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.Network;
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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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/// Network 异步扩展方法
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/// </summary>
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public static class NetworkAsyncExtension
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{
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/// <summary>
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/// 异步连接网络
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/// </summary>
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/// <param name="networkComponent">网络组件</param>
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/// <param name="networkChannelName">网络频道名称</param>
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/// <param name="address">连接地址</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>连接成功事件</returns>
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public static UniTask<NetworkConnectedEventArgs> ConnectAsync(this NetworkComponent networkComponent,
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string networkChannelName,
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string address,
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object userData = null,
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float timeout = 30f)
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{
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return AsyncTaskHelper.WaitEventAsync<NetworkConnectedEventArgs>(
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NetworkConnectedEventArgs.EventId,
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args => args.NetworkChannel.Name == networkChannelName,
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timeout
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);
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}
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/// <summary>
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/// 异步连接网络(带端口)
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/// </summary>
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/// <param name="networkComponent">网络组件</param>
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/// <param name="networkChannelName">网络频道名称</param>
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/// <param name="address">连接地址</param>
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/// <param name="port">端口号</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>连接成功事件</returns>
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public static UniTask<NetworkConnectedEventArgs> ConnectAsync(this NetworkComponent networkComponent,
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string networkChannelName,
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string address,
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int port,
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object userData = null,
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float timeout = 30f)
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{
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return ConnectAsync(networkComponent, networkChannelName, $"{address}:{port}", userData, timeout);
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}
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/// <summary>
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/// 异步断开网络连接
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/// </summary>
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/// <param name="networkComponent">网络组件</param>
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/// <param name="networkChannelName">网络频道名称</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>关闭事件</returns>
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public static UniTask<NetworkClosedEventArgs> DisconnectAsync(this NetworkComponent networkComponent,
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string networkChannelName,
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object userData = null,
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float timeout = 30f)
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{
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return AsyncTaskHelper.WaitEventAsync<NetworkClosedEventArgs>(
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NetworkClosedEventArgs.EventId,
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args => args.NetworkChannel.Name == networkChannelName,
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timeout
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);
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}
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}
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}
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