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:
@@ -0,0 +1,127 @@
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using System;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using GameFramework.Event;
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namespace UnityGameFramework.Runtime.AsyncTask
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{
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/// <summary>
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/// 异步任务辅助类,用于将事件回调转换为 UniTask
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/// </summary>
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public static class AsyncTaskHelper
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{
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/// <summary>
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/// 等待指定事件触发
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/// </summary>
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/// <typeparam name="T">事件参数类型</typeparam>
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/// <param name="eventId">事件ID</param>
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/// <param name="predicate">事件过滤条件</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>事件参数</returns>
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public static UniTask<T> WaitEventAsync<T>(int eventId, Func<T, bool> predicate = null, float timeout = 0f) where T : GameEventArgs
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{
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var tcs = new UniTaskCompletionSource<T>();
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var eventComponent = global::GameEntry.Event;
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EventHandler<GameEventArgs> handler = null;
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handler = (_, e) =>
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{
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var args = e as T;
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if (args == null) return;
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if (predicate != null && !predicate(args)) return;
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eventComponent.Unsubscribe(eventId, handler);
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tcs.TrySetResult(args);
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};
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eventComponent.Subscribe(eventId, handler);
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// 超时处理
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if (timeout > 0f)
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{
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UniTask.Delay(TimeSpan.FromSeconds(timeout), cancellationToken: CancellationToken.None)
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.ContinueWith(() =>
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{
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if (tcs.TrySetException(new TimeoutException($"等待事件超时: {timeout}秒")))
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{
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eventComponent.Unsubscribe(eventId, handler);
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}
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});
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}
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return tcs.Task;
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}
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/// <summary>
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/// 等待成功或失败事件
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/// </summary>
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/// <typeparam name="TSuccess">成功事件参数类型</typeparam>
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/// <typeparam name="TFailure">失败事件参数类型</typeparam>
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/// <param name="successEventId">成功事件ID</param>
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/// <param name="failureEventId">失败事件ID</param>
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/// <param name="successPredicate">成功事件过滤条件</param>
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/// <param name="failurePredicate">失败事件过滤条件</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>成功事件参数</returns>
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public static UniTask<TSuccess> WaitSuccessOrFailureAsync<TSuccess, TFailure>(
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int successEventId,
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int failureEventId,
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Func<TSuccess, bool> successPredicate = null,
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Func<TFailure, bool> failurePredicate = null,
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float timeout = 0f)
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where TSuccess : GameEventArgs
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where TFailure : GameEventArgs
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{
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var tcs = new UniTaskCompletionSource<TSuccess>();
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var eventComponent = global::GameEntry.Event;
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// 先声明两个 handler,再赋值 lambda,避免前向引用
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EventHandler<GameEventArgs> successHandler = null;
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EventHandler<GameEventArgs> failureHandler = null;
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successHandler = (_, e) =>
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{
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var args = e as TSuccess;
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if (args == null) return;
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if (successPredicate != null && !successPredicate(args)) return;
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eventComponent.Unsubscribe(successEventId, successHandler);
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eventComponent.Unsubscribe(failureEventId, failureHandler);
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tcs.TrySetResult(args);
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};
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failureHandler = (_, e) =>
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{
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var args = e as TFailure;
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if (args == null) return;
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if (failurePredicate != null && !failurePredicate(args)) return;
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eventComponent.Unsubscribe(successEventId, successHandler);
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eventComponent.Unsubscribe(failureEventId, failureHandler);
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tcs.TrySetException(new Exception($"操作失败: {args}"));
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};
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eventComponent.Subscribe(successEventId, successHandler);
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eventComponent.Subscribe(failureEventId, failureHandler);
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// 超时处理
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if (timeout > 0f)
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{
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UniTask.Delay(TimeSpan.FromSeconds(timeout), cancellationToken: CancellationToken.None)
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.ContinueWith(() =>
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{
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if (tcs.TrySetException(new TimeoutException($"等待事件超时: {timeout}秒")))
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{
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eventComponent.Unsubscribe(successEventId, successHandler);
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eventComponent.Unsubscribe(failureEventId, failureHandler);
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}
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});
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}
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return tcs.Task;
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}
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}
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}
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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 7e46538e3d51b6b4ca463fa6080ad335
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guid: 2a0640fd52beabf479281c111c9e861f
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -1,18 +1,10 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using UnityEngine;
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using UnityGameFramework.Runtime;
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using UnityGameFramework.Runtime;
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/// <summary>
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/// 游戏入口。
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/// </summary>
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public partial class GameEntry : MonoBehaviour
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public partial class GameEntry
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{
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/// <summary>
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/// 获取游戏基础组件。
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@@ -137,4 +129,4 @@ public partial class GameEntry : MonoBehaviour
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UI = UnityGameFramework.Runtime.GameEntry.GetComponent<UIComponent>();
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WebRequest = UnityGameFramework.Runtime.GameEntry.GetComponent<WebRequestComponent>();
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}
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}
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}
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@@ -1,11 +1,12 @@
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using CustomComponent;
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using SepCore.CustomComponent;
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using Simulation;
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using UnityEngine;
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/// <summary>
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/// 游戏入口。
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/// </summary>
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public partial class GameEntry : MonoBehaviour
