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:
@@ -1,7 +1,10 @@
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using CustomComponent;
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using SepCore.CustomComponent;
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using Simulation;
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using UnityEngine;
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using SepCore.BuiltinData;
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using SepCore.DamageText;
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using SepCore.EnemyManager;
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using SepCore.HPBar;
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using SepCore.SpriteCache;
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using SepCore.UIRouter;
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using SepCore.Simulation;
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/// <summary>
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/// 游戏入口。
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+2
-2
@@ -3,7 +3,7 @@ using System.Threading;
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using Cysharp.Threading.Tasks;
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using GameFramework.Event;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// 异步任务辅助类,用于将事件回调转换为 UniTask
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@@ -124,4 +124,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
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return tcs.Task;
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}
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}
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}
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}
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@@ -1,10 +1,7 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Config;
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using UnityGameFramework.Runtime;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Config 异步扩展方法
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+1
-1
@@ -5,7 +5,7 @@ using GameFramework.DataTable;
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using SepCore.DataTable;
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using UnityGameFramework.Runtime;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// DataTable 异步扩展方法
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+3
-4
@@ -1,10 +1,9 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Download;
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using UnityGameFramework.Runtime;
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using DownloadFailureEventArgs = UnityGameFramework.Runtime.DownloadFailureEventArgs;
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using DownloadSuccessEventArgs = UnityGameFramework.Runtime.DownloadSuccessEventArgs;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Download 异步扩展方法
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@@ -1,10 +1,11 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Entity;
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using UnityGameFramework.Runtime;
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using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
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using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
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using ShowEntitySuccessEventArgs = UnityGameFramework.Runtime.ShowEntitySuccessEventArgs;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Entity 异步扩展方法
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@@ -22,7 +23,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>显示的实体</returns>
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public static UniTask<Entity> ShowEntityAsync(this EntityComponent entityComponent,
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public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
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int entityId,
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Type entityLogicType,
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string entityAssetName,
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@@ -30,7 +31,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
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object userData = null,
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float timeout = 30f)
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{
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UniTask<Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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UniTask<UnityGameFramework.Runtime.Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
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ShowEntitySuccessEventArgs.EventId,
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ShowEntityFailureEventArgs.EventId,
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successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
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@@ -104,7 +105,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>隐藏完成事件</returns>
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public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
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Entity entity,
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UnityGameFramework.Runtime.Entity entity,
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object userData = null,
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float timeout = 30f)
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{
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+1
-1
@@ -4,7 +4,7 @@ using GameFramework;
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using GameFramework.Localization;
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using UnityGameFramework.Runtime;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Localization 异步扩展方法
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@@ -1,10 +1,9 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Network;
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using UnityGameFramework.Runtime;
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using NetworkClosedEventArgs = UnityGameFramework.Runtime.NetworkClosedEventArgs;
