初始化仓库
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using GameFramework.Event;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 资源应用开始事件。
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/// </summary>
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public sealed class ResourceApplyStartEventArgs : GameEventArgs
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{
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/// <summary>
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/// 资源应用开始事件编号。
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/// </summary>
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public static readonly int EventId = typeof(ResourceApplyStartEventArgs).GetHashCode();
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/// <summary>
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/// 初始化资源应用开始事件的新实例。
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/// </summary>
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public ResourceApplyStartEventArgs()
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{
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ResourcePackPath = null;
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Count = 0;
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TotalLength = 0L;
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}
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/// <summary>
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/// 获取资源应用开始事件编号。
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/// </summary>
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public override int Id
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{
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get
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{
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return EventId;
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}
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}
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/// <summary>
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/// 获取资源包路径。
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/// </summary>
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public string ResourcePackPath
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取要应用资源的数量。
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/// </summary>
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public int Count
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{
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get;
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private set;
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}
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/// <summary>
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/// 获取要应用资源的总大小。
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/// </summary>
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public long TotalLength
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{
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get;
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private set;
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}
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/// <summary>
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/// 创建资源应用开始事件。
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/// </summary>
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/// <param name="e">内部事件。</param>
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/// <returns>创建的资源应用开始事件。</returns>
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public static ResourceApplyStartEventArgs Create(GameFramework.Resource.ResourceApplyStartEventArgs e)
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{
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ResourceApplyStartEventArgs resourceApplyStartEventArgs = ReferencePool.Acquire<ResourceApplyStartEventArgs>();
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resourceApplyStartEventArgs.ResourcePackPath = e.ResourcePackPath;
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resourceApplyStartEventArgs.Count = e.Count;
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resourceApplyStartEventArgs.TotalLength = e.TotalLength;
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return resourceApplyStartEventArgs;
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}
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/// <summary>
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/// 清理资源应用开始事件。
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/// </summary>
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public override void Clear()
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{
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ResourcePackPath = null;
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Count = 0;
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TotalLength = 0L;
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}
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}
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}
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