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public partial class GameEntry
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{
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public static BuiltinDataComponent BuiltinData { get; private set; }
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@@ -1,11 +1,4 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using UnityEngine;
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using UnityEngine;
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/// <summary>
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/// 游戏入口。
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@@ -17,4 +10,4 @@ public partial class GameEntry : MonoBehaviour
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InitBuiltinComponents();
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InitCustomComponents();
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}
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}
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}
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: 207c87580b7a7a44384221e758baac1c
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,64 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Config;
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using UnityGameFramework.Runtime;
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namespace UnityGameFramework.Runtime.AsyncTask
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{
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/// <summary>
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/// Config 异步扩展方法
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/// </summary>
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public static class ConfigAsyncExtension
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{
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/// <summary>
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/// 异步加载配置
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/// </summary>
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/// <param name="configComponent">配置组件</param>
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/// <param name="configAssetName">配置资源名称</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>加载成功事件</returns>
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public static UniTask<LoadConfigSuccessEventArgs> LoadConfigAsync(this ConfigComponent configComponent,
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string configAssetName,
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object userData = null,
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float timeout = 30f)
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{
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UniTask<LoadConfigSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadConfigSuccessEventArgs, LoadConfigFailureEventArgs>(
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LoadConfigSuccessEventArgs.EventId,
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LoadConfigFailureEventArgs.EventId,
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successArgs => successArgs.ConfigAssetName == configAssetName && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.ConfigAssetName == configAssetName && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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);
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configComponent.ReadData(configAssetName, userData);
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return waitTask;
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}
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/// <summary>
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/// 异步加载配置(通过字典加载)
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/// </summary>
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/// <param name="configComponent">配置组件</param>
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/// <param name="dictionaryName">字典名称</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>加载成功事件</returns>
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public static UniTask<LoadConfigSuccessEventArgs> LoadConfigFromDictionaryAsync(this ConfigComponent configComponent,
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string dictionaryName,
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object userData = null,
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float timeout = 30f)
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{
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UniTask<LoadConfigSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadConfigSuccessEventArgs, LoadConfigFailureEventArgs>(
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LoadConfigSuccessEventArgs.EventId,
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LoadConfigFailureEventArgs.EventId,
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successArgs => successArgs.ConfigAssetName == dictionaryName && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.ConfigAssetName == dictionaryName && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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);
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configComponent.ReadData(dictionaryName, userData);
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return waitTask;
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}
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}
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}
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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: 692b282b1ecbf5a44839d5bf4a03a937
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guid: c268d17be2de9c242939823c820012e4
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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@@ -0,0 +1,64 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.DataTable;
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using SepCore.DataTable;
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using UnityGameFramework.Runtime;
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namespace UnityGameFramework.Runtime.AsyncTask
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{
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/// <summary>
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/// DataTable 异步扩展方法
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/// </summary>
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public static class DataTableAsyncExtension
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{
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/// <summary>
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/// 异步加载数据表
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/// </summary>
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/// <param name="dataTableComponent">数据表组件</param>
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/// <param name="dataTableAssetName">数据表资源名称</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>加载成功事件</returns>
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public static UniTask<LoadDataTableSuccessEventArgs> LoadDataTableAsync(this DataTableComponent dataTableComponent,
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string dataTableAssetName,
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object userData = null,
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float timeout = 30f)
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{
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UniTask<LoadDataTableSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadDataTableSuccessEventArgs, LoadDataTableFailureEventArgs>(
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LoadDataTableSuccessEventArgs.EventId,
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LoadDataTableFailureEventArgs.EventId,
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successArgs => successArgs.DataTableAssetName == dataTableAssetName && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.DataTableAssetName == dataTableAssetName && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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);
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string dataTableName = System.IO.Path.GetFileNameWithoutExtension(dataTableAssetName);
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dataTableComponent.LoadDataTable(dataTableName, dataTableAssetName, userData);
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return waitTask;
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}
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/// <summary>
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/// 异步加载数据表(泛型版本)
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/// </summary>
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/// <typeparam name="T">数据行类型</typeparam>
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/// <param name="dataTableComponent">数据表组件</param>
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/// <param name="dataTableAssetName">数据表资源名称</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>加载的数据表</returns>
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public static UniTask<IDataTable<T>> LoadDataTableAsync<T>(this DataTableComponent dataTableComponent,
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string dataTableAssetName,
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object userData = null,
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float timeout = 30f) where T : IDataRow
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{
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return LoadDataTableAsync(dataTableComponent, dataTableAssetName, userData, timeout)
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.ContinueWith(successArgs =>
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{
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// 获取数据表名称(去掉路径和扩展名)
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string dataTableName = System.IO.Path.GetFileNameWithoutExtension(dataTableAssetName);
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return dataTableComponent.GetDataTable<T>(dataTableName);
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});
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}
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}
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}
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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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guid: e8bc5e59a2be3094798c8c46d1a4999f
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guid: fd425f3318ddacb44a9c9468dcd434bf
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MonoImporter:
|
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externalObjects: {}
