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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+13
-24
@@ -10,48 +10,37 @@ using GameFramework;
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using StarForce;
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using UI;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityGameFramework.Runtime;
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namespace CustomComponent
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{
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public class BuiltinDataComponent : GameFrameworkComponent
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{
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[SerializeField]
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private TextAsset m_BuildInfoTextAsset = null;
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[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField]
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private TextAsset _buildInfoTextAsset = null;
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[SerializeField]
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private TextAsset m_DefaultDictionaryTextAsset = null;
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[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField]
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private TextAsset _defaultDictionaryTextAsset = null;
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[SerializeField]
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private UpdateResourceForm m_UpdateResourceFormTemplate = null;
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[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField]
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private GameObject _updateResourceFormTemplate = null;
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private BuildInfo m_BuildInfo = null;
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public BuildInfo BuildInfo
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{
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get
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{
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return m_BuildInfo;
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}
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}
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public BuildInfo BuildInfo => m_BuildInfo;
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public UpdateResourceForm UpdateResourceFormTemplate
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{
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get
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{
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return m_UpdateResourceFormTemplate;
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}
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}
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public GameObject UpdateResourceFormTemplate => _updateResourceFormTemplate;
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public void InitBuildInfo()
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{
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if (m_BuildInfoTextAsset == null || string.IsNullOrEmpty(m_BuildInfoTextAsset.text))
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if (_buildInfoTextAsset == null || string.IsNullOrEmpty(_buildInfoTextAsset.text))
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{
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Log.Info("Build info can not be found or empty.");
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return;
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}
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m_BuildInfo = Utility.Json.ToObject<BuildInfo>(m_BuildInfoTextAsset.text);
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m_BuildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
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if (m_BuildInfo == null)
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{
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Log.Warning("Parse build info failure.");
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@@ -61,13 +50,13 @@ namespace CustomComponent
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public void InitDefaultDictionary()
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{
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if (m_DefaultDictionaryTextAsset == null || string.IsNullOrEmpty(m_DefaultDictionaryTextAsset.text))
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if (_defaultDictionaryTextAsset == null || string.IsNullOrEmpty(_defaultDictionaryTextAsset.text))
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{
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Log.Info("Default dictionary can not be found or empty.");
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return;
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}
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if (!GameEntry.Localization.ParseData(m_DefaultDictionaryTextAsset.text))
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if (!GameEntry.Localization.ParseData(_defaultDictionaryTextAsset.text))
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{
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Log.Warning("Parse default dictionary failure.");
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return;
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