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
@@ -1,62 +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
{