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
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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 Entity;
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using Entity.EntityData;
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using UnityEngine;
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using UnityGameFramework.Runtime;
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namespace Entity
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{
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/// <summary>
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/// 特效类。
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/// </summary>
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public class Effect : EntityBase
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{
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[SerializeField]
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private EffectData m_EffectData = null;
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private float m_ElapseSeconds = 0f;
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#if UNITY_2017_3_OR_NEWER
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protected override void OnShow(object userData)
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#else
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protected internal override void OnShow(object userData)
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#endif
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{
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base.OnShow(userData);
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m_EffectData = userData as EffectData;
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if (m_EffectData == null)
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{
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Log.Error("Effect data is invalid.");
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return;
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}
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m_ElapseSeconds = 0f;
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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#else
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protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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#endif
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{
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base.OnUpdate(elapseSeconds, realElapseSeconds);
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m_ElapseSeconds += elapseSeconds;
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if (m_ElapseSeconds >= m_EffectData.KeepTime)
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{
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GameEntry.Entity.HideEntity(this);
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}
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}
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}
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}
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