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
@@ -3,7 +3,7 @@ using System.Threading;
using Cysharp.Threading.Tasks;
using GameFramework.Event;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// 异步任务辅助类,用于将事件回调转换为 UniTask
@@ -124,4 +124,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
return tcs.Task;
}
}
}
}
@@ -1,10 +1,7 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Config;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Config 异步扩展方法
@@ -5,7 +5,7 @@ using GameFramework.DataTable;
using SepCore.DataTable;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// DataTable 异步扩展方法
@@ -1,10 +1,9 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Download;
using UnityGameFramework.Runtime;
using DownloadFailureEventArgs = UnityGameFramework.Runtime.DownloadFailureEventArgs;
using DownloadSuccessEventArgs = UnityGameFramework.Runtime.DownloadSuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Download 异步扩展方法
@@ -1,10 +1,11 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Entity;
using UnityGameFramework.Runtime;
using HideEntityCompleteEventArgs = UnityGameFramework.Runtime.HideEntityCompleteEventArgs;
using ShowEntityFailureEventArgs = UnityGameFramework.Runtime.ShowEntityFailureEventArgs;
using ShowEntitySuccessEventArgs = UnityGameFramework.Runtime.ShowEntitySuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Entity 异步扩展方法
@@ -22,7 +23,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
/// <param name="userData">用户自定义数据</param>
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>显示的实体</returns>
public static UniTask<Entity> ShowEntityAsync(this EntityComponent entityComponent,
public static UniTask<UnityGameFramework.Runtime.Entity> ShowEntityAsync(this EntityComponent entityComponent,
int entityId,
Type entityLogicType,
string entityAssetName,
@@ -30,7 +31,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
object userData = null,
float timeout = 30f)
{
UniTask<Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
UniTask<UnityGameFramework.Runtime.Entity> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<ShowEntitySuccessEventArgs, ShowEntityFailureEventArgs>(
ShowEntitySuccessEventArgs.EventId,
ShowEntityFailureEventArgs.EventId,
successArgs => successArgs.Entity.Id == entityId && ReferenceEquals(successArgs.UserData, userData),
@@ -104,7 +105,7 @@ namespace UnityGameFramework.Runtime.AsyncTask
/// <param name="timeout">超时时间(秒),0表示不超时</param>
/// <returns>隐藏完成事件</returns>
public static UniTask<HideEntityCompleteEventArgs> HideEntityAsync(this EntityComponent entityComponent,
Entity entity,
UnityGameFramework.Runtime.Entity entity,
object userData = null,
float timeout = 30f)
{
@@ -4,7 +4,7 @@ using GameFramework;
using GameFramework.Localization;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Localization 异步扩展方法
@@ -1,10 +1,9 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Network;
using UnityGameFramework.Runtime;
using NetworkClosedEventArgs = UnityGameFramework.Runtime.NetworkClosedEventArgs;
using NetworkConnectedEventArgs = UnityGameFramework.Runtime.NetworkConnectedEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Network 异步扩展方法
@@ -73,4 +72,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
);
}
}
}
}
@@ -1,10 +1,10 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Resource;
using UnityGameFramework.Runtime;
using ResourceApplySuccessEventArgs = UnityGameFramework.Runtime.ResourceApplySuccessEventArgs;
using ResourceUpdateAllCompleteEventArgs = UnityGameFramework.Runtime.ResourceUpdateAllCompleteEventArgs;
using ResourceVerifySuccessEventArgs = UnityGameFramework.Runtime.ResourceVerifySuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Resource 异步扩展方法
@@ -59,4 +59,4 @@ namespace UnityGameFramework.Runtime.AsyncTask
);
}
}
}
}
@@ -1,10 +1,11 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Scene;
using UnityGameFramework.Runtime;
using LoadSceneFailureEventArgs = UnityGameFramework.Runtime.LoadSceneFailureEventArgs;
using LoadSceneSuccessEventArgs = UnityGameFramework.Runtime.LoadSceneSuccessEventArgs;
using UnloadSceneFailureEventArgs = UnityGameFramework.Runtime.UnloadSceneFailureEventArgs;
using UnloadSceneSuccessEventArgs = UnityGameFramework.Runtime.UnloadSceneSuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Scene 异步扩展方法
@@ -1,10 +1,10 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.Sound;
using UnityGameFramework.Runtime;
using PlaySoundFailureEventArgs = UnityGameFramework.Runtime.PlaySoundFailureEventArgs;
using PlaySoundSuccessEventArgs = UnityGameFramework.Runtime.PlaySoundSuccessEventArgs;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// Sound 异步扩展方法
@@ -29,17 +29,17 @@ namespace UnityGameFramework.Runtime.AsyncTask