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using NetworkConnectedEventArgs = UnityGameFramework.Runtime.NetworkConnectedEventArgs;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Network 异步扩展方法
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@@ -73,4 +72,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
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);
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}
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}
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}
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}
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+5
-5
@@ -1,10 +1,10 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Resource;
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using UnityGameFramework.Runtime;
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using ResourceApplySuccessEventArgs = UnityGameFramework.Runtime.ResourceApplySuccessEventArgs;
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using ResourceUpdateAllCompleteEventArgs = UnityGameFramework.Runtime.ResourceUpdateAllCompleteEventArgs;
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using ResourceVerifySuccessEventArgs = UnityGameFramework.Runtime.ResourceVerifySuccessEventArgs;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Resource 异步扩展方法
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@@ -59,4 +59,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
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);
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}
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}
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}
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}
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@@ -1,10 +1,11 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Scene;
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using UnityGameFramework.Runtime;
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using LoadSceneFailureEventArgs = UnityGameFramework.Runtime.LoadSceneFailureEventArgs;
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using LoadSceneSuccessEventArgs = UnityGameFramework.Runtime.LoadSceneSuccessEventArgs;
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using UnloadSceneFailureEventArgs = UnityGameFramework.Runtime.UnloadSceneFailureEventArgs;
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using UnloadSceneSuccessEventArgs = UnityGameFramework.Runtime.UnloadSceneSuccessEventArgs;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Scene 异步扩展方法
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@@ -1,10 +1,10 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Sound;
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using UnityGameFramework.Runtime;
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using PlaySoundFailureEventArgs = UnityGameFramework.Runtime.PlaySoundFailureEventArgs;
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using PlaySoundSuccessEventArgs = UnityGameFramework.Runtime.PlaySoundSuccessEventArgs;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Sound 异步扩展方法
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@@ -29,17 +29,17 @@ namespace UnityGameFramework.Runtime.AsyncTask
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float timeout = 30f)
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{
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int serialId = 0;
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UniTask<PlaySoundSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
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PlaySoundSuccessEventArgs.EventId,
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PlaySoundFailureEventArgs.EventId,
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successArgs => successArgs.SerialId == serialId,
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failureArgs => failureArgs.SerialId == serialId,
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timeout
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);
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UniTask<PlaySoundSuccessEventArgs> waitTask =
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AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
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PlaySoundSuccessEventArgs.EventId,
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PlaySoundFailureEventArgs.EventId,
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successArgs => successArgs.SerialId == serialId,
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failureArgs => failureArgs.SerialId == serialId,
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timeout
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);
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serialId = soundComponent.PlaySound(soundAssetName, soundGroupName, 0, playSoundParams, userData);
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return waitTask;
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}
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}
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}
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@@ -3,7 +3,7 @@ using SepCore.Definition;
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using SepCore.UI;
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using UnityGameFramework.Runtime;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// UI 异步扩展方法
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+1
-4
@@ -1,10 +1,7 @@
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using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.WebRequest;
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using UnityGameFramework.Runtime;
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namespace UnityGameFramework.Runtime.AsyncTask
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// WebRequest 异步扩展方法
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@@ -1,18 +1,18 @@
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using System;
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using System.Collections.Generic;
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using SepCore.Definition;
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using Entity.EntityData;
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using SepCore.Entity;
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using UnityGameFramework.Runtime;
