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
@@ -1,6 +1,6 @@
namespace UI
namespace SepCore.UI
{
public class SelectRoleFormRawData
public class SelectRoleRawData
{
public int[] RoleIds;
public string[] RoleIconNames;
@@ -4,9 +4,9 @@ using SepCore.DataTable;
using GameFramework.DataTable;
using Random = UnityEngine.Random;
namespace UI
namespace SepCore.UI
{
public class SelectRoleFormUseCase : IUIUseCase
public class SelectRoleUseCase : IUIUseCase
{
private readonly IDataTable<DRRole> _roleDataTable;
@@ -14,18 +14,18 @@ namespace UI
public int SelectedRoleId { get; private set; }
public SelectRoleFormUseCase(Action<int> onStartGame)
public SelectRoleUseCase(Action<int> onStartGame)
{
_onStartGame = onStartGame;
_roleDataTable = GameEntry.DataTable.GetDataTable<DRRole>();
}
public SelectRoleFormRawData CreateModel()
public SelectRoleRawData CreateModel()
{
return BuildModel(0);
}
public SelectRoleFormRawData SelectRole(int roleId)
public SelectRoleRawData SelectRole(int roleId)
{
SelectedRoleId = roleId;
return BuildModel(roleId);
@@ -54,7 +54,7 @@ namespace UI
return result;
}
private SelectRoleFormRawData BuildModel(int selectedRoleId)
private SelectRoleRawData BuildModel(int selectedRoleId)
{
DRRole[] roles = _roleDataTable.GetAllDataRows();
int count = _roleDataTable.Count;
@@ -67,7 +67,7 @@ namespace UI
}
DRRole selectedRole = selectedRoleId > 0 ? _roleDataTable.GetDataRow(selectedRoleId) : null;
return new SelectRoleFormRawData
return new SelectRoleRawData
{
RoleIds = roleIds,
RoleIconNames = iconNames,