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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+9
-22
@@ -1,34 +1,21 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using SepCore.Definition;
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using GameFramework;
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using StarForce;
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using SepCore.UI;
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using UnityEngine;
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using UnityEngine.Serialization;
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using UnityGameFramework.Runtime;
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namespace CustomComponent
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namespace SepCore.BuiltinData
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{
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public class BuiltinDataComponent : GameFrameworkComponent
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{
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[FormerlySerializedAs("m_BuildInfoTextAsset")] [SerializeField]
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private TextAsset _buildInfoTextAsset = null;
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[SerializeField] private TextAsset _buildInfoTextAsset = null;
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[FormerlySerializedAs("m_DefaultDictionaryTextAsset")] [SerializeField]
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private TextAsset _defaultDictionaryTextAsset = null;
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[SerializeField] private TextAsset _defaultDictionaryTextAsset = null;
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[FormerlySerializedAs("m_UpdateResourceFormTemplate")] [SerializeField]
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private GameObject _updateResourceFormTemplate = null;
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[SerializeField] private GameObject _updateResourceFormTemplate = null;
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private BuildInfo m_BuildInfo = null;
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private BuildInfo _buildInfo = null;
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public BuildInfo BuildInfo => m_BuildInfo;
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public BuildInfo BuildInfo => _buildInfo;
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public GameObject UpdateResourceFormTemplate => _updateResourceFormTemplate;
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@@ -40,8 +27,8 @@ namespace CustomComponent
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return;
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}
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m_BuildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
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if (m_BuildInfo == null)
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_buildInfo = Utility.Json.ToObject<BuildInfo>(_buildInfoTextAsset.text);
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if (_buildInfo == null)
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{
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Log.Warning("Parse build info failure.");
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return;
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