
get
{
return m_UpdateResourceFormTemplate;
}
}
public void InitBuildInfo()
{
if (m_BuildInfoTextAsset == null || string.IsNullOrEmpty(m_BuildInfoTextAsset.text))
{
Log.Info("Build info can not be found or empty.");
return;
}
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(m_BuildInfoTextAsset.text);
if (m_BuildInfo == null)
{
Log.Warning("Parse build info failure.");
return;
}
}
public void InitDefaultDictionary()
{
if (m_DefaultDictionaryTextAsset == null || string.IsNullOrEmpty(m_DefaultDictionaryTextAsset.text))
{
Log.Info("Default dictionary can not be found or empty.");
return;
}
if (!GameEntry.Localization.ParseData(m_DefaultDictionaryTextAsset.text))
{
Log.Warning("Parse default dictionary failure.");
return;
}
}
}
}
@@ -0,0 +1,12 @@
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