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
40 lines
1.6 KiB
C#
40 lines
1.6 KiB
C#
using System;
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using Cysharp.Threading.Tasks;
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using GameFramework;
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using GameFramework.Localization;
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using UnityGameFramework.Runtime;
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namespace SepCore.AsyncTask
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{
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/// <summary>
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/// Localization 异步扩展方法
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/// </summary>
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public static class LocalizationAsyncExtension
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{
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/// <summary>
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/// 异步加载字典
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/// </summary>
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/// <param name="localizationComponent">本地化组件</param>
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/// <param name="dictionaryAssetName">字典资源名称</param>
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/// <param name="userData">用户自定义数据</param>
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/// <param name="timeout">超时时间(秒),0表示不超时</param>
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/// <returns>加载成功事件</returns>
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public static UniTask<LoadDictionarySuccessEventArgs> LoadDictionaryAsync(this LocalizationComponent localizationComponent,
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string dictionaryAssetName,
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object userData = null,
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float timeout = 30f)
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{
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UniTask<LoadDictionarySuccessEventArgs> waitTask = AsyncTaskHelper.WaitSuccessOrFailureAsync<LoadDictionarySuccessEventArgs, LoadDictionaryFailureEventArgs>(
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LoadDictionarySuccessEventArgs.EventId,
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LoadDictionaryFailureEventArgs.EventId,
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successArgs => successArgs.DictionaryAssetName == dictionaryAssetName && ReferenceEquals(successArgs.UserData, userData),
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failureArgs => failureArgs.DictionaryAssetName == dictionaryAssetName && ReferenceEquals(failureArgs.UserData, userData),
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timeout
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);
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localizationComponent.ReadData(dictionaryAssetName, userData);
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return waitTask;
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}
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}
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}
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