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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using GameFramework.Resource;
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using System.Collections.Generic;
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using DataTable;
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using Definition;
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using Scene;
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using Game.Utility;
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using TMPro;
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using UI;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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using ProcedureOwner = GameFramework.Fsm.IFsm<GameFramework.Procedure.IProcedureManager>;
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namespace Procedure
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{
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public class ProcedurePreload : ProcedureBase
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{
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public static readonly string[] DataTableNames = new string[]
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{
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"Enemy",
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"Entity",
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"Music",
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"Scene",
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"Sound",
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"UIForm",
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"UISound",
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"Goods",
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"Weapon",
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"Prop",
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"Role",
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"Level",
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};
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private Dictionary<string, bool> _loadedFlag = new Dictionary<string, bool>();
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public override bool UseNativeDialog => true;
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protected override void OnEnter(ProcedureOwner procedureOwner)
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{
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base.OnEnter(procedureOwner);
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GameEntry.Event.Subscribe(LoadConfigSuccessEventArgs.EventId, OnLoadConfigSuccess);
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GameEntry.Event.Subscribe(LoadConfigFailureEventArgs.EventId, OnLoadConfigFailure);
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GameEntry.Event.Subscribe(LoadDataTableSuccessEventArgs.EventId, OnLoadDataTableSuccess);
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GameEntry.Event.Subscribe(LoadDataTableFailureEventArgs.EventId, OnLoadDataTableFailure);
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GameEntry.Event.Subscribe(LoadDictionarySuccessEventArgs.EventId, OnLoadDictionarySuccess);
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GameEntry.Event.Subscribe(LoadDictionaryFailureEventArgs.EventId, OnLoadDictionaryFailure);
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_loadedFlag.Clear();
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PreloadResources();
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}
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protected override void OnLeave(ProcedureOwner procedureOwner, bool isShutdown)
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{
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GameEntry.Event.Unsubscribe(LoadConfigSuccessEventArgs.EventId, OnLoadConfigSuccess);
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GameEntry.Event.Unsubscribe(LoadConfigFailureEventArgs.EventId, OnLoadConfigFailure);
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GameEntry.Event.Unsubscribe(LoadDataTableSuccessEventArgs.EventId, OnLoadDataTableSuccess);
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GameEntry.Event.Unsubscribe(LoadDataTableFailureEventArgs.EventId, OnLoadDataTableFailure);
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GameEntry.Event.Unsubscribe(LoadDictionarySuccessEventArgs.EventId, OnLoadDictionarySuccess);
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GameEntry.Event.Unsubscribe(LoadDictionaryFailureEventArgs.EventId, OnLoadDictionaryFailure);
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base.OnLeave(procedureOwner, isShutdown);
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}
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protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
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foreach (KeyValuePair<string, bool> loadedFlag in _loadedFlag)
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{
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if (!loadedFlag.Value)
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{
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return;
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}
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}
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procedureOwner.SetData<VarInt32>("NextSceneId", (int)SceneId.Menu);
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ChangeState<ProcedureChangeScene>(procedureOwner);
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}
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private void PreloadResources()
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{
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// Preload configs
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LoadConfig("DefaultConfig");
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// Preload data tables
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foreach (string dataTableName in DataTableNames)
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{
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LoadDataTable(dataTableName);
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}
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// Preload dictionaries
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LoadDictionary("Default");
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// Preload fonts
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LoadFont("MainFont");
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LoadTMPFont("MainTMPFont");
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}
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private void LoadConfig(string configName)
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{
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string configAssetName = AssetUtility.GetConfigAsset(configName, false);
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_loadedFlag.Add(configAssetName, false);
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GameEntry.Config.ReadData(configAssetName, this);
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}
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private void LoadDataTable(string dataTableName)
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{
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string dataTableAssetName = AssetUtility.GetDataTableAsset(dataTableName, false);
