添加 SepCore.Runtime 和 SepCore.Base 程序集

- 暂时将 Entity 全部归进 Runtime 程序集里
- 调整部分 UI 的 UseCase/RawData/Context 之间的关系,让 RawData 更接近业务原始数据,Context 更接近 UI 直接可读的数据
- 调整其他程序集的引用关系
This commit is contained in:
SepComet
2026-06-03 11:15:58 +08:00
parent d5893ac52b
commit 91f70dd783
176 changed files with 245 additions and 231 deletions
@@ -0,0 +1,58 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using Entity;
using Entity.EntityData;
using UnityEngine;
using UnityGameFramework.Runtime;
namespace Entity
{
/// <summary>
/// 特效类。
/// </summary>
public class Effect : EntityBase
{
[SerializeField]
private EffectData m_EffectData = null;
private float m_ElapseSeconds = 0f;
#if UNITY_2017_3_OR_NEWER
protected override void OnShow(object userData)
#else
protected internal override void OnShow(object userData)
#endif
{
base.OnShow(userData);
m_EffectData = userData as EffectData;
if (m_EffectData == null)
{
Log.Error("Effect data is invalid.");
return;
}
m_ElapseSeconds = 0f;
}
#if UNITY_2017_3_OR_NEWER
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#else
protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#endif
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
m_ElapseSeconds += elapseSeconds;
if (m_ElapseSeconds >= m_EffectData.KeepTime)
{
GameEntry.Entity.HideEntity(this);
}
}
}
}