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 +1,45 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Sound;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
{
/// <summary>
/// Sound 异步扩展方法
/// </summary>
public static class SoundAsyncExtension
{
/// <summary>
/// 异步播放声音
/// </summary>
/// <param name="soundComponent">声音组件</param>
/// <param name="soundAssetName">声音资源名称</param>
/// <param name="soundGroupName">声音组名称</param>
/// <param name="playSoundParams">播放声音参数</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>播放成功事件</returns>
public static UniTask<PlaySoundSuccessEventArgs> PlaySoundAsync(this SoundComponent soundComponent,
string soundAssetName,
string soundGroupName,
PlaySoundParams playSoundParams = null,
object userData = null,
float timeout = 30f)
{
int serialId = 0;
UniTask<PlaySoundSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
PlaySoundSuccessEventArgs.EventId,
PlaySoundFailureEventArgs.EventId,
successArgs => successArgs.SerialId == serialId,
failureArgs => failureArgs.SerialId == serialId,
timeout
);
serialId = soundComponent.PlaySound(soundAssetName, soundGroupName, 0, playSoundParams, userData);
return waitTask;
}
}
}