规范命名空间

具体来说就是 SepCore 开头,然后接所属的模块名,比如 SepCore.Entity,SepCore.Simulation,SepCore.Procedure
This commit is contained in:
SepComet
2026-06-03 16:57:40 +08:00
parent 5de3fdc795
commit edd7088804
210 changed files with 461 additions and 547 deletions
@@ -1,5 +1,5 @@
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
@@ -1,5 +1,5 @@
using System;
using CustomUtility;
using SepCore.CustomUtility;
using SepCore.Definition;
using UnityGameFramework.Runtime;
@@ -1,6 +1,6 @@
using SepCore.Definition;
using Newtonsoft.Json;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
@@ -1,6 +1,6 @@
using SepCore.Definition;
using Newtonsoft.Json;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
@@ -1,10 +1,7 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Text;
using SepCore.Definition;
using GameFramework;
using StarForce;
using SepCore.Definition;
using UnityGameFramework.Runtime;
namespace SepCore.DataTable
@@ -135,4 +132,4 @@ namespace SepCore.DataTable
ExpRequires = expRequires.ToArray();
}
}
}
}
@@ -1,8 +1,8 @@
using System;
using System.Collections.Generic;
using SepCore.Definition;
using GameFramework;
using CustomUtility;
using SepCore.Definition;
using SepCore.CustomUtility;
using Newtonsoft.Json.Linq;
using UnityGameFramework.Runtime;
@@ -21,7 +21,7 @@ namespace SepCore.DataTable
public override int Id => m_Id;
public int EntityTypeId { get; private set; }
/// <summary>
/// 获取武器名称。
/// </summary>
@@ -36,12 +36,12 @@ namespace SepCore.DataTable
/// 获取武器稀有度
/// </summary>
public ItemRarity Rarity { get; private set; }
/// <summary>
/// 获取武器价值
/// </summary>
public int Price { get; private set; }
/// <summary>
/// 获取武器价值浮动率
/// </summary>
@@ -112,7 +112,7 @@ namespace SepCore.DataTable
private void GeneratePropertyArray()
{
}
/// <summary>
/// 解参数
/// </summary>
@@ -1,6 +1,6 @@
using System;
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.Definition
@@ -2,7 +2,7 @@
using SepCore.Definition;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public abstract class AccessoryObjectData : EntityDataBase
@@ -1,4 +1,4 @@
namespace Entity.EntityData
namespace SepCore.Entity
{
public class CoinData : EntityDataBase
{
@@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class EffectData : EntityDataBase
@@ -4,7 +4,7 @@ using SepCore.DataTable;
using SepCore.Definition;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class EnemyData : TargetableObjectData
@@ -2,7 +2,7 @@ using System;
using SepCore.Definition;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class EnemyProjectileData : EntityDataBase
@@ -1,7 +1,7 @@
using System;
using UnityEngine;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public abstract class EntityDataBase
@@ -1,4 +1,4 @@
namespace Entity.EntityData
namespace SepCore.Entity
{
public class ExpData : EntityDataBase
{
@@ -1,7 +1,7 @@
using System;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class PlayerData : TargetableObjectData
@@ -1,7 +1,7 @@
using System;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public abstract class TargetableObjectData : EntityDataBase
@@ -4,7 +4,7 @@ using SepCore.DataTable;
using SepCore.Definition;
using GameFramework;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public class WeaponData : AccessoryObjectData
@@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponHandgunParamsData
@@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponKnifeParamsData
@@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponLanceParamsData
@@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponLightningParamsData
@@ -2,7 +2,7 @@ using System;
using SepCore.DataTable;
using SepCore.Definition;
namespace Entity.EntityData
namespace SepCore.Entity
{
[Serializable]
public sealed class WeaponSlashParamsData
@@ -1,62 +1,62 @@
using Text = GameFramework.Utility.Text;
using GameFramework;
namespace CustomUtility
namespace SepCore.CustomUtility
{
public static class AssetUtility
{
public static string GetConfigAsset(string assetName, bool fromBytes)
{
return Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
return Utility.Text.Format("Assets/GameMain/Configs/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
}
public static string GetDataTableAsset(string assetName, bool fromBytes)
{
return Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
return Utility.Text.Format("Assets/GameMain/DataTables/{0}.{1}", assetName, fromBytes ? "bytes" : "txt");
}
public static string GetFontAsset(string assetName)
{
return Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
return Utility.Text.Format("Assets/GameMain/Fonts/{0}.ttf", assetName);
}
public static string GetTMPFontAsset(string assetName)
{
return Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
return Utility.Text.Format("Assets/GameMain/Fonts/{0}.asset", assetName);
}
public static string GetSceneAsset(string assetName)
{
return Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
return Utility.Text.Format("Assets/GameMain/Scenes/{0}.unity", assetName);
}
public static string GetMusicAsset(string assetName)
{
return Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
return Utility.Text.Format("Assets/GameMain/Music/{0}.mp3", assetName);
}
public static string GetSoundAsset(string assetName)
{
return Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
return Utility.Text.Format("Assets/GameMain/Sounds/{0}.wav", assetName);
}
public static string GetEntityAsset(string assetName)
{
return Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
return Utility.Text.Format("Assets/GameMain/Entities/{0}.prefab", assetName);
}
public static string GetUIFormAsset(string assetName)
{
return Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName);
return Utility.Text.Format("Assets/GameMain/UI/UIForms/{0}.prefab", assetName);
}
public static string GetUISoundAsset(string assetName)
{
return Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
return Utility.Text.Format("Assets/GameMain/UI/UISounds/{0}.wav", assetName);
}
public static string GetUITextureIconAsset(string assetName)
{
return Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName);
return Utility.Text.Format("Assets/GameMain/UI/UISprites/Icons/{0}.png", assetName);
}
}
}
@@ -1,7 +1,7 @@
using System.Collections.Generic;
using UnityGameFramework.Runtime;
namespace CustomUtility
namespace SepCore.CustomUtility
{
public static class EnumUtility<T> where T : struct, System.Enum
{
@@ -1,7 +1,7 @@
using System;
using Newtonsoft.Json;
namespace CustomUtility
namespace SepCore.CustomUtility
{
/// <summary>
/// Newtonsoft.Json 函数集辅助器。
@@ -3,7 +3,7 @@ using SepCore.Definition;
using GameFramework.DataTable;
using UnityEngine;
namespace CustomUtility
namespace SepCore.CustomUtility
{
public static class RarityUtility
{
@@ -7,7 +7,7 @@
using System;
namespace StarForce
namespace SepCore.CustomUtility
{
public static class WebUtility
{