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using SepCore.DataTable;
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using CustomUtility;
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using SepCore.CustomUtility;
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namespace Entity
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namespace SepCore.Entity
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{
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public static class EntityExtension
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{
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private static int s_SerialId = -10;
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private const string EntityNamespace = "Entity.";
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private const string EntityNamespace = "SepCore.Entity.";
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private static readonly Dictionary<string, Type> _typeDict;
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private static readonly Dictionary<int, string> _assetNameDict;
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@@ -180,9 +180,9 @@ namespace Entity
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return assetName;
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}
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public static int GenerateSerialId(this EntityComponent entityComponent)
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public static int NextId(this EntityComponent entityComponent)
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{
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return --s_SerialId;
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}
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}
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}
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}
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+2
-9
@@ -1,16 +1,9 @@
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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 GameFramework.Localization;
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using GameFramework.Localization;
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using System;
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using System.Xml;
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using UnityGameFramework.Runtime;
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namespace StarForce
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namespace SepCore.Localization
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{
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/// <summary>
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/// XML 格式的本地化辅助器。
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@@ -5,7 +5,7 @@
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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namespace StarForce
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namespace SepCore.Network
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{
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public abstract class CSPacketBase : PacketBase
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{
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@@ -5,7 +5,7 @@
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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namespace StarForce
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namespace SepCore.Network
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{
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public sealed class CSPacketHeader : PacketHeaderBase
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{
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@@ -16,7 +16,7 @@ using System.IO;
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using System.Reflection;
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using UnityGameFramework.Runtime;
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namespace StarForce
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namespace SepCore.Network
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{
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public class NetworkChannelHelper : INetworkChannelHelper
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{
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@@ -8,7 +8,7 @@
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using ProtoBuf;
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using System;
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namespace StarForce
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namespace SepCore.Network
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{
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[Serializable, ProtoContract(Name = @"CSHeartBeat")]
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public class CSHeartBeat : CSPacketBase
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@@ -8,7 +8,7 @@
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using ProtoBuf;
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using System;
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namespace StarForce
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namespace SepCore.Network
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{
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[Serializable, ProtoContract(Name = @"SCHeartBeat")]
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public class SCHeartBeat : SCPacketBase
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@@ -8,7 +8,7 @@
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using GameFramework.Network;
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using ProtoBuf;
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namespace StarForce
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namespace SepCore.Network
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{
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public abstract class PacketBase : Packet, IExtensible
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{
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+1
-1
@@ -8,7 +8,7 @@
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using GameFramework.Network;
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using UnityGameFramework.Runtime;