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serializedVersion: 2
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@@ -0,0 +1,58 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Download;
|
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using UnityGameFramework.Runtime;
|
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|
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namespace UnityGameFramework.Runtime.AsyncTask
|
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{
|
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/// <summary>
|
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/// Download 异步扩展方法
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/// </summary>
|
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public static class DownloadAsyncExtension
|
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{
|
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/// <summary>
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/// 异步下载文件
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/// </summary>
|
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/// <param name="downloadComponent">下载组件</param>
|
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/// <param name="downloadUri">下载地址</param>
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/// <param name="downloadPath">下载后存放路径</param>
|
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/// <param name="userData">用户自定义数据</param>
|
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
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/// <returns>下载成功事件</returns>
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public static UniTask<DownloadSuccessEventArgs> DownloadFileAsync(this DownloadComponent downloadComponent,
|
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string downloadUri,
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string downloadPath,
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object userData = null,
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float timeout = 300f)
|
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{
|
||||
int serialId = 0;
|
||||
UniTask<DownloadSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<DownloadSuccessEventArgs, DownloadFailureEventArgs>(
|
||||
DownloadSuccessEventArgs.EventId,
|
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DownloadFailureEventArgs.EventId,
|
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successArgs => successArgs.SerialId == serialId,
|
||||
failureArgs => failureArgs.SerialId == serialId,
|
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timeout
|
||||
);
|
||||
|
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serialId = downloadComponent.AddDownload(downloadPath, downloadUri, userData);
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return waitTask;
|
||||
}
|
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|
||||
/// <summary>
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||||
/// 异步下载文件(简化版本)
|
||||
/// </summary>
|
||||
/// <param name="downloadComponent">下载组件</param>
|
||||
/// <param name="downloadUri">下载地址</param>
|
||||
/// <param name="downloadPath">下载后存放路径</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>下载成功事件</returns>
|
||||
public static UniTask<DownloadSuccessEventArgs> DownloadFileAsync(this DownloadComponent downloadComponent,
|
||||
string downloadUri,
|
||||
string downloadPath,
|
||||
float timeout = 300f)
|
||||
{
|
||||
return DownloadFileAsync(downloadComponent, downloadUri, downloadPath, null, timeout);
|
||||
}
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 696c0314286f89c4082c2aa2eddaec2d
|
||||
guid: cfc5e4ff432a8564a99f65529449b370
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@@ -0,0 +1,114 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework;
|
||||
using GameFramework.Entity;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// Entity 异步扩展方法
|
||||
/// </summary>
|
||||
public static class EntityAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步显示实体
|
||||
/// </summary>
|
||||
/// <param name="entityComponent">实体组件</param>
|
||||
/// <param name="entityId">实体编号</param>
|
||||
/// <param name="entityLogicType">实体逻辑类型</param>
|
||||
/// <param name="entityAssetName">实体资源名称</param>
|
||||
/// <param name="entityGroupName">实体组名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>显示的实体</returns>
|
||||
public static UniTask<Entity> ShowEntityAsync(this EntityComponent entityComponent,
|
||||
int entityId,
|
||||
Type entityLogicType,
|
||||
string entityAssetName,
|
||||
string entityGroupName,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
UniTask<Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
|
||||
ShowEntitySuccessEventArgs.EventId,
|
||||
ShowEntityFailureEventArgs.EventId,
|
||||
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
|
||||
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
|
||||
timeout
|
||||
).ContinueWith(successArgs => successArgs.Entity);
|
||||
|
||||
entityComponent.ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步显示实体(泛型版本)
|
||||
/// </summary>
|
||||
/// <typeparam name="T">实体逻辑类型</typeparam>
|
||||
/// <param name="entityComponent">实体组件</param>
|
||||
/// <param name="entityId">实体编号</param>
|
||||
/// <param name="entityAssetName">实体资源名称</param>
|
||||
/// <param name="entityGroupName">实体组名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>显示的实体</returns>
|
||||
public static UniTask<T> ShowEntityAsync<T>(this EntityComponent entityComponent,
|
||||
int entityId,
|
||||
string entityAssetName,
|
||||
string entityGroupName,
|
||||
object userData = null,
|
||||
float timeout = 30f) where T : EntityLogic
|
||||
{
|
||||
UniTask<T> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
|
||||
ShowEntitySuccessEventArgs.EventId,
|
||||
ShowEntityFailureEventArgs.EventId,
|
||||
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
|
||||
failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
|
||||
timeout
|
||||
).ContinueWith(successArgs => (T)successArgs.Entity.Logic);
|
||||
|
||||
entityComponent.ShowEntity<T>(entityId, entityAssetName, entityGroupName, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步隐藏实体
|
||||
/// </summary>
|
||||
/// <param name="entityComponent">实体组件</param>
|
||||
/// <param name="entityId">实体编号</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>隐藏完成事件</returns>
|
||||
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
|
||||
int entityId,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
UniTask<HideEntityCompleteEventArgs> waitTask = AsyncTaskHelper.WaitEventAsync<HideEntityCompleteEventArgs>(
|
||||
HideEntityCompleteEventArgs.EventId,
|
||||
args => args.EntityId == entityId,
|
||||
timeout
|
||||
);
|
||||
|
||||
entityComponent.HideEntity(entityId, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步隐藏实体(通过实体对象)
|
||||
/// </summary>
|
||||
/// <param name="entityComponent">实体组件</param>
|
||||
/// <param name="entity">要隐藏的实体</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>隐藏完成事件</returns>
|
||||
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
|
||||
Entity entity,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return HideEntityAsync(entityComponent, entity.Id, userData, timeout);
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0049c1a3ff0446246b18d6b2ab0f29c6
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+39
@@ -0,0 +1,39 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework;
|
||||
using GameFramework.Localization;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// Localization 异步扩展方法
|
||||
/// </summary>
|
||||
public static class LocalizationAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步加载字典
|
||||
/// </summary>
|
||||
/// <param name="localizationComponent">本地化组件</param>
|
||||
/// <param name="dictionaryAssetName">字典资源名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>加载成功事件</returns>
|
||||
public static UniTask<LoadDictionarySuccessEventArgs> LoadDictionaryAsync(this LocalizationComponent localizationComponent,
|
||||
string dictionaryAssetName,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
UniTask<LoadDictionarySuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadDictionarySuccessEventArgs, LoadDictionaryFailureEventArgs>(
|
||||
LoadDictionarySuccessEventArgs.EventId,
|
||||
LoadDictionaryFailureEventArgs.EventId,
|
||||
successArgs => successArgs.DictionaryAssetName == dictionaryAssetName && ReferenceEquals(successArgs.UserData, userData),
|
||||
failureArgs => failureArgs.DictionaryAssetName == dictionaryAssetName && ReferenceEquals(failureArgs.UserData, userData),
|
||||
timeout
|
||||
);
|
||||
|
||||
localizationComponent.ReadData(dictionaryAssetName, userData);
|
||||
return waitTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d8cd831d31f1e746bbc65c5591dc930
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,76 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework;
|
||||
using GameFramework.Network;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// Network 异步扩展方法
|
||||
/// </summary>
|
||||
public static class NetworkAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步连接网络
|
||||
/// </summary>
|
||||
/// <param name="networkComponent">网络组件</param>
|
||||
/// <param name="networkChannelName">网络频道名称</param>
|
||||
/// <param name="address">连接地址</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>连接成功事件</returns>
|
||||
public static UniTask<NetworkConnectedEventArgs> ConnectAsync(this NetworkComponent networkComponent,
|
||||
string networkChannelName,
|
||||
string address,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return AsyncTaskHelper.WaitEventAsync<NetworkConnectedEventArgs>(
|
||||
NetworkConnectedEventArgs.EventId,
|
||||
args => args.NetworkChannel.Name == networkChannelName,
|
||||
timeout
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步连接网络(带端口)
|
||||
/// </summary>
|
||||
/// <param name="networkComponent">网络组件</param>
|
||||
/// <param name="networkChannelName">网络频道名称</param>
|
||||
/// <param name="address">连接地址</param>
|
||||
/// <param name="port">端口号</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>连接成功事件</returns>
|
||||
public static UniTask<NetworkConnectedEventArgs> ConnectAsync(this NetworkComponent networkComponent,
|
||||
string networkChannelName,
|
||||
string address,
|
||||
int port,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return ConnectAsync(networkComponent, networkChannelName, $"{address}:{port}", userData, timeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步断开网络连接
|
||||
/// </summary>
|
||||
/// <param name="networkComponent">网络组件</param>
|
||||
/// <param name="networkChannelName">网络频道名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>关闭事件</returns>
|
||||
public static UniTask<NetworkClosedEventArgs> DisconnectAsync(this NetworkComponent networkComponent,
|
||||
string networkChannelName,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return AsyncTaskHelper.WaitEventAsync<NetworkClosedEventArgs>(
|
||||
NetworkClosedEventArgs.EventId,
