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.Resource;
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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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/// Resource 异步扩展方法
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/// </summary>
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public static class ResourceAsyncExtension
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{
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/// <summary>
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/// 异步等待资源更新完成
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/// </summary>
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/// <param name="resourceComponent">资源组件</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>更新完成事件</returns>
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public static UniTask<ResourceUpdateAllCompleteEventArgs> WaitForResourceUpdateCompleteAsync(this ResourceComponent resourceComponent,
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float timeout = 0f)
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{
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return AsyncTaskHelper.WaitEventAsync<ResourceUpdateAllCompleteEventArgs>(
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ResourceUpdateAllCompleteEventArgs.EventId,
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null,
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timeout
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);
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}
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/// <summary>
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/// 异步等待资源验证完成
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/// </summary>
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/// <param name="resourceComponent">资源组件</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>验证成功事件</returns>
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public static UniTask<ResourceVerifySuccessEventArgs> WaitForResourceVerifyCompleteAsync(this ResourceComponent resourceComponent,
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float timeout = 0f)
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{
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return AsyncTaskHelper.WaitEventAsync<ResourceVerifySuccessEventArgs>(
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ResourceVerifySuccessEventArgs.EventId,
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null,
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timeout
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);
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}
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/// <summary>
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/// 异步等待资源应用完成
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/// </summary>
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/// <param name="resourceComponent">资源组件</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>应用成功事件</returns>
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public static UniTask<ResourceApplySuccessEventArgs> WaitForResourceApplyCompleteAsync(this ResourceComponent resourceComponent,
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float timeout = 0f)
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{
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return AsyncTaskHelper.WaitEventAsync<ResourceApplySuccessEventArgs>(
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ResourceApplySuccessEventArgs.EventId,
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null,
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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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