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namespace StarForce
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namespace SepCore.Network
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{
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public class SCHeartBeatHandler : PacketHandlerBase
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{
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@@ -7,7 +7,7 @@
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using GameFramework.Network;
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namespace StarForce
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namespace SepCore.Network
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{
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public abstract class PacketHandlerBase : IPacketHandler
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{
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@@ -8,7 +8,7 @@
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using GameFramework;
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using GameFramework.Network;
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namespace StarForce
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namespace SepCore.Network
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{
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public abstract class PacketHeaderBase : IPacketHeader, IReference
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{
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@@ -5,7 +5,7 @@
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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namespace StarForce
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namespace SepCore.Network
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{
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public enum PacketType : byte
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{
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@@ -5,7 +5,7 @@
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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namespace StarForce
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namespace SepCore.Network
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{
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public abstract class SCPacketBase : PacketBase
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{
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@@ -5,7 +5,7 @@
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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namespace StarForce
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namespace SepCore.Network
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{
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public sealed class SCPacketHeader : PacketHeaderBase
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{
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@@ -1,20 +1,13 @@
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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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|
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using GameFramework;
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using SepCore.DataTable;
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using SepCore.Definition;
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using Entity;
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using GameFramework;
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using SepCore.Entity;
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using GameFramework.DataTable;
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using GameFramework.Sound;
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using UnityGameFramework.Runtime;
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using CustomUtility;
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using SepCore.CustomUtility;
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|
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namespace StarForce
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namespace SepCore.Sound
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{
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public static class SoundExtension
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{
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@@ -2,7 +2,7 @@
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using GameFramework.UI;
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using SepCore.DataTable;
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using SepCore.Definition;
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using CustomUtility;
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using SepCore.CustomUtility;
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using UnityGameFramework.Runtime;
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|
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namespace SepCore.UI
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|
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@@ -1,9 +1,9 @@
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using System;
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using SepCore.Definition;
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using Entity;
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using SepCore.Entity;
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using UnityEngine;
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|
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namespace Components
|
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namespace SepCore.Components
|
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{
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public class AbsorbComponent : MonoBehaviour
|
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{
|
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|
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@@ -1,10 +1,10 @@
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||||
using System.Collections;
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using System.Collections.Generic;
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using Entity;
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using Entity.Weapon;