|
||||
args => args.NetworkChannel.Name == networkChannelName,
|
||||
timeout
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cc307b69189670d499c75d8c4cb5553a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,62 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework;
|
||||
using GameFramework.Resource;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// Resource 异步扩展方法
|
||||
/// </summary>
|
||||
public static class ResourceAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步等待资源更新完成
|
||||
/// </summary>
|
||||
/// <param name="resourceComponent">资源组件</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>更新完成事件</returns>
|
||||
public static UniTask<ResourceUpdateAllCompleteEventArgs> WaitForResourceUpdateCompleteAsync(this ResourceComponent resourceComponent,
|
||||
float timeout = 0f)
|
||||
{
|
||||
return AsyncTaskHelper.WaitEventAsync<ResourceUpdateAllCompleteEventArgs>(
|
||||
ResourceUpdateAllCompleteEventArgs.EventId,
|
||||
null,
|
||||
timeout
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步等待资源验证完成
|
||||
/// </summary>
|
||||
/// <param name="resourceComponent">资源组件</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>验证成功事件</returns>
|
||||
public static UniTask<ResourceVerifySuccessEventArgs> WaitForResourceVerifyCompleteAsync(this ResourceComponent resourceComponent,
|
||||
float timeout = 0f)
|
||||
{
|
||||
return AsyncTaskHelper.WaitEventAsync<ResourceVerifySuccessEventArgs>(
|
||||
ResourceVerifySuccessEventArgs.EventId,
|
||||
null,
|
||||
timeout
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步等待资源应用完成
|
||||
/// </summary>
|
||||
/// <param name="resourceComponent">资源组件</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>应用成功事件</returns>
|
||||
public static UniTask<ResourceApplySuccessEventArgs> WaitForResourceApplyCompleteAsync(this ResourceComponent resourceComponent,
|
||||
float timeout = 0f)
|
||||
{
|
||||
return AsyncTaskHelper.WaitEventAsync<ResourceApplySuccessEventArgs>(
|
||||
ResourceApplySuccessEventArgs.EventId,
|
||||
null,
|
||||
timeout
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e1e5440eb71427c42a16164ab6a664e2
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,64 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework;
|
||||
using GameFramework.Scene;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// Scene 异步扩展方法
|
||||
/// </summary>
|
||||
public static class SceneAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步加载场景
|
||||
/// </summary>
|
||||
/// <param name="sceneComponent">场景组件</param>
|
||||
/// <param name="sceneAssetName">场景资源名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>加载成功事件</returns>
|
||||
public static UniTask<LoadSceneSuccessEventArgs> LoadSceneAsync(this SceneComponent sceneComponent,
|
||||
string sceneAssetName,
|
||||
object userData = null,
|
||||
float timeout = 60f)
|
||||
{
|
||||
UniTask<LoadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadSceneSuccessEventArgs, LoadSceneFailureEventArgs>(
|
||||
LoadSceneSuccessEventArgs.EventId,
|
||||
LoadSceneFailureEventArgs.EventId,
|
||||
successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
|
||||
failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
|
||||
timeout
|
||||
);
|
||||
|
||||
sceneComponent.LoadScene(sceneAssetName, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步卸载场景
|
||||
/// </summary>
|
||||
/// <param name="sceneComponent">场景组件</param>
|
||||
/// <param name="sceneAssetName">场景资源名称</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>卸载成功事件</returns>
|
||||
public static UniTask<UnloadSceneSuccessEventArgs> UnloadSceneAsync(this SceneComponent sceneComponent,
|
||||
string sceneAssetName,
|
||||
object userData = null,
|
||||
float timeout = 60f)
|
||||
{
|
||||
UniTask<UnloadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<UnloadSceneSuccessEventArgs, UnloadSceneFailureEventArgs>(
|
||||
UnloadSceneSuccessEventArgs.EventId,
|
||||
UnloadSceneFailureEventArgs.EventId,
|
||||
successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
|
||||
failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
|
||||
timeout
|
||||
);
|
||||
|
||||
sceneComponent.UnloadScene(sceneAssetName, userData);
|
||||
return waitTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b140d86ecd745fd48b99bdc70b28b6e1
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,45 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework;
|
||||
using GameFramework.Sound;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// Sound 异步扩展方法
|
||||
/// </summary>
|
||||
public static class SoundAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步播放声音
|
||||
/// </summary>
|
||||
/// <param name="soundComponent">声音组件</param>
|
||||
/// <param name="soundAssetName">声音资源名称</param>
|
||||
/// <param name="soundGroupName">声音组名称</param>
|
||||
/// <param name="playSoundParams">播放声音参数</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>播放成功事件</returns>
|
||||
public static UniTask<PlaySoundSuccessEventArgs> PlaySoundAsync(this SoundComponent soundComponent,
|
||||
string soundAssetName,
|
||||
string soundGroupName,
|
||||
PlaySoundParams playSoundParams = null,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
int serialId = 0;
|
||||
UniTask<PlaySoundSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
|
||||
PlaySoundSuccessEventArgs.EventId,
|
||||
PlaySoundFailureEventArgs.EventId,
|
||||
successArgs => successArgs.SerialId == serialId,
|
||||
failureArgs => failureArgs.SerialId == serialId,
|
||||
timeout
|
||||
);
|
||||
|
||||
serialId = soundComponent.PlaySound(soundAssetName, soundGroupName, 0, playSoundParams, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: cfb0decbe226b9d4895ed53603d37c29
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,124 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SepCore.Definition;
|
||||
using SepCore.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// UI 异步扩展方法
|
||||
/// </summary>
|
||||
public static class UIAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 等待界面打开完成
|
||||
/// </summary>
|
||||
/// <param name="uiComponent">UI组件</param>
|
||||
/// <param name="serialId">界面序列编号</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>打开的界面</returns>
|
||||
public static UniTask<UIForm> WaitOpenUIFormAsync(this UIComponent uiComponent,
|
||||
int serialId,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return AsyncTaskHelper.WaitSuccessOrFailureAsync<OpenUIFormSuccessEventArgs, OpenUIFormFailureEventArgs>(
|
||||
OpenUIFormSuccessEventArgs.EventId,
|
||||
OpenUIFormFailureEventArgs.EventId,
|
||||
successArgs => successArgs.UIForm.SerialId == serialId,
|
||||
failureArgs => failureArgs.SerialId == serialId,
|
||||
timeout
|
||||
).ContinueWith(successArgs => successArgs.UIForm);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步打开界面
|
||||
/// </summary>
|
||||
/// <param name="uiComponent">UI组件</param>
|
||||
/// <param name="uiFormAssetName">界面资源名称</param>
|
||||
/// <param name="uiGroupName">界面组名称</param>
|
||||
/// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>打开的界面</returns>
|
||||
public static UniTask<UIForm> OpenUIFormAsync(this UIComponent uiComponent,
|
||||
string uiFormAssetName,
|
||||
string uiGroupName,
|
||||
bool pauseCoveredUIForm = true,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
int serialId = 0;
|
||||
UniTask<UIForm> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<OpenUIFormSuccessEventArgs, OpenUIFormFailureEventArgs>(
|
||||
OpenUIFormSuccessEventArgs.EventId,
|
||||
OpenUIFormFailureEventArgs.EventId,
|
||||
successArgs => successArgs.UIForm.SerialId == serialId,
|
||||
failureArgs => failureArgs.SerialId == serialId,
|
||||
timeout
|
||||
).ContinueWith(successArgs => successArgs.UIForm);
|
||||
|
||||
serialId = uiComponent.OpenUIForm(uiFormAssetName, uiGroupName, pauseCoveredUIForm, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步打开界面(通过界面编号)
|
||||
/// </summary>
|
||||
/// <param name="uiComponent">UI组件</param>
|
||||
/// <param name="uiType">界面类型</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>打开的界面</returns>
|
||||
public static UniTask<UIForm> OpenUIFormAsync(this UIComponent uiComponent,
|
||||
UIFormType uiType,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
int? serialId = uiComponent.OpenUIForm(uiType, userData);
|
||||
if (!serialId.HasValue)
|
||||
{
|
||||
return UniTask.FromResult<UIForm>(null);
|
||||
}
|
||||
|
||||
return uiComponent.WaitOpenUIFormAsync(serialId.Value, timeout);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步关闭界面
|
||||
/// </summary>
|
||||
/// <param name="uiComponent">UI组件</param>
|
||||
/// <param name="serialId">界面序列编号</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>关闭完成事件</returns>
|
||||
public static UniTask<CloseUIFormCompleteEventArgs> CloseUIFormAsync(this UIComponent uiComponent,
|
||||
int serialId,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
UniTask<CloseUIFormCompleteEventArgs> waitTask = AsyncTaskHelper.WaitEventAsync<CloseUIFormCompleteEventArgs>(
|
||||
CloseUIFormCompleteEventArgs.EventId,
|
||||
args => args.SerialId == serialId,
|
||||
timeout
|
||||
);
|
||||
|
||||
uiComponent.CloseUIForm(serialId, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步关闭界面(通过界面对象)
|
||||
/// </summary>
|
||||
/// <param name="uiComponent">UI组件</param>
|
||||
/// <param name="uiForm">要关闭的界面</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>关闭完成事件</returns>
|
||||
public static UniTask<CloseUIFormCompleteEventArgs> CloseUIFormAsync(this UIComponent uiComponent,
|
||||
UIForm uiForm,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return CloseUIFormAsync(uiComponent, uiForm.SerialId, userData, timeout);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9ceba48ef9e814a40a88f96bf1fbf14c
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
+102
@@ -0,0 +1,102 @@
|
||||
using System;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using GameFramework;
|
||||
using GameFramework.WebRequest;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UnityGameFramework.Runtime.AsyncTask
|
||||
{
|
||||
/// <summary>
|
||||
/// WebRequest 异步扩展方法
|
||||
/// </summary>
|
||||
public static class WebRequestAsyncExtension
|
||||
{
|
||||
/// <summary>
|
||||
/// 异步发送Web请求
|
||||
/// </summary>
|
||||
/// <param name="webRequestComponent">WebRequest组件</param>
|
||||
/// <param name="webRequestUri">请求地址</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>请求成功事件</returns>
|
||||
public static UniTask<WebRequestSuccessEventArgs> GetWebRequestAsync(this WebRequestComponent webRequestComponent,
|
||||
string webRequestUri,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
int serialId = 0;
|
||||
UniTask<WebRequestSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<WebRequestSuccessEventArgs, WebRequestFailureEventArgs>(
|
||||
WebRequestSuccessEventArgs.EventId,
|
||||
WebRequestFailureEventArgs.EventId,
|
||||
successArgs => successArgs.SerialId == serialId,
|
||||
failureArgs => failureArgs.SerialId == serialId,
|
||||
timeout
|
||||
);
|
||||
|
||||
