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
@@ -1,10 +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)
{