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using SepCore.Entity;
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using SepCore.Entity.Weapon;
|
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using UnityEngine;
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|
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namespace Components
|
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namespace SepCore.Components
|
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{
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||||
public class AttackComponent : MonoBehaviour
|
||||
{
|
||||
|
||||
@@ -1,10 +1,10 @@
|
||||
using System.Collections.Generic;
|
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using SepCore.Definition;
|
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using Entity.Weapon;
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using Entity;
|
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using SepCore.Entity.Weapon;
|
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using SepCore.Entity;
|
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using UnityEngine;
|
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|
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namespace Components
|
||||
namespace SepCore.Components
|
||||
{
|
||||
public class BackpackComponent : MonoBehaviour
|
||||
{
|
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|
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@@ -3,7 +3,7 @@ using SepCore.Event;
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using SepCore.Definition;
|
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using UnityEngine;
|
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|
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namespace Components
|
||||
namespace SepCore.Components
|
||||
{
|
||||
public class HealthComponent : MonoBehaviour
|
||||
{
|
||||
|
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@@ -1,6 +1,6 @@
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using UnityEngine;
|
||||
|
||||
namespace Components
|
||||
namespace SepCore.Components
|
||||
{
|
||||
public class InputComponent : MonoBehaviour
|
||||
{
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
using System;
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using Simulation;
|
||||
using SepCore.Entity;
|
||||
using SepCore.Simulation;
|
||||
using UnityEngine;
|
||||
using CustomDebugger;
|
||||
using SepCore.Debugger;
|
||||
|
||||
namespace Components
|
||||
namespace SepCore.Components
|
||||
{
|
||||
public class MovementComponent : MonoBehaviour
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Components
|
||||
namespace SepCore.Components
|
||||
{
|
||||
public class StatComponent : MonoBehaviour
|
||||
{
|
||||
|
||||
+9
-22
@@ -1,34 +1,21 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using SepCore.Definition;
|
||||
using GameFramework;
|
||||
using StarForce;
|
||||
using SepCore.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace CustomComponent
|
||||
namespace SepCore.BuiltinData
|
||||
{
|
||||
public class BuiltinDataComponent : GameFrameworkComponent
|
||||
{
|
||||
[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField]
|
||||
private TextAsset _buildInfoTextAsset = null;
|
||||
[SerializeField] private TextAsset _buildInfoTextAsset = null;
|
||||
|
||||
[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField]
|
||||
private TextAsset _defaultDictionaryTextAsset = null;
|
||||
[SerializeField] private TextAsset _defaultDictionaryTextAsset = null;
|
||||
|
||||
[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField]
|
||||
private GameObject _updateResourceFormTemplate = null;
|
||||
[SerializeField] private GameObject _updateResourceFormTemplate = null;
|
||||
|
||||
private BuildInfo m_BuildInfo = null;
|
||||
private BuildInfo _buildInfo = null;
|
||||
|
||||
public BuildInfo BuildInfo => m_BuildInfo;
|
||||
public BuildInfo BuildInfo => _buildInfo;
|
||||
|
||||
public GameObject UpdateResourceFormTemplate => _updateResourceFormTemplate;
|
||||
|
||||
@@ -40,8 +27,8 @@ namespace CustomComponent
|
||||
return;
|
||||
}
|
||||
|
||||
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
|
||||
if (m_BuildInfo == null)
|
||||
_buildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
|
||||
if (_buildInfo == null)
|
||||
{
|
||||
Log.Warning("Parse build info failure.");
|
||||
return;
|
||||
|
||||
@@ -3,7 +3,7 @@ using GameFramework.ObjectPool;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace CustomComponent
|
||||
namespace SepCore.DamageText
|
||||
{
|
||||
public class DamageTextComponent : GameFrameworkComponent
|
||||
{
|
||||
|
||||
@@ -3,7 +3,7 @@ using DG.Tweening;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
|
||||
namespace CustomComponent
|
||||
namespace SepCore.DamageText
|
||||
{
|
||||
public class DamageTextItem : MonoBehaviour
|
||||
{
|
||||
@@ -77,4 +77,4 @@ namespace CustomComponent
|
||||
_sequence = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -2,7 +2,7 @@ using GameFramework;
|
||||
using GameFramework.ObjectPool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace CustomComponent
|
||||
namespace SepCore.DamageText
|
||||
{
|
||||
public class DamageTextItemObject : ObjectBase
|
||||
{
|
||||
|
||||
+3
-4
@@ -1,15 +1,14 @@
|
||||
using System.Collections.Generic;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using GameFramework.Event;
|
||||
using SepCore.Utility;
|
||||
using SepCore.CustomUtility;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Random = UnityEngine.Random;
|
||||
|
||||
namespace CustomComponent
|
||||
namespace SepCore.EnemyManager
|
||||
{
|
||||
public class EnemyManagerComponent : GameFrameworkComponent
|
||||
{
|
||||
|
||||
@@ -1,11 +1,10 @@
|
||||
using GameFramework.ObjectPool;
|
||||
using System.Collections.Generic;
|
||||
using Entity;
|
||||
using StarForce;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace CustomComponent
|
||||
namespace SepCore.HPBar
|
||||
{
|
||||
public class HPBarComponent : GameFrameworkComponent
|
||||
{
|
||||
|
||||
@@ -1,12 +1,12 @@
|
||||
using System.Collections;
|
||||
using Entity;
|
||||
using SepCore.Entity;
|
||||
using SepCore.UI;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Serialization;
|
||||
using UnityEngine.UI;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace StarForce
|
||||
namespace SepCore.HPBar
|
||||
{
|
||||
public class HPBarItem : MonoBehaviour