float timeout = 30f)
{
int serialId = 0;
UniTask<PlaySoundSuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
PlaySoundSuccessEventArgs.EventId,
PlaySoundFailureEventArgs.EventId,
successArgs => successArgs.SerialId == serialId,
failureArgs => failureArgs.SerialId == serialId,
timeout
);
UniTask<PlaySoundSuccessEventArgs> waitTask =
AsyncTaskHelper.WaitSuccessOrFailureAsync<PlaySoundSuccessEventArgs, PlaySoundFailureEventArgs>(
PlaySoundSuccessEventArgs.EventId,
PlaySoundFailureEventArgs.EventId,
successArgs => successArgs.SerialId == serialId,
failureArgs => failureArgs.SerialId == serialId,
timeout
);
serialId = soundComponent.PlaySound(soundAssetName, soundGroupName, 0, playSoundParams, userData);
return waitTask;
}
}
}
@@ -3,7 +3,7 @@ using SepCore.Definition;
using SepCore.UI;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// UI 异步扩展方法
@@ -1,10 +1,7 @@
using System;
using Cysharp.Threading.Tasks;
using GameFramework;
using GameFramework.WebRequest;
using UnityGameFramework.Runtime;
namespace UnityGameFramework.Runtime.AsyncTask
namespace SepCore.AsyncTask
{
/// <summary>
/// WebRequest 异步扩展方法
@@ -1,18 +1,18 @@
using System;
using System.Collections.Generic;
using SepCore.Definition;
using Entity.EntityData;
using SepCore.Entity;
using UnityGameFramework.Runtime;
using SepCore.DataTable;
using CustomUtility;
using SepCore.CustomUtility;
namespace Entity
namespace SepCore.Entity
{
public static class EntityExtension
{
private static int s_SerialId = -10;
private const string EntityNamespace = "Entity.";
private const string EntityNamespace = "SepCore.Entity.";
private static readonly Dictionary<string, Type> _typeDict;
private static readonly Dictionary<int, string> _assetNameDict;
@@ -180,9 +180,9 @@ namespace Entity
return assetName;
}
public static int GenerateSerialId(this EntityComponent entityComponent)
public static int NextId(this EntityComponent entityComponent)
{
return --s_SerialId;
}
}
}
}
@@ -1,16 +1,9 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework.Localization;
using GameFramework.Localization;
using System;
using System.Xml;
using UnityGameFramework.Runtime;
namespace StarForce
namespace SepCore.Localization
{
/// <summary>
/// XML 格式的本地化辅助器。
@@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public abstract class CSPacketBase : PacketBase
{
@@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public sealed class CSPacketHeader : PacketHeaderBase
{
@@ -16,7 +16,7 @@ using System.IO;
using System.Reflection;
using UnityGameFramework.Runtime;
namespace StarForce
namespace SepCore.Network
{
public class NetworkChannelHelper : INetworkChannelHelper
{
@@ -8,7 +8,7 @@
using ProtoBuf;
using System;
namespace StarForce
namespace SepCore.Network
{
[Serializable, ProtoContract(Name = @"CSHeartBeat")]
public class CSHeartBeat : CSPacketBase
@@ -8,7 +8,7 @@
using ProtoBuf;
using System;
namespace StarForce
namespace SepCore.Network
{
[Serializable, ProtoContract(Name = @"SCHeartBeat")]
public class SCHeartBeat : SCPacketBase
@@ -8,7 +8,7 @@
using GameFramework.Network;
using ProtoBuf;
namespace StarForce
namespace SepCore.Network
{
public abstract class PacketBase : Packet, IExtensible
{
@@ -8,7 +8,7 @@
using GameFramework.Network;
using UnityGameFramework.Runtime;
namespace StarForce
namespace SepCore.Network
{
public class SCHeartBeatHandler : PacketHandlerBase
{
@@ -7,7 +7,7 @@
using GameFramework.Network;
namespace StarForce
namespace SepCore.Network
{
public abstract class PacketHandlerBase : IPacketHandler
{
@@ -8,7 +8,7 @@
using GameFramework;
using GameFramework.Network;
namespace StarForce
namespace SepCore.Network
{
public abstract class PacketHeaderBase : IPacketHeader, IReference
{
@@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public enum PacketType : byte
{
@@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public abstract class SCPacketBase : PacketBase
{
@@ -5,7 +5,7 @@
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
namespace StarForce
namespace SepCore.Network
{
public sealed class SCPacketHeader : PacketHeaderBase
{
@@ -1,20 +1,13 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using SepCore.DataTable;
using SepCore.Definition;
using Entity;
using GameFramework;
using SepCore.Entity;
using GameFramework.DataTable;
using GameFramework.Sound;
using UnityGameFramework.Runtime;
using CustomUtility;
using SepCore.CustomUtility;
namespace StarForce
namespace SepCore.Sound
{
public static class SoundExtension
{
@@ -2,7 +2,7 @@
using GameFramework.UI;
using SepCore.DataTable;
using SepCore.Definition;
using CustomUtility;
using SepCore.CustomUtility;
using UnityGameFramework.Runtime;
namespace SepCore.UI