serialId = webRequestComponent.AddWebRequest(webRequestUri, userData);
|
||||
return waitTask;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步发送Web请求并获取字节数据
|
||||
/// </summary>
|
||||
/// <param name="webRequestComponent">WebRequest组件</param>
|
||||
/// <param name="webRequestUri">请求地址</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>响应字节数据</returns>
|
||||
public static UniTask<byte[]> GetWebRequestBytesAsync(this WebRequestComponent webRequestComponent,
|
||||
string webRequestUri,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return GetWebRequestAsync(webRequestComponent, webRequestUri, userData, timeout)
|
||||
.ContinueWith(successArgs => successArgs.GetWebResponseBytes());
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步发送Web请求并获取字符串数据
|
||||
/// </summary>
|
||||
/// <param name="webRequestComponent">WebRequest组件</param>
|
||||
/// <param name="webRequestUri">请求地址</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>响应字符串数据</returns>
|
||||
public static UniTask<string> GetWebRequestStringAsync(this WebRequestComponent webRequestComponent,
|
||||
string webRequestUri,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
return GetWebRequestBytesAsync(webRequestComponent, webRequestUri, userData, timeout)
|
||||
.ContinueWith(bytes => System.Text.Encoding.UTF8.GetString(bytes));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 异步发送POST请求
|
||||
/// </summary>
|
||||
/// <param name="webRequestComponent">WebRequest组件</param>
|
||||
/// <param name="webRequestUri">请求地址</param>
|
||||
/// <param name="postData">POST数据</param>
|
||||
/// <param name="userData">用户自定义数据</param>
|
||||
/// <param name="timeout">超时时间(秒),0表示不超时</param>
|
||||
/// <returns>请求成功事件</returns>
|
||||
public static UniTask<WebRequestSuccessEventArgs> PostWebRequestAsync(this WebRequestComponent webRequestComponent,
|
||||
string webRequestUri,
|
||||
byte[] postData,
|
||||
object userData = null,
|
||||
float timeout = 30f)
|
||||
{
|
||||
int serialId = 0;
|
||||
UniTask<WebRequestSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<WebRequestSuccessEventArgs, WebRequestFailureEventArgs>(
|
||||
WebRequestSuccessEventArgs.EventId,
|
||||
WebRequestFailureEventArgs.EventId,
|
||||
successArgs => successArgs.SerialId == serialId,
|
||||
failureArgs => failureArgs.SerialId == serialId,
|
||||
timeout
|
||||
);
|
||||
|
||||
serialId = webRequestComponent.AddWebRequest(webRequestUri, postData, userData);
|
||||
return waitTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
+11
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 579cf8ed8a820d34d9e7e46f60a3f176
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,121 @@
|
||||
using GameFramework.DataTable;
|
||||
using GameFramework.UI;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using CustomUtility;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public static class UIComponentExtension
|
||||
{
|
||||
public static bool HasUIForm(this UIComponent uiComponent, UIFormType uiFormType, string uiGroupName = null)
|
||||
{
|
||||
return uiComponent.HasUIForm((int)uiFormType, uiGroupName);
|
||||
}
|
||||
|
||||
public static bool HasUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
if (string.IsNullOrEmpty(uiGroupName))
|
||||
{
|
||||
return uiComponent.HasUIForm(assetName);
|
||||
}
|
||||
|
||||
IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
|
||||
if (uiGroup == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return uiGroup.HasUIForm(assetName);
|
||||
}
|
||||
|
||||
public static UGuiForm GetUIForm(this UIComponent uiComponent, UIFormType uiFormType, string uiGroupName = null)
|
||||
{
|
||||
return uiComponent.GetUIForm((int)uiFormType, uiGroupName);
|
||||
}
|
||||
|
||||
public static UGuiForm GetUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
UIForm uiForm = null;
|
||||
if (string.IsNullOrEmpty(uiGroupName))
|
||||
{
|
||||
uiForm = uiComponent.GetUIForm(assetName);
|
||||
if (uiForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return (UGuiForm)uiForm.Logic;
|
||||
}
|
||||
|
||||
IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
|
||||
if (uiGroup == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
uiForm = (UIForm)uiGroup.GetUIForm(assetName);
|
||||
if (uiForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return (UGuiForm)uiForm.Logic;
|
||||
}
|
||||
|
||||
public static void CloseUIForm(this UIComponent uiComponent, UGuiForm uiForm)
|
||||
{
|
||||
uiComponent.CloseUIForm(uiForm.UIForm);
|
||||
}
|
||||
|
||||
public static int? OpenUIForm(this UIComponent uiComponent, UIFormType uiFormType, object userData = null)
|
||||
{
|
||||
return uiComponent.OpenUIForm((int)uiFormType, userData);
|
||||
}
|
||||
|
||||
public static int? OpenUIForm(this UIComponent uiComponent, int uiFormId, object userData = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
Log.Warning("Can not load UI form '{0}' from data table.", uiFormId.ToString());
|
||||
return null;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
if (!drUIForm.AllowMultiInstance)
|
||||
{
|
||||
if (uiComponent.IsLoadingUIForm(assetName))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (uiComponent.HasUIForm(assetName))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
return uiComponent.OpenUIForm(assetName, drUIForm.UIGroupName, Constant.AssetPriority.UIFormAsset,
|
||||
drUIForm.PauseCoveredUIForm, userData);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,12 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08ddcb062d3388c459474bc44e247523
|
||||
timeCreated: 1528026162
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -8,7 +8,7 @@
|
||||
using SepCore.Definition;
|
||||
using GameFramework;
|
||||
using StarForce;
|
||||
using UI;
|
||||
using SepCore.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
@@ -1,9 +1,6 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using GameFramework.ObjectPool;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace CustomComponent
|
||||
@@ -78,4 +75,4 @@ namespace CustomComponent
|
||||
_damageTextItemPool = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,16 +1,8 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework.ObjectPool;
|
||||
using GameFramework.ObjectPool;
|
||||
using System.Collections.Generic;
|
||||
using Entity;
|
||||
using StarForce;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace CustomComponent
|
||||
@@ -122,4 +114,4 @@ namespace CustomComponent
|
||||
return hpBarItem;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,14 +1,8 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections;
|
||||
using Entity;
|
||||
using UI;
|
||||
using SepCore.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
@@ -20,22 +14,15 @@ namespace StarForce
|
||||
private const float KeepSeconds = 0.4f;
|
||||
private const float FadeOutSeconds = 0.3f;
|
||||
|
||||
[SerializeField]
|
||||
private Slider m_HPBar = null;
|
||||
[FormerlySerializedAs("m_HPBar")] [SerializeField] private Slider _hPBar = null;
|
||||
|
||||
private Canvas m_ParentCanvas = null;
|
||||
private RectTransform m_CachedTransform = null;
|
||||
private CanvasGroup m_CachedCanvasGroup = null;
|
||||
private EntityBase m_Owner = null;
|
||||
private Canvas _parentCanvas = null;
|
||||
private RectTransform _cachedTransform = null;
|
||||
private CanvasGroup _cachedCanvasGroup = null;
|
||||
private EntityBase _owner = null;
|
||||
private int m_OwnerId = 0;
|
||||
|
||||
public EntityBase Owner
|
||||
{
|
||||
get
|
||||
{
|
||||
return m_Owner;
|
||||
}
|
||||
}
|
||||
public EntityBase Owner => _owner;
|
||||
|
||||
public void Init(EntityBase owner, Canvas parentCanvas, float fromHPRatio, float toHPRatio)
|
||||
{
|
||||
@@ -45,16 +32,16 @@ namespace StarForce
|
||||
return;
|
||||
}
|
||||
|
||||
m_ParentCanvas = parentCanvas;
|
||||
_parentCanvas = parentCanvas;
|
||||
|
||||
gameObject.SetActive(true);
|
||||
StopAllCoroutines();
|
||||
|
||||
m_CachedCanvasGroup.alpha = 1f;
|
||||
if (m_Owner != owner || m_OwnerId != owner.Id)
|
||||
_cachedCanvasGroup.alpha = 1f;
|
||||
if (_owner != owner || m_OwnerId != owner.Id)
|
||||
{
|
||||
m_HPBar.value = fromHPRatio;
|
||||
m_Owner = owner;
|
||||
_hPBar.value = fromHPRatio;
|
||||
_owner = owner;
|
||||
m_OwnerId = owner.Id;
|
||||
}
|
||||
|
||||
@@ -65,21 +52,22 @@ namespace StarForce
|
||||
|
||||
public bool Refresh()
|
||||
{
|
||||
if (m_CachedCanvasGroup.alpha <= 0f)
|
||||
if (_cachedCanvasGroup.alpha <= 0f)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (m_Owner != null && Owner.Available && Owner.Id == m_OwnerId)
|
||||
if (_owner != null && Owner.Available && Owner.Id == m_OwnerId)
|
||||
{
|
||||
Vector3 worldPosition = m_Owner.CachedTransform.position + Vector3.forward;
|
||||
Vector3 worldPosition = _owner.CachedTransform.position + Vector3.forward;
|
||||
Vector3 screenPosition = GameEntry.Scene.MainCamera.WorldToScreenPoint(worldPosition);
|
||||
|
||||
Vector2 position;
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)m_ParentCanvas.transform, screenPosition,
|
||||
m_ParentCanvas.worldCamera, out position))
|
||||
if (RectTransformUtility.ScreenPointToLocalPointInRectangle((RectTransform)_parentCanvas.transform,
|
||||
screenPosition,
|
||||
_parentCanvas.worldCamera, out position))
|
||||
{
|
||||
m_CachedTransform.localPosition = position;
|
||||
_cachedTransform.localPosition = position;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -89,23 +77,23 @@ namespace StarForce
|
||||
public void Reset()
|
||||
{
|
||||
StopAllCoroutines();
|
||||
m_CachedCanvasGroup.alpha = 1f;
|
||||
m_HPBar.value = 1f;
|
||||
m_Owner = null;
|
||||
_cachedCanvasGroup.alpha = 1f;
|
||||
_hPBar.value = 1f;
|
||||
_owner = null;
|
||||
gameObject.SetActive(false);
|
||||
}
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
m_CachedTransform = GetComponent<RectTransform>();
|
||||
if (m_CachedTransform == null)
|
||||
_cachedTransform = GetComponent<RectTransform>();
|
||||
if (_cachedTransform == null)
|
||||
{
|
||||
Log.Error("RectTransform is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
m_CachedCanvasGroup = GetComponent<CanvasGroup>();
|
||||
if (m_CachedCanvasGroup == null)
|
||||
_cachedCanvasGroup = GetComponent<CanvasGroup>();
|
||||
if (_cachedCanvasGroup == null)
|
||||
{
|
||||
Log.Error("CanvasGroup is invalid.");
|
||||
return;
|
||||
@@ -114,9 +102,9 @@ namespace StarForce
|
||||
|
||||
private IEnumerator HPBarCo(float value, float animationDuration, float keepDuration, float fadeOutDuration)
|
||||
{
|
||||
yield return m_HPBar.SmoothValue(value, animationDuration);
|
||||
yield return _hPBar.SmoothValue(value, animationDuration);
|
||||
yield return new WaitForSeconds(keepDuration);
|
||||
yield return m_CachedCanvasGroup.FadeToAlpha(0f, fadeOutDuration);
|
||||
yield return _cachedCanvasGroup.FadeToAlpha(0f, fadeOutDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,31 +1,91 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SepCore.Definition;
|
||||
using SepCore.UI;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using UI;
