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 +1,10 @@
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;
}
}
}