|
||||
{
|
||||
|
||||
@@ -1,15 +1,8 @@
|
||||
//------------------------------------------------------------
|
||||
// Game Framework
|
||||
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
|
||||
// Homepage: https://gameframework.cn/
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using GameFramework;
|
||||
using GameFramework;
|
||||
using GameFramework.ObjectPool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace StarForce
|
||||
namespace SepCore.HPBar
|
||||
{
|
||||
public class HPBarItemObject : ObjectBase
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -2,7 +2,7 @@ using System;
|
||||
using Unity.Collections;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed class EntityBinding
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+3
-3
@@ -1,12 +1,12 @@
|
||||
using CustomDebugger;
|
||||
using Entity;
|
||||
using SepCore.Debugger;
|
||||
using SepCore.Entity;
|
||||
using Unity.Burst;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,4 +1,4 @@
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+3
-3
@@ -1,10 +1,10 @@
|
||||
using SepCore.Event;
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using Entity.Weapon;
|
||||
using SepCore.Entity;
|
||||
using SepCore.Entity.Weapon;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+3
-3
@@ -1,8 +1,8 @@
|
||||
using Entity;
|
||||
using Entity.Weapon;
|
||||
using SepCore.Entity;
|
||||
using SepCore.Entity.Weapon;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+5
-5
@@ -1,11 +1,11 @@
|
||||
using Components;
|
||||
using CustomDebugger;
|
||||
using CustomUtility;
|
||||
using SepCore.Components;
|
||||
using SepCore.Debugger;
|
||||
using SepCore.CustomUtility;
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+2
-2
@@ -1,10 +1,10 @@
|
||||
using CustomDebugger;
|
||||
using SepCore.Debugger;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -3,7 +3,7 @@ using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+4
-5
@@ -1,11 +1,10 @@
|
||||
using SepCore.Event;
|
||||
using Entity;
|
||||
using Entity.EntityData;
|
||||
using Entity.Weapon;
|
||||
using SepCore.Entity;
|
||||
using SepCore.Entity.Weapon;
|
||||
using GameFramework.Event;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
@@ -124,7 +123,7 @@ namespace Simulation
|
||||
return;
|
||||
}
|
||||
|
||||
EffectData effectData = new EffectData(entityComponent.GenerateSerialId(), effectTypeId)
|
||||
EffectData effectData = new EffectData(entityComponent.NextId(), effectTypeId)
|
||||
{
|
||||
Position = args.HitPosition
|
||||
};
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+2
-2
@@ -1,7 +1,7 @@
|
||||
using Entity;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public struct EnemySimData
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public struct PickupSimData
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public struct ProjectileSimData
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public readonly struct SimulationTickContext
|
||||
{
|
||||
|
||||
+2
-2
@@ -1,8 +1,8 @@
|
||||
using Entity;
|
||||
using SepCore.Entity;
|
||||
using GameFramework.Event;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+3
-4
@@ -1,9 +1,8 @@
|
||||
using Components;
|
||||
using Entity;
|
||||
using Entity.EntityData;
|
||||
using SepCore.Components;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -1,6 +1,6 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+1
-1
@@ -5,7 +5,7 @@ using Unity.Jobs;
|
||||
using Unity.Mathematics;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+2
-3
@@ -1,7 +1,6 @@
|
||||
using Entity;
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
+2
-2
@@ -1,8 +1,8 @@
|
||||
using CustomDebugger;
|
||||
using SepCore.Debugger;
|
||||
using Unity.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld
|
||||
{
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using System.Collections.Generic;
|
||||
using CustomDebugger;
|
||||
using SepCore.Debugger;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Simulation
|
||||
namespace SepCore.Simulation
|
||||
{
|
||||
public sealed partial class SimulationWorld : GameFrameworkComponent
|
||||
{
|
||||
|
||||
+55
-52
@@ -2,68 +2,71 @@ using System;
|
||||
using System.Collections.Generic;
|
||||
using SepCore.Definition;
|
||||
using GameFramework.Resource;
|
||||
using CustomUtility;
|
||||
using SepCore.CustomUtility;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
public class SpriteCacheComponent : GameFrameworkComponent
|
||||
namespace SepCore.SpriteCache
|
||||
{
|
||||
[SerializeField] private float _pixelsPerUnit = 100f;
|
||||
[SerializeField] private Vector2 _defaultPivot = new(0.5f, 0.5f);
|
||||
|
||||
private Dictionary<string, Sprite> _spriteCache;
|
||||
private ResourceComponent _resource;
|
||||
|
||||
void Start()
|
||||
public class SpriteCacheComponent : GameFrameworkComponent
|
||||
{
|
||||
_spriteCache = new Dictionary<string, Sprite>();
|
||||
_resource = GameEntry.Resource;
|
||||
}
|
||||
[SerializeField] private float _pixelsPerUnit = 100f;
|
||||
[SerializeField] private Vector2 _defaultPivot = new(0.5f, 0.5f);
|
||||
|
||||
public void GetSprite(string assetName, Action<Sprite> callback)
|
||||
{
|
||||
if (_spriteCache.TryGetValue(assetName, out var sprite))
|
||||
private Dictionary<string, Sprite> _spriteCache;
|
||||
private ResourceComponent _resource;
|
||||
|
||||
void Start()
|
||||
{
|
||||
callback?.Invoke(sprite);
|
||||
return;
|
||||
_spriteCache = new Dictionary<string, Sprite>();
|
||||
_resource = GameEntry.Resource;
|
||||
}
|
||||
else
|
||||
|
||||
public void GetSprite(string assetName, Action<Sprite> callback)
|
||||
{
|
||||
_resource.LoadAsset
|
||||
(
|
||||
AssetUtility.GetUITextureIconAsset(assetName),
|
||||
Constant.AssetPriority.UIFormAsset,
|
||||
new LoadAssetCallbacks(
|
||||
(resourcePath, asset, duration, userData) =>
|
||||
{
|
||||
Log.Debug(resourcePath);
|
||||
Texture2D texture = asset as Texture2D;
|
||||
if (texture != null)
|
||||
if (_spriteCache.TryGetValue(assetName, out var sprite))
|
||||
{
|
||||
callback?.Invoke(sprite);
|
||||
return;
|
||||
}
|
||||
else
|
||||
{
|
||||
_resource.LoadAsset
|
||||
(
|
||||
AssetUtility.GetUITextureIconAsset(assetName),
|
||||
Constant.AssetPriority.UIFormAsset,
|
||||
new LoadAssetCallbacks(
|
||||
(resourcePath, asset, duration, userData) =>
|
||||
{
|
||||
Sprite newSprite = Sprite.Create(
|
||||
texture,
|
||||
new Rect(0, 0, texture.width, texture.height),