|
||||
|
||||
namespace CustomComponent
|
||||
namespace SepCore.CustomComponent
|
||||
{
|
||||
public class UIRouterComponent : GameFrameworkComponent
|
||||
{
|
||||
[Serializable]
|
||||
public class ControllerBinding
|
||||
{
|
||||
[SerializeField] private UIFormType _uiFormType = UIFormType.Undefined;
|
||||
[SerializeField] private string _controllerTypeName;
|
||||
|
||||
public UIFormType UIFormType => _uiFormType;
|
||||
|
||||
public string ControllerTypeName => _controllerTypeName;
|
||||
}
|
||||
|
||||
[SerializeField] private List<ControllerBinding> _controllerBindings = new();
|
||||
|
||||
private readonly Dictionary<UIFormType, IUIFormController> _routeControllers = new();
|
||||
private readonly Dictionary<UIFormType, Func<IUIFormController>> _controllerFactories = new();
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
RegisterSerializedBindings();
|
||||
}
|
||||
|
||||
public void RegisterController(UIFormType uiFormType, Func<IUIFormController> controllerFactory)
|
||||
{
|
||||
if (controllerFactory == null)
|
||||
{
|
||||
Log.Error("UIRouterComponent.RegisterController() controllerFactory is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_routeControllers.TryGetValue(uiFormType, out IUIFormController controller))
|
||||
{
|
||||
controller.CloseUIAsync().Forget();
|
||||
_routeControllers.Remove(uiFormType);
|
||||
}
|
||||
|
||||
_controllerFactories[uiFormType] = controllerFactory;
|
||||
}
|
||||
|
||||
public void RegisterController<TController>(UIFormType uiFormType)
|
||||
where TController : IUIFormController, new()
|
||||
{
|
||||
RegisterController(uiFormType, () => new TController());
|
||||
}
|
||||
|
||||
public void BindUIUseCase(UIFormType uiFormType, IUIUseCase useCase)
|
||||
{
|
||||
IUIFormController controller = GetOrCreateController(uiFormType);
|
||||
if (controller == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
controller.BindUseCase(useCase);
|
||||
}
|
||||
|
||||
public int? OpenUI(UIFormType uiFormType, object userData = null)
|
||||
public UniTask<int?> OpenUIAsync(UIFormType uiFormType, object userData = null, float timeout = 30f)
|
||||
{
|
||||
IUIFormController controller = GetOrCreateController(uiFormType);
|
||||
return controller.OpenUI(userData);
|
||||
if (controller == null)
|
||||
{
|
||||
return UniTask.FromResult<int?>(null);
|
||||
}
|
||||
|
||||
return controller.OpenUIAsync(userData, timeout);
|
||||
}
|
||||
|
||||
public void CloseUI(UIFormType uiFormType)
|
||||
public UniTask CloseUIAsync(UIFormType uiFormType, object userData = null, float timeout = 30f)
|
||||
{
|
||||
IUIFormController controller = GetOrCreateController(uiFormType);
|
||||
controller.CloseUI();
|
||||
if (controller == null)
|
||||
{
|
||||
return UniTask.CompletedTask;
|
||||
}
|
||||
|
||||
return controller.CloseUIAsync(userData, timeout);
|
||||
}
|
||||
|
||||
private IUIFormController GetOrCreateController(UIFormType uiFormType)
|
||||
@@ -35,67 +95,82 @@ namespace CustomComponent
|
||||
return controller;
|
||||
}
|
||||
|
||||
string typename = $"UI.{uiFormType}Controller";
|
||||
Type controllerType = Type.GetType(typename);
|
||||
if (controllerType == null)
|
||||
if (!_controllerFactories.TryGetValue(uiFormType, out Func<IUIFormController> controllerFactory))
|
||||
{
|
||||
controller = new DefaultUIFormController(uiFormType);
|
||||
Log.Error("UIRouterComponent requires a controller binding for '{0}'.", uiFormType.ToString());
|
||||
return null;
|
||||
}
|
||||
else
|
||||
|
||||
controller = controllerFactory();
|
||||
if (controller == null)
|
||||
{
|
||||
controller = (IUIFormController)Activator.CreateInstance(controllerType);
|
||||
Log.Error("UIRouterComponent controller factory for '{0}' returned null.", uiFormType.ToString());
|
||||
return null;
|
||||
}
|
||||
|
||||
_routeControllers.Add(uiFormType, controller);
|
||||
return controller;
|
||||
}
|
||||
|
||||
private void RegisterSerializedBindings()
|
||||
{
|
||||
if (_controllerBindings == null || _controllerBindings.Count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
HashSet<UIFormType> seen = new();
|
||||
foreach (ControllerBinding binding in _controllerBindings)
|
||||
{
|
||||
if (binding == null || binding.UIFormType == UIFormType.Undefined ||
|
||||
string.IsNullOrWhiteSpace(binding.ControllerTypeName))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!seen.Add(binding.UIFormType))
|
||||
{
|
||||
Log.Warning("UIRouter duplicate binding for '{0}', later one overrides earlier one.",
|
||||
binding.UIFormType.ToString());
|
||||
}
|
||||
|
||||
Type controllerType = Type.GetType(binding.ControllerTypeName);
|
||||
if (controllerType == null)
|
||||
{
|
||||
Log.Warning("UIRouter binding type not found: {0}", binding.ControllerTypeName);
|
||||
continue;
|
||||
}
|
||||
|
||||
if (!typeof(IUIFormController).IsAssignableFrom(controllerType))
|
||||
{
|
||||
Log.Warning("UIRouter binding type '{0}' does not implement IUIFormController.",
|
||||
binding.ControllerTypeName);
|
||||
continue;
|
||||
}
|
||||
|
||||
RegisterController(binding.UIFormType, () => CreateController(controllerType));
|
||||
}
|
||||
}
|
||||
|
||||
private static IUIFormController CreateController(Type controllerType)
|
||||
{
|
||||
object instance = Activator.CreateInstance(controllerType);
|
||||
if (instance is IUIFormController controller)
|
||||
{
|
||||
return controller;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
foreach (KeyValuePair<UIFormType, IUIFormController> pair in _routeControllers)
|
||||
{
|
||||
pair.Value.CloseUI();
|
||||
pair.Value.CloseUIAsync().Forget();
|
||||
}
|
||||
|
||||
_routeControllers.Clear();
|
||||
}
|
||||
|
||||
private class DefaultUIFormController : IUIFormController
|
||||
{
|
||||
private readonly UIFormType _uiFormType;
|
||||
private int? _lastSerialId;
|
||||
|
||||
public DefaultUIFormController(UIFormType uiFormType)
|
||||
{
|
||||
_uiFormType = uiFormType;
|
||||
}
|
||||
|
||||
public int? OpenUI(object userData = null)
|
||||
{
|
||||
_lastSerialId = GameEntry.UI.OpenUIForm(_uiFormType, userData);
|
||||
return _lastSerialId;
|
||||
}
|
||||
|
||||
public void CloseUI()
|
||||
{
|
||||
if (_lastSerialId.HasValue)
|
||||
{
|
||||
GameEntry.UI.CloseUIForm(_lastSerialId.Value);
|
||||
_lastSerialId = null;
|
||||
return;
|
||||
}
|
||||
|
||||
UGuiForm uiForm = GameEntry.UI.GetUIForm(_uiFormType);
|
||||
if (uiForm != null)
|
||||
{
|
||||
GameEntry.UI.CloseUIForm(uiForm);
|
||||
}
|
||||
}
|
||||
|
||||
public void BindUseCase(IUIUseCase useCase)
|
||||
{
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b3695ff420be99d44ab812d7e1863044
|
||||
guid: 8e8c4ca7b7a670745a789c67ac6c8e40
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
||||
@@ -1,9 +1,13 @@
|
||||
namespace UI
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public interface IUIFormController
|
||||
{
|
||||
int? OpenUI(object userData = null);
|
||||
void CloseUI();
|
||||
UniTask<int?> OpenUIAsync(object userData = null, float timeout = 30f);
|
||||
|
||||
UniTask CloseUIAsync(object userData = null, float timeout = 30f);
|
||||
|
||||
void BindUseCase(IUIUseCase useCase);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 08145adf06b2b2c4b9d61d3ef6d39cfc
|
||||
guid: 66fa704224e65f54584adec043702f21
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
||||
@@ -1,10 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public interface IUIUseCase
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8b527e4ad6d6207418137211caa179d5
|
||||
guid: 277ebfa2eef59b448b093625c15ecaad
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
||||
@@ -1,11 +1,4 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using System.Collections;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using StarForce;
|
||||
using TMPro;
|
||||
@@ -13,7 +6,7 @@ using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public abstract class UGuiForm : UIFormLogic
|
||||
{
|
||||
|
||||
@@ -9,7 +9,7 @@ using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// uGUI 界面组辅助器。
|
||||
|
||||
@@ -1,10 +1,6 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class UIContext
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ac4a8b30b5b7684ca58f70386314a4b
|
||||
guid: aacfc86c69a60264b82af0d0b457eb96
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
using Cysharp.Threading.Tasks;
|
||||
using SepCore.Definition;
|
||||
using UnityGameFramework.Runtime;
|
||||
using UnityGameFramework.Runtime.AsyncTask;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public abstract class UIControllerBase<TContext, TForm> : IUIFormController
|
||||
where TContext : UIContext
|
||||
where TForm : UGuiForm
|
||||
{
|
||||
private TContext _context;
|
||||
private TForm _form;
|
||||
private int? _formSerialId;
|
||||
|
||||
protected TContext Context => _context;
|
||||
|
||||
protected TForm Form => _form;
|
||||
|
||||
protected abstract UIFormType UIFormType { get; }
|
||||
|
||||
protected abstract void RefreshUI(TForm form, TContext context);
|
||||
|
||||
protected virtual void SubscribeCustomEvents()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void UnsubscribeCustomEvents()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void CloseLoadedFormDirect(TForm form)
|
||||
{
|
||||
form.Close();
|
||||
}
|
||||
|
||||
protected async UniTask<int?> OpenFormAsync(TContext context, float timeout = 30f)
|
||||
{
|
||||
if (context == null)
|
||||
{
|
||||
Log.Warning("{0}.OpenFormAsync() context is null.", GetType().Name);
|
||||
return null;
|
||||
}
|
||||
|
||||
if (_form != null)
|
||||
{
|
||||
_context = context;
|
||||
RefreshUI(_form, _context);
|
||||
return _formSerialId;
|
||||
}
|
||||
|
||||
_context = context;
|
||||
|
||||
UIForm uiForm = await GameEntry.UI.OpenUIFormAsync(UIFormType, _context, timeout);
|
||||
if (uiForm == null)
|
||||
{
|
||||
Log.Warning("{0}.OpenFormAsync() failed to open form '{1}'.", GetType().Name, UIFormType.ToString());
|
||||
return null;
|
||||
}
|
||||
|
||||
_formSerialId = uiForm.SerialId;
|
||||
_form = uiForm.Logic as TForm;
|
||||
if (_form == null)
|
||||
{
|
||||
Log.Warning("{0} open success but form logic is invalid.", GetType().Name);
|
||||
_context = null;
|
||||
_formSerialId = null;
|
||||
return null;
|
||||
}
|
||||
|
||||
SubscribeCustomEvents();
|
||||
RefreshUI(_form, _context);
|
||||
return _formSerialId;
|
||||
}
|
||||
|
||||
protected virtual async UniTask CloseFormAsync(object userData = null, float timeout = 30f)
|
||||
{
|
||||
UnsubscribeCustomEvents();
|
||||
|
||||
int? serialId = _formSerialId;
|
||||
TForm form = _form;
|
||||
|
||||
_context = null;
|
||||
_form = null;
|
||||
_formSerialId = null;
|
||||
|
||||
if (serialId.HasValue)
|
||||
{
|
||||
if (GameEntry.UI.HasUIForm(serialId.Value))
|
||||
{
|
||||
await GameEntry.UI.CloseUIFormAsync(serialId.Value, userData, timeout);
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
if (form != null)
|
||||
{
|
||||
CloseLoadedFormDirect(form);
|
||||
}
|
||||
}
|
||||
