继续重构调整(UI)

- 引入 UniTask 和异步版本的 UIModule
- 调整 Runtime/UIBase 和 Presentation 下的脚本命名空间到 SepCore.UI
- 将原来的 5 层 UI 迁移到异步实现
- 规范各层的 UI 脚本命名
This commit is contained in:
SepComet
2026-06-03 09:58:37 +08:00
parent 6b8a6a8789
commit 7bba8bbb80
552 changed files with 83648 additions and 2726 deletions
@@ -0,0 +1,41 @@
using GameFramework;
using GameFramework.Event;
namespace SepCore.Event
{
public class DialogEventArgs : GameEventArgs
{
public static readonly int EventId = typeof(DialogEventArgs).GetHashCode();
public override int Id => EventId;
public int ButtonId { get; private set; }
public object UserData { get; private set; }
/// <summary>
/// 创建 DialogEventArgs 事件示例
/// </summary>
/// <param name="buttonId">
/// <list type="buttet">
/// <item>1 为 ConfirmButton</item>
/// <item>2 为 CancelButton</item>
/// <item>3 为 OtherButton</item>
/// </list>
/// </param>
/// <param name="userData">用户自定义数据</param>
/// <returns></returns>
public static DialogEventArgs Create(int buttonId, object userData)
{
DialogEventArgs dialogEventArgs = ReferencePool.Acquire<DialogEventArgs>();
dialogEventArgs.ButtonId = buttonId;
dialogEventArgs.UserData = userData;
return dialogEventArgs;
}
public override void Clear()
{
UserData = null;
}
}
}
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