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
@@ -90,7 +90,7 @@ namespace Procedure
switch (sceneId)
{
case SceneId.Menu:
ChangeState<ProcedureStartMenu>(procedureOwner);
ChangeState<ProcedureMenu>(procedureOwner);
break;
case SceneId.StressTest:
ChangeState<ProcedureStressTest>(procedureOwner);
@@ -1,8 +1,9 @@
using SepCore.Definition;
using Cysharp.Threading.Tasks;
using SepCore.Definition;
using GameFramework;
using GameFramework.Event;
using GameFramework.Resource;
using UI;
using SepCore.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
@@ -104,7 +105,7 @@ namespace Procedure
if (m_VersionInfo.ForceUpdateGame)
{
// 需要强制更新游戏应用
GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
GameEntry.UIRouter.OpenUIAsync(UIFormType.DialogForm, new DialogRawData
{
Mode = 2,
Title = GameEntry.Localization.GetString("ForceUpdate.Title"),
@@ -113,7 +114,7 @@ namespace Procedure
OnClickConfirm = GotoUpdateApp,
CancelText = GameEntry.Localization.GetString("ForceUpdate.QuitButton"),
OnClickCancel = delegate (object userData) { UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Quit); },
});
}).Forget();
return;
}
@@ -6,7 +6,7 @@ using SepCore.DataTable;
using SepCore.Definition;
using CustomUtility;
using TMPro;
using UI;
using SepCore.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
@@ -1,8 +1,9 @@
using GameFramework;
using GameFramework.Event;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.Definition;
using UI;
using SepCore.UI;
using UnityEngine;
using UnityGameFramework.Runtime;
using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
@@ -40,7 +41,7 @@ namespace Procedure
if (Application.internetReachability == NetworkReachability.ReachableViaCarrierDataNetwork)
{
GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
GameEntry.UIRouter.OpenUIAsync(UIFormType.DialogForm, new DialogRawData
{
Mode = 2,
Title = GameEntry.Localization.GetString("UpdateResourceViaCarrierDataNetwork.Title"),
@@ -52,7 +53,7 @@ namespace Procedure
{
UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Quit);
},
});
}).Forget();
return;
}