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.Scene;
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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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/// Scene 异步扩展方法
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/// </summary>
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public static class SceneAsyncExtension
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{
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/// <summary>
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/// 异步加载场景
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/// </summary>
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/// <param name="sceneComponent">场景组件</param>
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/// <param name="sceneAssetName">场景资源名称</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<LoadSceneSuccessEventArgs> LoadSceneAsync(this SceneComponent sceneComponent,
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string sceneAssetName,
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object userData = null,
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float timeout = 60f)
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{
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UniTask<LoadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadSceneSuccessEventArgs, LoadSceneFailureEventArgs>(
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LoadSceneSuccessEventArgs.EventId,
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LoadSceneFailureEventArgs.EventId,
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successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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);
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sceneComponent.LoadScene(sceneAssetName, userData);
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return waitTask;
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}
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/// <summary>
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/// 异步卸载场景
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/// </summary>
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/// <param name="sceneComponent">场景组件</param>
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/// <param name="sceneAssetName">场景资源名称</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>卸载成功事件</returns>
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public static UniTask<UnloadSceneSuccessEventArgs> UnloadSceneAsync(this SceneComponent sceneComponent,
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string sceneAssetName,
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object userData = null,
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float timeout = 60f)
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{
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UniTask<UnloadSceneSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<UnloadSceneSuccessEventArgs, UnloadSceneFailureEventArgs>(
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UnloadSceneSuccessEventArgs.EventId,
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UnloadSceneFailureEventArgs.EventId,
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successArgs => successArgs.SceneAssetName == sceneAssetName && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.SceneAssetName == sceneAssetName && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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);
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sceneComponent.UnloadScene(sceneAssetName, userData);
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return waitTask;
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}
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}
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}
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