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
@@ -1,7 +1,8 @@
using Cysharp.Threading.Tasks;
using SepCore.Definition;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UI;
using SepCore.UI;
using UnityGameFramework.Runtime;
namespace Procedure
@@ -22,7 +23,7 @@ namespace Procedure
_procedureGame = master;
var useCase = new LevelUpFormUseCase(_procedureGame.Player, () => IsCompleted = true);
var useCase = new LevelUpUseCase(_procedureGame.Player, () => IsCompleted = true);
GameEntry.UIRouter.BindUIUseCase(UIFormType.LevelUpForm, useCase);
}
@@ -32,7 +33,7 @@ namespace Procedure
IsCompleted = false;
GameEntry.UIRouter.OpenUI(UIFormType.LevelUpForm);
GameEntry.UIRouter.OpenUIAsync(UIFormType.LevelUpForm).Forget();
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
@@ -48,7 +49,7 @@ namespace Procedure
{
Log.Debug("GameStateLevelUp::OnLeave");
GameEntry.UIRouter.CloseUI(UIFormType.LevelUpForm);
GameEntry.UIRouter.CloseUIAsync(UIFormType.LevelUpForm).Forget();
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
@@ -1,7 +1,8 @@
using Cysharp.Threading.Tasks;
using SepCore.Definition;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UI;
using SepCore.UI;
using UnityGameFramework.Runtime;
namespace Procedure
@@ -21,7 +22,7 @@ namespace Procedure
Log.Debug("GameStateShop::OnInit");
_procedureGame = master;
var shopFormUseCase = new ShopFormUseCase(_procedureGame.Player, _procedureGame.CurrentLevel, () => ShopFinish = true);
var shopFormUseCase = new ShopUseCase(_procedureGame.Player, _procedureGame.CurrentLevel, () => ShopFinish = true);
GameEntry.UIRouter.BindUIUseCase(UIFormType.ShopForm, shopFormUseCase);
}
@@ -31,7 +32,7 @@ namespace Procedure
ShopFinish = false;
GameEntry.UIRouter.OpenUI(UIFormType.ShopForm);
GameEntry.UIRouter.OpenUIAsync(UIFormType.ShopForm).Forget();
}
public override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
@@ -47,7 +48,7 @@ namespace Procedure
{
Log.Debug("GameStateShop::OnLeave");
GameEntry.UIRouter.CloseUI(UIFormType.ShopForm);
GameEntry.UIRouter.CloseUIAsync(UIFormType.ShopForm).Forget();
}
public override void OnDestroy(IFsm<IProcedureManager> procedureOwner)
@@ -1,4 +1,5 @@
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
@@ -7,7 +8,7 @@ using GameFramework.Event;
using GameFramework.Fsm;
using GameFramework.Procedure;
using UnityGameFramework.Runtime;
using UI;
using SepCore.UI;
namespace Procedure
{
@@ -97,7 +98,7 @@ namespace Procedure
_currentPlayerData = new PlayerData(-1, 1001);
GameEntry.Entity.ShowPlayer(_currentPlayerData);
GameEntry.UIRouter.OpenUI(UIFormType.HudForm);
GameEntry.UIRouter.OpenUIAsync(UIFormType.HudForm).Forget();
}
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds,
@@ -129,7 +130,7 @@ namespace Procedure
_gameStates.Clear();
GameEntry.UIRouter.CloseUI(UIFormType.HudForm);
GameEntry.UIRouter.CloseUIAsync(UIFormType.HudForm).Forget();
_hudForm = null;