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_loadedFlag.Add(dataTableAssetName, false);
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GameEntry.DataTable.LoadDataTable(dataTableName, dataTableAssetName, this);
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}
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private void LoadDictionary(string dictionaryName)
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{
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string dictionaryAssetName = AssetUtility.GetDictionaryAsset(dictionaryName, false);
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_loadedFlag.Add(dictionaryAssetName, false);
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GameEntry.Localization.ReadData(dictionaryAssetName, this);
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}
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private void LoadFont(string fontName)
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{
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_loadedFlag.Add(Utility.Text.Format("Font.{0}", fontName), false);
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GameEntry.Resource.LoadAsset(AssetUtility.GetFontAsset(fontName), Constant.AssetPriority.FontAsset, new LoadAssetCallbacks(
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(assetName, asset, duration, userData) =>
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{
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_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
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UGuiForm.SetMainFont((Font)asset);
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Log.Info("Load font '{0}' OK.", fontName);
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},
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(assetName, status, errorMessage, userData) =>
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{
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Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName, errorMessage);
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}));
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}
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private void LoadTMPFont(string fontName)
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{
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_loadedFlag.Add(Utility.Text.Format("Font.{0}", fontName), false);
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GameEntry.Resource.LoadAsset(AssetUtility.GetTMPFontAsset(fontName), Constant.AssetPriority.FontAsset, new LoadAssetCallbacks(
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(assetName, asset, duration, userData) =>
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{
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_loadedFlag[Utility.Text.Format("Font.{0}", fontName)] = true;
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UGuiForm.SetMainTMPFont((TMP_FontAsset)asset);
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Log.Info("Load font '{0}' OK.", fontName);
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},
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(assetName, status, errorMessage, userData) =>
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{
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Log.Error("Can not load font '{0}' from '{1}' with error message '{2}'.", fontName, assetName, errorMessage);
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}));
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}
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private void OnLoadConfigSuccess(object sender, GameEventArgs e)
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{
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LoadConfigSuccessEventArgs ne = (LoadConfigSuccessEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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_loadedFlag[ne.ConfigAssetName] = true;
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Log.Info("Load config '{0}' OK.", ne.ConfigAssetName);
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}
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private void OnLoadConfigFailure(object sender, GameEventArgs e)
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{
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LoadConfigFailureEventArgs ne = (LoadConfigFailureEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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Log.Error("Can not load config '{0}' from '{1}' with error message '{2}'.", ne.ConfigAssetName, ne.ConfigAssetName, ne.ErrorMessage);
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}
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private void OnLoadDataTableSuccess(object sender, GameEventArgs e)
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{
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LoadDataTableSuccessEventArgs ne = (LoadDataTableSuccessEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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_loadedFlag[ne.DataTableAssetName] = true;
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Log.Info("Load data table '{0}' OK.", ne.DataTableAssetName);
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}
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private void OnLoadDataTableFailure(object sender, GameEventArgs e)
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{
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LoadDataTableFailureEventArgs ne = (LoadDataTableFailureEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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Log.Error("Can not load data table '{0}' from '{1}' with error message '{2}'.", ne.DataTableAssetName, ne.DataTableAssetName, ne.ErrorMessage);
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}
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private void OnLoadDictionarySuccess(object sender, GameEventArgs e)
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{
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LoadDictionarySuccessEventArgs ne = (LoadDictionarySuccessEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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_loadedFlag[ne.DictionaryAssetName] = true;
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Log.Info("Load dictionary '{0}' OK.", ne.DictionaryAssetName);
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}
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private void OnLoadDictionaryFailure(object sender, GameEventArgs e)
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{
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LoadDictionaryFailureEventArgs ne = (LoadDictionaryFailureEventArgs)e;
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if (ne.UserData != this)
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{
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return;
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}
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Log.Error("Can not load dictionary '{0}' from '{1}' with error message '{2}'.", ne.DictionaryAssetName, ne.DictionaryAssetName, ne.ErrorMessage);
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}
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}
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}
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