继续调整,创建 Procedure 与 Presentation 程序集
- 创建 Procedure 与 Presentation 两个程序集 - 初步解决这两个程序集与原程序集的引用关系
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@@ -1,11 +1,4 @@
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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 Entity.EntityData;
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using Entity.EntityData;
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using GameFramework;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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@@ -19,18 +12,18 @@ namespace Entity
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public int Id => Entity.Id;
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public Animation CachedAnimation { get; private set; }
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protected override void OnInit(object userData)
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{
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base.OnInit(userData);
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CachedAnimation = GetComponent<Animation>();
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}
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protected override void OnRecycle()
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{
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base.OnRecycle();
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}
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protected override void OnShow(object userData)
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{
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base.OnShow(userData);
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@@ -48,35 +41,35 @@ namespace Entity
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CachedTransform.localScale = Vector3.one;
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}
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protected override void OnHide(bool isShutdown, object userData)
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{
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base.OnHide(isShutdown, userData);
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}
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protected override void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
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{
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base.OnAttached(childEntity, parentTransform, userData);
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}
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protected override void OnDetached(EntityLogic childEntity, object userData)
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{
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base.OnDetached(childEntity, userData);
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}
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protected override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
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{
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base.OnAttachTo(parentEntity, parentTransform, userData);
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}
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protected override void OnDetachFrom(EntityLogic parentEntity, object userData)
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{
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base.OnDetachFrom(parentEntity, userData);
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}
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protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(elapseSeconds, realElapseSeconds);
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}
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}
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}
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}
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