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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using Entity.EntityData;
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using GameFramework;
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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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public abstract class EntityBase : EntityLogic
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{
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[SerializeField] private EntityDataBase _entityData = null;
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public int Id => Entity.Id;
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public Animation CachedAnimation { get; private set; }
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protected override void OnInit(object userData)
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{
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base.OnInit(userData);
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CachedAnimation = GetComponent<Animation>();
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}
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protected override void OnRecycle()
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{
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base.OnRecycle();
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}
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protected override void OnShow(object userData)
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{
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base.OnShow(userData);
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_entityData = userData as EntityDataBase;
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if (_entityData == null)
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{
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Log.Error("Entity data is invalid.");
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return;
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}
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Name = Utility.Text.Format("[Entity {0}]", Id);
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CachedTransform.localPosition = _entityData.Position;
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CachedTransform.localRotation = _entityData.Rotation;
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CachedTransform.localScale = Vector3.one;
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}
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protected override void OnHide(bool isShutdown, object userData)
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{
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base.OnHide(isShutdown, userData);
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}
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protected override void OnAttached(EntityLogic childEntity, Transform parentTransform, object userData)
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{
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base.OnAttached(childEntity, parentTransform, userData);
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}
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protected override void OnDetached(EntityLogic childEntity, object userData)
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{
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base.OnDetached(childEntity, userData);
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}
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protected override void OnAttachTo(EntityLogic parentEntity, Transform parentTransform, object userData)
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{
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base.OnAttachTo(parentEntity, parentTransform, userData);
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}
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protected override void OnDetachFrom(EntityLogic parentEntity, object userData)
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{
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base.OnDetachFrom(parentEntity, userData);
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}
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protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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base.OnUpdate(elapseSeconds, realElapseSeconds);
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}
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}
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}
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