|
||||
public abstract UniTask<int?> OpenUIAsync(object userData = null, float timeout = 30f);
|
||||
|
||||
public virtual UniTask CloseUIAsync(object userData = null, float timeout = 30f)
|
||||
{
|
||||
return CloseFormAsync(userData, timeout);
|
||||
}
|
||||
|
||||
public abstract void BindUseCase(IUIUseCase useCase);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d69abc928823685498bed2fd356128be
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -1,14 +1,8 @@
|
||||
using GameFramework.DataTable;
|
||||
using GameFramework.UI;
|
||||
using System.Collections;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using CustomUtility;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public static class UIExtension
|
||||
{
|
||||
@@ -39,122 +33,5 @@ namespace UI
|
||||
|
||||
slider.value = value;
|
||||
}
|
||||
|
||||
public static bool HasUIForm(this UIComponent uiComponent, UIFormType uiFormType, string uiGroupName = null)
|
||||
{
|
||||
return uiComponent.HasUIForm((int)uiFormType, uiGroupName);
|
||||
}
|
||||
|
||||
public static bool HasUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
if (string.IsNullOrEmpty(uiGroupName))
|
||||
{
|
||||
return uiComponent.HasUIForm(assetName);
|
||||
}
|
||||
|
||||
IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
|
||||
if (uiGroup == null)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
return uiGroup.HasUIForm(assetName);
|
||||
}
|
||||
|
||||
public static UGuiForm GetUIForm(this UIComponent uiComponent, UIFormType uiFormType, string uiGroupName = null)
|
||||
{
|
||||
return uiComponent.GetUIForm((int)uiFormType, uiGroupName);
|
||||
}
|
||||
|
||||
public static UGuiForm GetUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
UIForm uiForm = null;
|
||||
if (string.IsNullOrEmpty(uiGroupName))
|
||||
{
|
||||
uiForm = uiComponent.GetUIForm(assetName);
|
||||
if (uiForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return (UGuiForm)uiForm.Logic;
|
||||
}
|
||||
|
||||
IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
|
||||
if (uiGroup == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
uiForm = (UIForm)uiGroup.GetUIForm(assetName);
|
||||
if (uiForm == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
return (UGuiForm)uiForm.Logic;
|
||||
}
|
||||
|
||||
public static void CloseUIForm(this UIComponent uiComponent, UGuiForm uiForm)
|
||||
{
|
||||
uiComponent.CloseUIForm(uiForm.UIForm);
|
||||
}
|
||||
|
||||
public static int? OpenUIForm(this UIComponent uiComponent, UIFormType uiFormType, object userData = null)
|
||||
{
|
||||
return uiComponent.OpenUIForm((int)uiFormType, userData);
|
||||
}
|
||||
|
||||
public static int? OpenUIForm(this UIComponent uiComponent, int uiFormId, object userData = null)
|
||||
{
|
||||
IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
|
||||
DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
|
||||
if (drUIForm == null)
|
||||
{
|
||||
Log.Warning("Can not load UI form '{0}' from data table.", uiFormId.ToString());
|
||||
return null;
|
||||
}
|
||||
|
||||
string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
|
||||
if (!drUIForm.AllowMultiInstance)
|
||||
{
|
||||
if (uiComponent.IsLoadingUIForm(assetName))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
if (uiComponent.HasUIForm(assetName))
|
||||
{
|
||||
return null;
|
||||
}
|
||||
}
|
||||
|
||||
return uiComponent.OpenUIForm(assetName, drUIForm.UIGroupName, Constant.AssetPriority.UIFormAsset, drUIForm.PauseCoveredUIForm, userData);
|
||||
}
|
||||
|
||||
private static void OpenNativeDialog(DialogFormRawData rawData)
|
||||
{
|
||||
// TODO:这里应该弹出原生对话框,先简化实现为直接按确认按钮
|
||||
if (rawData != null && rawData.OnClickConfirm != null)
|
||||
{
|
||||
rawData.OnClickConfirm(rawData.UserData);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,10 +0,0 @@
|
||||
namespace UI
|
||||
{
|
||||
public abstract class UIFormControllerBase<TContext> : IUIFormController where TContext : UIContext
|
||||
{
|
||||
protected abstract int? OpenUIInternal(TContext context);
|
||||
public abstract int? OpenUI(object userData = null);
|
||||
public abstract void CloseUI();
|
||||
public abstract void BindUseCase(IUIUseCase useCase);
|
||||
}
|
||||
}
|
||||
@@ -1,183 +0,0 @@
|
||||
using SepCore.Definition;
|
||||
using GameFramework.Event;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public abstract class UIFormControllerCommonBase<TContext, TForm> : UIFormControllerBase<TContext>
|
||||
where TContext : UIContext
|
||||
where TForm : UGuiForm
|
||||
{
|
||||
private TContext _context;
|
||||
private TForm _form;
|
||||
private int? _formSerialId;
|
||||
private bool _pendingRefresh;
|
||||
private bool _isBindEvent;
|
||||
|
||||
protected TContext Context => _context;
|
||||
|
||||
protected TForm Form => _form;
|
||||
|
||||
protected int? FormSerialId => _formSerialId;
|
||||
|
||||
protected abstract UIFormType UIFormTypeId { get; }
|
||||
|
||||
protected abstract void RefreshUI(TForm form, TContext context);
|
||||
|
||||
protected virtual void SubscribeCustomEvents()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void UnsubscribeCustomEvents()
|
||||
{
|
||||
}
|
||||
|
||||
protected virtual void CloseLoadedFormDirect(TForm form)
|
||||
{
|
||||
form.Close();
|
||||
}
|
||||
|
||||
protected void SetContext(TContext context)
|
||||
{
|
||||
_context = context;
|
||||
}
|
||||
|
||||
protected void RefreshCurrentUI()
|
||||
{
|
||||
if (_context == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_form == null)
|
||||
{
|
||||
_pendingRefresh = true;
|
||||
return;
|
||||
}
|
||||
|
||||
RefreshUI(_form, _context);
|
||||
_pendingRefresh = false;
|
||||
}
|
||||
|
||||
protected override int? OpenUIInternal(TContext context)
|
||||
{
|
||||
if (context == null)
|
||||
{
|
||||
Log.Warning("{0}.OpenUI() context is null.", GetType().Name);
|
||||
return null;
|
||||
}
|
||||
|
||||
_context = context;
|
||||
|
||||
if (_form != null && _formSerialId.HasValue && GameEntry.UI.HasUIForm(_formSerialId.Value))
|
||||
{
|
||||
RefreshUI(_form, _context);
|
||||
return _formSerialId;
|
||||
}
|
||||
|
||||
CloseUI();
|
||||
_pendingRefresh = true;
|
||||
SubscribeEvents();
|
||||
_formSerialId = GameEntry.UI.OpenUIForm(UIFormTypeId, _context);
|
||||
return _formSerialId;
|
||||
}
|
||||
|
||||
public override void CloseUI()
|
||||
{
|
||||
_pendingRefresh = false;
|
||||
UnsubscribeEvents();
|
||||
|
||||
if (_formSerialId.HasValue)
|
||||
{
|
||||
if (GameEntry.UI.HasUIForm(_formSerialId.Value))
|
||||
{
|
||||
GameEntry.UI.CloseUIForm(_formSerialId.Value);
|
||||
}
|
||||
|
||||
_form = null;
|
||||
_formSerialId = null;
|
||||
return;
|
||||
}
|
||||
|
||||
if (_form != null)
|
||||
{
|
||||
CloseLoadedFormDirect(_form);
|
||||
_form = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void SubscribeEvents()
|
||||
{
|
||||
if (_isBindEvent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
|
||||
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
|
||||
SubscribeCustomEvents();
|
||||
|
||||
_isBindEvent = true;
|
||||
}
|
||||
|
||||
private void UnsubscribeEvents()
|
||||
{
|
||||
if (!_isBindEvent)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
|
||||
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
|
||||
UnsubscribeCustomEvents();
|
||||
|
||||
_isBindEvent = false;
|
||||
}
|
||||
|
||||
private void OpenUIFormSuccess(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is OpenUIFormSuccessEventArgs args))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!_formSerialId.HasValue)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.UIForm == null || args.UIForm.SerialId != _formSerialId.Value || args.UserData != _context)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_form = args.UIForm.Logic as TForm;
|
||||
if (_form == null)
|
||||
{
|
||||
Log.Warning("{0} open success but form logic is invalid.", GetType().Name);
|
||||
return;
|
||||
}
|
||||
|
||||
if (_pendingRefresh)
|
||||
{
|
||||
RefreshCurrentUI();
|
||||
}
|
||||
}
|
||||
|
||||
private void CloseUIFormComplete(object sender, GameEventArgs e)
|
||||
{
|
||||
if (!(e is CloseUIFormCompleteEventArgs args))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (args.SerialId != _formSerialId)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_form = null;
|
||||
_formSerialId = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,44 +0,0 @@
|
||||
using SepCore.Definition;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class TUIFormController : UIFormControllerCommonBase<UIContext, TUIForm>
|
||||
{
|
||||
private IUIUseCase _useCase;
|
||||
|
||||
protected override UIFormType UIFormTypeId => UIFormType.TUIForm;
|
||||
|
||||
protected override void RefreshUI(TUIForm form, UIContext context)
|
||||
{
|
||||
form.RefreshUI(context);
|
||||
}
|
||||
|
||||
public override int? OpenUI(object userData = null)
|
||||
{
|
||||
if (userData is UIContext context)
|
||||
{
|
||||
return OpenUIInternal(context);
|
||||
}
|
||||
|
||||
if (userData != null)
|
||||
{
|
||||
Log.Warning("TUIFormController.OpenUI() userData type is invalid.");
|
||||
return null;
|
||||
}
|
||||
|
||||
return OpenUIInternal(Context);
|
||||
}
|
||||
|
||||
public override void BindUseCase(IUIUseCase useCase)
|
||||
{
|
||||
if (!(useCase is IUIUseCase uiFormUseCase))
|
||||
{
|
||||
Log.Error("LevelUpForm.BindUseCase() useCase is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
_useCase = uiFormUseCase;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,27 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
public class TUIForm : UGuiForm
|
||||
{
|
||||
|
||||
public void RefreshUI(UIContext context)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
protected override void OnOpen(object userData)
|
||||
{
|
||||
base.OnOpen(userData);
|
||||
|
||||
if (!(userData is UIContext context))
|
||||
{
|
||||
Log.Error("UIContext is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
RefreshUI(context);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,15 +1,8 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using UnityEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class CommonButton : MonoBehaviour, IPointerEnterHandler, IPointerDownHandler, IPointerExitHandler,
|
||||
IPointerUpHandler
|
||||
@@ -85,4 +78,4 @@ namespace UI
|
||||
_onPointerExitAction.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,109 +0,0 @@
|
||||
using GameFramework;
|
||||
|
||||
namespace UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 对话框显示数据。
|
||||
/// </summary>
|
||||
public class DialogFormRawData
|
||||
{
|
||||
/// <summary>
|
||||
/// 模式,即按钮数量。取值 1、2、3。
|
||||
/// </summary>
|
||||
public int Mode
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 标题。
|
||||
/// </summary>
|
||||
public string Title
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 消息内容。
|
||||
/// </summary>
|
||||
public string Message
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 弹出窗口时是否暂停游戏。
|
||||
/// </summary>
|
||||
public bool PauseGame
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 确认按钮文本。
