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 +1,10 @@
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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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