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
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@@ -1,8 +1,9 @@
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using SepCore.Definition;
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using Cysharp.Threading.Tasks;
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using SepCore.Definition;
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using GameFramework;
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using GameFramework.Event;
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using GameFramework.Resource;
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using UI;
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using SepCore.UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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@@ -104,7 +105,7 @@ namespace Procedure
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if (m_VersionInfo.ForceUpdateGame)
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{
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// 需要强制更新游戏应用
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GameEntry.UIRouter.OpenUI(UIFormType.DialogForm, new DialogFormRawData
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GameEntry.UIRouter.OpenUIAsync(UIFormType.DialogForm, new DialogRawData
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{
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Mode = 2,
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Title = GameEntry.Localization.GetString("ForceUpdate.Title"),
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@@ -113,7 +114,7 @@ namespace Procedure
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OnClickConfirm = GotoUpdateApp,
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CancelText = GameEntry.Localization.GetString("ForceUpdate.QuitButton"),
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OnClickCancel = delegate (object userData) { UnityGameFramework.Runtime.GameEntry.Shutdown(ShutdownType.Quit); },
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});
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}).Forget();
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return;
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}
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