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.Entity;
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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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/// Entity 异步扩展方法
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/// </summary>
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public static class EntityAsyncExtension
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{
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/// <summary>
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/// 异步显示实体
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/// </summary>
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/// <param name="entityComponent">实体组件</param>
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/// <param name="entityId">实体编号</param>
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/// <param name="entityLogicType">实体逻辑类型</param>
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/// <param name="entityAssetName">实体资源名称</param>
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/// <param name="entityGroupName">实体组名称</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>显示的实体</returns>
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public static UniTask<Entity> ShowEntityAsync(this EntityComponent entityComponent,
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int entityId,
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Type entityLogicType,
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string entityAssetName,
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string entityGroupName,
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object userData = null,
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float timeout = 30f)
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{
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UniTask<Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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ShowEntitySuccessEventArgs.EventId,
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ShowEntityFailureEventArgs.EventId,
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successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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).ContinueWith(successArgs => successArgs.Entity);
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entityComponent.ShowEntity(entityId, entityLogicType, entityAssetName, entityGroupName, userData);
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return waitTask;
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}
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/// <summary>
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/// 异步显示实体(泛型版本)
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/// </summary>
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/// <typeparam name="T">实体逻辑类型</typeparam>
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/// <param name="entityComponent">实体组件</param>
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/// <param name="entityId">实体编号</param>
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/// <param name="entityAssetName">实体资源名称</param>
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/// <param name="entityGroupName">实体组名称</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>显示的实体</returns>
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public static UniTask<T> ShowEntityAsync<T>(this EntityComponent entityComponent,
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int entityId,
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string entityAssetName,
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string entityGroupName,
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object userData = null,
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float timeout = 30f) where T : EntityLogic
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{
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UniTask<T> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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ShowEntitySuccessEventArgs.EventId,
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ShowEntityFailureEventArgs.EventId,
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successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.EntityId == entityId && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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).ContinueWith(successArgs => (T)successArgs.Entity.Logic);
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entityComponent.ShowEntity<T>(entityId, entityAssetName, entityGroupName, userData);
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return waitTask;
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}
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/// <summary>
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/// 异步隐藏实体
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/// </summary>
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/// <param name="entityComponent">实体组件</param>
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/// <param name="entityId">实体编号</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>隐藏完成事件</returns>
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public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
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int entityId,
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object userData = null,
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float timeout = 30f)
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{
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UniTask<HideEntityCompleteEventArgs> waitTask = AsyncTaskHelper.WaitEventAsync<HideEntityCompleteEventArgs>(
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HideEntityCompleteEventArgs.EventId,
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args => args.EntityId == entityId,
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timeout
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);
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entityComponent.HideEntity(entityId, userData);
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return waitTask;
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}
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/// <summary>
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/// 异步隐藏实体(通过实体对象)
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/// </summary>
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/// <param name="entityComponent">实体组件</param>
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/// <param name="entity">要隐藏的实体</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>隐藏完成事件</returns>
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public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
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Entity entity,
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object userData = null,
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float timeout = 30f)
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{
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return HideEntityAsync(entityComponent, entity.Id, userData, timeout);
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}
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}
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}
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