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:
SepComet
2026-06-03 09:58:37 +08:00
parent 6b8a6a8789
commit 7bba8bbb80
552 changed files with 83648 additions and 2726 deletions
@@ -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;
}
}
}