|
||||
/// </summary>
|
||||
public string ConfirmText
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 确定按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickConfirm
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 取消按钮文本。
|
||||
/// </summary>
|
||||
public string CancelText
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 取消按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickCancel
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 中立按钮文本。
|
||||
/// </summary>
|
||||
public string OtherText
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 其它按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickOther
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 用户自定义数据。
|
||||
/// </summary>
|
||||
public object UserData
|
||||
{
|
||||
get;
|
||||
set;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,65 @@
|
||||
using GameFramework;
|
||||
|
||||
namespace SepCore.UI
|
||||
{
|
||||
/// <summary>
|
||||
/// 对话框显示数据。
|
||||
/// </summary>
|
||||
public class DialogRawData
|
||||
{
|
||||
/// <summary>
|
||||
/// 模式,即按钮数量。取值 1、2、3。
|
||||
/// </summary>
|
||||
public int Mode { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 标题。
|
||||
/// </summary>
|
||||
public string Title { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 消息内容。
|
||||
/// </summary>
|
||||
public string Message { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 弹出窗口时是否暂停游戏。
|
||||
/// </summary>
|
||||
public bool PauseGame { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 确认按钮文本。
|
||||
/// </summary>
|
||||
public string ConfirmText { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 确定按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickConfirm { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 取消按钮文本。
|
||||
/// </summary>
|
||||
public string CancelText { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 取消按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickCancel { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 中立按钮文本。
|
||||
/// </summary>
|
||||
public string OtherText { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 其它按钮回调。
|
||||
/// </summary>
|
||||
public GameFrameworkAction<object> OnClickOther { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// 用户自定义数据。
|
||||
/// </summary>
|
||||
public object UserData { get; set; }
|
||||
}
|
||||
}
|
||||
+1
-1
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ad9ca3c36c52b0a4e8b25c8b451966da
|
||||
guid: 1f7f875b57135c5438301146eb0f3713
|
||||
timeCreated: 1528026160
|
||||
licenseType: Pro
|
||||
MonoImporter:
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class RoleItemRawData
|
||||
{
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class RolePropertyAreaRawData
|
||||
{
|
||||
|
||||
+3
-5
@@ -1,11 +1,9 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class DisplayItemInfoFormRawData
|
||||
public class DisplayItemInfoRawData
|
||||
{
|
||||
public int Index;
|
||||
public string IconAssetName;
|
||||
@@ -17,4 +15,4 @@ namespace UI
|
||||
public bool IsWeapon;
|
||||
public Vector3 TargetPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
+6
-6
@@ -3,20 +3,20 @@ using Entity;
|
||||
using CustomUtility;
|
||||
using Entity.Weapon;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class DisplayItemInfoFormUseCase : IUIUseCase
|
||||
public class DisplayItemInfoUseCase : IUIUseCase
|
||||
{
|
||||
private readonly Player _player;
|
||||
|
||||
private Player Player => _player;
|
||||
|
||||
public DisplayItemInfoFormUseCase(Player player)
|
||||
public DisplayItemInfoUseCase(Player player)
|
||||
{
|
||||
_player = player;
|
||||
}
|
||||
|
||||
public DisplayItemInfoFormRawData CreateModel(int index, bool isWeapon)
|
||||
public DisplayItemInfoRawData CreateModel(int index, bool isWeapon)
|
||||
{
|
||||
if (index < 0 || Player == null)
|
||||
{
|
||||
@@ -37,7 +37,7 @@ namespace UI
|
||||
return null;
|
||||
}
|
||||
|
||||
return new DisplayItemInfoFormRawData
|
||||
return new DisplayItemInfoRawData
|
||||
{
|
||||
IconAssetName = weapon.WeaponData.IconAssetName,
|
||||
Title = weapon.WeaponData.Title,
|
||||
@@ -60,7 +60,7 @@ namespace UI
|
||||
return null;
|
||||
}
|
||||
|
||||
return new DisplayItemInfoFormRawData
|
||||
return new DisplayItemInfoRawData
|
||||
{
|
||||
IconAssetName = prop.IconAssetName,
|
||||
Title = prop.Title,
|
||||
+3
-3
@@ -1,11 +1,11 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.DataTable;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class LevelUpFormRawData
|
||||
public class LevelUpRawData
|
||||
{
|
||||
public List<DRLevelUpReward> Rewards;
|
||||
public int RefreshPrice;
|
||||
}
|
||||
}
|
||||
}
|
||||
+9
-9
@@ -9,9 +9,9 @@ using UnityGameFramework.Runtime;
|
||||
using CustomUtility;
|
||||
using GameFramework.DataTable;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class LevelUpFormUseCase : IUIUseCase
|
||||
public class LevelUpUseCase : IUIUseCase
|
||||
{
|
||||
private const int BaseRefreshPrice = 2;
|
||||
private readonly Action _onCompleted;
|
||||
@@ -21,11 +21,11 @@ namespace UI
|
||||
private readonly List<DRLevelUpReward> _validRewards = new();
|
||||
|
||||
private int _refreshCount;
|
||||
private LevelUpFormRawData _currentModel;
|
||||
private LevelUpRawData _currentModel;
|
||||
|
||||
private readonly Player _player;
|
||||
|
||||
public LevelUpFormUseCase(Player player, Action onCompleted)
|
||||
public LevelUpUseCase(Player player, Action onCompleted)
|
||||
{
|
||||
_player = player;
|
||||
_onCompleted = onCompleted;
|
||||
@@ -35,7 +35,7 @@ namespace UI
|
||||
BuildRewardRarityPools();
|
||||
}
|
||||
|
||||
public LevelUpFormRawData CreateInitialModel(int count = 4)
|
||||
public LevelUpRawData CreateInitialModel(int count = 4)
|
||||
{
|
||||
_refreshCount = 0;
|
||||
|
||||
@@ -49,7 +49,7 @@ namespace UI
|
||||
return _currentModel;
|
||||
}
|
||||
|
||||
public LevelUpFormRawData TryRefresh(int refreshCost, int count = 4)
|
||||
public LevelUpRawData TryRefresh(int refreshCost, int count = 4)
|
||||
{
|
||||
if (_currentModel == null)
|
||||
{
|
||||
@@ -68,7 +68,7 @@ namespace UI
|
||||
return _currentModel;
|
||||
}
|
||||
|
||||
public LevelUpFormRawData SelectReward(int selectedIndex, int count = 4)
|
||||
public LevelUpRawData SelectReward(int selectedIndex, int count = 4)
|
||||
{
|
||||
if (_currentModel?.Rewards == null)
|
||||
{
|
||||
@@ -95,7 +95,7 @@ namespace UI
|
||||
return null;
|
||||
}
|
||||
|
||||
private LevelUpFormRawData BuildModel(int refreshPrice, int count)
|
||||
private LevelUpRawData BuildModel(int refreshPrice, int count)
|
||||
{
|
||||
if (_allRewards == null || _allRewards.Length == 0)
|
||||
{
|
||||
@@ -120,7 +120,7 @@ namespace UI
|
||||
selections.Add(reward);
|
||||
}
|
||||
|
||||
return new LevelUpFormRawData
|
||||
return new LevelUpRawData
|
||||
{
|
||||
Rewards = selections,
|
||||
RefreshPrice = refreshPrice
|
||||
@@ -1,6 +1,6 @@
|
||||
using SepCore.Definition;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class DisplayItemRawData
|
||||
{
|
||||
|
||||
@@ -2,7 +2,7 @@ using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class DisplayListAreaRawData
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class GoodsItemRawData
|
||||
{
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class LevelUpRewardItemRawData
|
||||
{
|
||||
|
||||
+2
-2
@@ -2,9 +2,9 @@ using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using Entity.Weapon;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class ShopFormRawData
|
||||
public class ShopRawData
|
||||
{
|
||||
public int CurrentLevel;
|
||||
public int RefreshPrice;
|
||||
+5
-5
@@ -11,7 +11,7 @@ using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public sealed class ShopRefreshResult
|
||||
{
|
||||
@@ -25,7 +25,7 @@ namespace UI
|
||||
public DisplayItemRawData DisplayItem;
|
||||
}
|
||||
|
||||
public class ShopFormUseCase : IUIUseCase
|
||||
public class ShopUseCase : IUIUseCase
|
||||
{
|
||||
private readonly Player _player;
|
||||
private readonly int _currentLevel;
|
||||
@@ -51,7 +51,7 @@ namespace UI
|
||||
public int Price;
|
||||
}
|
||||
|
||||
public ShopFormUseCase(Player player, int currentLevel, Action onShopFinish)
|
||||
public ShopUseCase(Player player, int currentLevel, Action onShopFinish)
|
||||
{
|
||||
_player = player;
|
||||
_currentLevel = currentLevel;
|
||||
@@ -64,7 +64,7 @@ namespace UI
|
||||
BuildGoodsRarityPools();
|
||||
}
|
||||
|
||||
public ShopFormRawData CreateInitialModel()
|
||||
public ShopRawData CreateInitialModel()
|
||||
{
|
||||
_refreshTime = 0;
|
||||
|
||||
@@ -75,7 +75,7 @@ namespace UI
|
||||
}
|
||||
|
||||
int currentLevel = _currentLevel;
|
||||
return new ShopFormRawData
|
||||
return new ShopRawData
|
||||
{
|
||||
CurrentLevel = currentLevel,
|
||||
RefreshPrice = currentLevel,
|
||||
+2
-2
@@ -1,6 +1,6 @@
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class SelectRoleFormRawData
|
||||
public class SelectRoleRawData
|
||||
{
|
||||
public int[] RoleIds;
|
||||
public string[] RoleIconNames;
|
||||
+7
-7
@@ -4,9 +4,9 @@ using SepCore.DataTable;
|
||||
using GameFramework.DataTable;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace UI
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class SelectRoleFormUseCase : IUIUseCase
|
||||
public class SelectRoleUseCase : IUIUseCase
|
||||
{
|
||||
private readonly IDataTable<DRRole> _roleDataTable;
|
||||
|
||||
@@ -14,18 +14,18 @@ namespace UI
|
||||
|
||||
public int SelectedRoleId { get; private set; }
|
||||
|
||||
public SelectRoleFormUseCase(Action<int> onStartGame)
|
||||
public SelectRoleUseCase(Action<int> onStartGame)
|
||||
{
|
||||
_onStartGame = onStartGame;
|
||||
_roleDataTable = GameEntry.DataTable.GetDataTable<DRRole>();
|
||||
}
|
||||
|
||||
public SelectRoleFormRawData CreateModel()
|
||||
public SelectRoleRawData CreateModel()
|
||||
{
|
||||
return BuildModel(0);
|
||||
}
|
||||
|
||||
public SelectRoleFormRawData SelectRole(int roleId)
|
||||
public SelectRoleRawData SelectRole(int roleId)
|
||||
{
|
||||
SelectedRoleId = roleId;
|
||||
return BuildModel(roleId);
|
||||
@@ -54,7 +54,7 @@ namespace UI
|
||||
return result;
|
||||
}
|
||||
|
||||
private SelectRoleFormRawData BuildModel(int selectedRoleId)
|
||||
private SelectRoleRawData BuildModel(int selectedRoleId)
|
||||
{
|
||||
DRRole[] roles = _roleDataTable.GetAllDataRows();
|
||||
int count = _roleDataTable.Count;
|
||||
@@ -67,7 +67,7 @@ namespace UI
|
||||
}
|
||||
|
||||
DRRole selectedRole = selectedRoleId > 0 ? _roleDataTable.GetDataRow(selectedRoleId) : null;
|
||||
return new SelectRoleFormRawData
|
||||
return new SelectRoleRawData
|
||||
{
|
||||
RoleIds = roleIds,
|
||||
RoleIconNames = iconNames,
|
||||
@@ -0,0 +1,7 @@
|
||||
namespace SepCore.UI
|
||||
{
|
||||
public class MenuRawData
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
@@ -1,7 +0,0 @@
|
||||
namespace UI
|
||||
{
|
||||
public class StartMenuFormRawData
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user