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
This commit is contained in:
SepComet
2026-06-02 23:26:08 +08:00
parent affa44e4d0
commit 6b8a6a8789
50 changed files with 907 additions and 688 deletions
@@ -10,48 +10,37 @@ using GameFramework;
using StarForce;
using UI;
using UnityEngine;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace CustomComponent
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[SerializeField]
private TextAsset m_BuildInfoTextAsset = null;
[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField]
private TextAsset _buildInfoTextAsset = null;
[SerializeField]
private TextAsset m_DefaultDictionaryTextAsset = null;
[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField]
private TextAsset _defaultDictionaryTextAsset = null;
[SerializeField]
private UpdateResourceForm m_UpdateResourceFormTemplate = null;
[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField]
private GameObject _updateResourceFormTemplate = null;
private BuildInfo m_BuildInfo = null;
public BuildInfo BuildInfo
{
get
{
return m_BuildInfo;
}
}
public BuildInfo BuildInfo => m_BuildInfo;
public UpdateResourceForm UpdateResourceFormTemplate
{
get
{
return m_UpdateResourceFormTemplate;
}
}
public GameObject UpdateResourceFormTemplate => _updateResourceFormTemplate;
public void InitBuildInfo()
{
if (m_BuildInfoTextAsset == null || string.IsNullOrEmpty(m_BuildInfoTextAsset.text))
if (_buildInfoTextAsset == null || string.IsNullOrEmpty(_buildInfoTextAsset.text))
{
Log.Info("Build info can not be found or empty.");
return;
}
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(m_BuildInfoTextAsset.text);
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
if (m_BuildInfo == null)
{
Log.Warning("Parse build info failure.");
@@ -61,13 +50,13 @@ namespace CustomComponent
public void InitDefaultDictionary()
{
if (m_DefaultDictionaryTextAsset == null || string.IsNullOrEmpty(m_DefaultDictionaryTextAsset.text))
if (_defaultDictionaryTextAsset == null || string.IsNullOrEmpty(_defaultDictionaryTextAsset.text))
{
Log.Info("Default dictionary can not be found or empty.");
return;
}
if (!GameEntry.Localization.ParseData(m_DefaultDictionaryTextAsset.text))
if (!GameEntry.Localization.ParseData(_defaultDictionaryTextAsset.text))
{
Log.Warning("Parse default dictionary failure.");
return;