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
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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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