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
@@ -1,34 +1,21 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using SepCore.Definition;
using GameFramework;
using StarForce;
using SepCore.UI;
using UnityEngine;
using UnityEngine.Serialization;
using UnityGameFramework.Runtime;
namespace CustomComponent
namespace SepCore.BuiltinData
{
public class BuiltinDataComponent : GameFrameworkComponent
{
[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField]
private TextAsset _buildInfoTextAsset = null;
[SerializeField] private TextAsset _buildInfoTextAsset = null;
[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField]
private TextAsset _defaultDictionaryTextAsset = null;
[SerializeField] private TextAsset _defaultDictionaryTextAsset = null;
[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField]
private GameObject _updateResourceFormTemplate = null;
[SerializeField] private GameObject _updateResourceFormTemplate = null;
private BuildInfo m_BuildInfo = null;
private BuildInfo _buildInfo = null;
public BuildInfo BuildInfo => m_BuildInfo;
public BuildInfo BuildInfo => _buildInfo;
public GameObject UpdateResourceFormTemplate => _updateResourceFormTemplate;
@@ -40,8 +27,8 @@ namespace CustomComponent
return;
}
m_BuildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
if (m_BuildInfo == null)
_buildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
if (_buildInfo == null)
{
Log.Warning("Parse build info failure.");
return;