|
||||
_defaultPivot,
|
||||
_pixelsPerUnit);
|
||||
_spriteCache.TryAdd(assetName, newSprite);
|
||||
callback?.Invoke(newSprite);
|
||||
Log.Debug(resourcePath);
|
||||
Texture2D texture = asset as Texture2D;
|
||||
if (texture != null)
|
||||
{
|
||||
Sprite newSprite = Sprite.Create(
|
||||
texture,
|
||||
new Rect(0, 0, texture.width, texture.height),
|
||||
_defaultPivot,
|
||||
_pixelsPerUnit);
|
||||
_spriteCache.TryAdd(assetName, newSprite);
|
||||
callback?.Invoke(newSprite);
|
||||
}
|
||||
},
|
||||
(resourcePath, status, errorMessage, userData) =>
|
||||
{
|
||||
Log.Error("Can not load icon '{0}' from '{1}' with error message '{2}'.",
|
||||
assetName,
|
||||
resourcePath,
|
||||
errorMessage);
|
||||
}
|
||||
},
|
||||
(resourcePath, status, errorMessage, userData) =>
|
||||
{
|
||||
Log.Error("Can not load icon '{0}' from '{1}' with error message '{2}'.",
|
||||
assetName,
|
||||
resourcePath,
|
||||
errorMessage);
|
||||
}
|
||||
)
|
||||
);
|
||||
)
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
_spriteCache.Clear();
|
||||
_resource = null;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
_spriteCache.Clear();
|
||||
_resource = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@ using SepCore.UI;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace SepCore.CustomComponent
|
||||
namespace SepCore.UIRouter
|
||||
{
|
||||
public class UIRouterComponent : GameFrameworkComponent
|
||||
{
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
using Unity.Profiling;
|
||||
|
||||
namespace CustomDebugger
|
||||
namespace SepCore.Debugger
|
||||
{
|
||||
public static class CustomProfilerMarker
|
||||
{
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
public class CoinEntity : EntityBase
|
||||
{
|
||||
|
||||
@@ -1,16 +1,7 @@
|
||||
//------------------------------------------------------------
|
||||
// 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 UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
/// <summary>
|
||||
/// 特效类。
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
using SepCore.Definition;
|
||||
using Entity;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
|
||||
public abstract class EnemyBase : TargetableObject
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using SepCore.Definition;
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
public class EnemyProjectile : EntityBase
|
||||
{
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
using Components;
|
||||
using CustomUtility;
|
||||
using SepCore.Components;
|
||||
using SepCore.CustomUtility;
|
||||
using SepCore.Definition;
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
public class MeleeEnemy : EnemyBase
|
||||
{
|
||||
@@ -87,7 +87,7 @@ namespace Entity
|
||||
{
|
||||
if (Random.value < _meleeEnemyData.DropPercent)
|
||||
{
|
||||
var data = new CoinData(_meleeEnemyData.DropCoin, GameEntry.Entity.GenerateSerialId(), 10001)
|
||||
var data = new CoinData(_meleeEnemyData.DropCoin, GameEntry.Entity.NextId(), 10001)
|
||||
{
|
||||
Position = this.CachedTransform.position
|
||||
};
|
||||
@@ -96,7 +96,7 @@ namespace Entity
|
||||
|
||||
if (Random.value < _meleeEnemyData.DropPercent)
|
||||
{
|
||||
var data = new ExpData(_meleeEnemyData.DropExp, GameEntry.Entity.GenerateSerialId(), 10002)
|
||||
var data = new ExpData(_meleeEnemyData.DropExp, GameEntry.Entity.NextId(), 10002)
|
||||
{
|
||||
Position = this.CachedTransform.position
|
||||
};
|
||||
|
||||
@@ -1,11 +1,11 @@
|
||||
using Components;
|
||||
using CustomUtility;
|
||||
using SepCore.Components;
|
||||
using SepCore.CustomUtility;
|
||||
using SepCore.Definition;
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
public class RemoteEnemy : EnemyBase
|
||||
{
|
||||
@@ -146,7 +146,7 @@ namespace Entity
|
||||
direction.Normalize();
|
||||
}
|
||||
|
||||
int projectileEntityId = GameEntry.Entity.GenerateSerialId();
|
||||
int projectileEntityId = GameEntry.Entity.NextId();
|
||||
var projectileData = new EnemyProjectileData(projectileEntityId, Id, _remoteEnemyData.Camp,
|
||||
_attackDamage, _projectileSpeed, _projectileLifeTime, direction)
|
||||
{
|
||||
|
||||
@@ -1,9 +1,9 @@
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using GameFramework;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
public abstract class EntityBase : EntityLogic
|
||||
{
|
||||
|
||||
@@ -1,8 +1,8 @@
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using UnityEngine;
|
||||
using UnityGameFramework.Runtime;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
public class ExpEntity:EntityBase
|
||||
{
|
||||
|
||||
@@ -1,15 +1,15 @@
|
||||
using System.Collections.Generic;
|
||||
using Components;
|
||||
using SepCore.Components;
|
||||
using SepCore.Event;
|
||||
using SepCore.DataTable;
|
||||
using SepCore.Definition;
|
||||
using Entity.EntityData;
|
||||
using SepCore.Entity;
|
||||
using GameFramework.Event;
|
||||
using UnityGameFramework.Runtime;
|
||||
using Entity.Weapon;
|
||||
using SepCore.Utility;
|
||||
using SepCore.Entity.Weapon;
|
||||
using SepCore.CustomUtility;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
public class Player : TargetableObject
|
||||
{
|
||||
@@ -141,7 +141,7 @@ namespace Entity
|
||||
// BackpackComponent
|
||||
Coin = role.Coin;
|
||||
_backpackComponent.OnInit(this, role.WeaponCapacity);
|
||||
GameEntry.Entity.ShowWeapon(EntityDataFactory.Create(GameEntry.Entity.GenerateSerialId(),
|
||||
GameEntry.Entity.ShowWeapon(EntityDataFactory.Create(GameEntry.Entity.NextId(),
|
||||
WeaponType.WeaponKnife, Id, _playerData.Camp));
|
||||
|
||||
// StatComponent
|
||||
|
||||
@@ -5,13 +5,13 @@
|
||||
// Feedback: mailto:ellan@gameframework.cn
|
||||
//------------------------------------------------------------
|
||||
|
||||
using Components;
|
||||
using SepCore.Components;
|
||||
using SepCore.Definition;
|
||||
using Entity.EntityData;
|
||||
using CustomUtility;
|
||||
using SepCore.Entity;
|
||||
using SepCore.CustomUtility;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Entity
|
||||
namespace SepCore.Entity
|
||||
{
|
||||
/// <summary>
|
||||
/// 可作为目标的实体类。
|
||||
|
||||
+1
-1
@@ -1,7 +1,7 @@
|
||||
using GameFramework.ObjectPool;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Entity.Weapon
|
||||
namespace SepCore.Entity.Weapon
|
||||
{
|
||||
public sealed class HandgunHitMarkerAttackEffect : IWeaponAttackEffect
|
||||
{
|
||||
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user