继续重构调整(UI)
- 引入 UniTask 和异步版本的 UIModule - 调整 Runtime/UIBase 和 Presentation 下的脚本命名空间到 SepCore.UI - 将原来的 5 层 UI 迁移到异步实现 - 规范各层的 UI 脚本命名
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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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