//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 loyalsoft. All rights reserved.
// Homepage: http://www.game7000.com/
// Feedback: http://www.game7000.com/
//------------------------------------------------------------
using GameFramework;
using GameFramework.Event;
namespace UnityGameFramework.Runtime
{
///
/// 加载全局配置时加载依赖资源事件。
///
public sealed class LoadConfigDependencyAssetEventArgs : GameEventArgs
{
///
/// 加载全局配置失败事件编号。
///
public static readonly int EventId = typeof(LoadConfigDependencyAssetEventArgs).GetHashCode();
///
/// 初始化加载全局配置时加载依赖资源事件的新实例。
///
public LoadConfigDependencyAssetEventArgs()
{
ConfigAssetName = null;
DependencyAssetName = null;
LoadedCount = 0;
TotalCount = 0;
UserData = null;
}
///
/// 获取加载全局配置失败事件编号。
///
public override int Id
{
get
{
return EventId;
}
}
///
/// 获取全局配置资源名称。
///
public string ConfigAssetName
{
get;
private set;
}
///
/// 获取被加载的依赖资源名称。
///
public string DependencyAssetName
{
get;
private set;
}
///
/// 获取当前已加载依赖资源数量。
///
public int LoadedCount
{
get;
private set;
}
///
/// 获取总共加载依赖资源数量。
///
public int TotalCount
{
get;
private set;
}
///
/// 获取用户自定义数据。
///
public object UserData
{
get;
private set;
}
///
/// 创建加载全局配置时加载依赖资源事件。
///
/// 内部事件。
/// 创建的加载全局配置时加载依赖资源事件。
public static LoadConfigDependencyAssetEventArgs Create(ReadDataDependencyAssetEventArgs e)
{
LoadConfigDependencyAssetEventArgs loadConfigDependencyAssetEventArgs = ReferencePool.Acquire();
loadConfigDependencyAssetEventArgs.ConfigAssetName = e.DataAssetName;
loadConfigDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName;
loadConfigDependencyAssetEventArgs.LoadedCount = e.LoadedCount;
loadConfigDependencyAssetEventArgs.TotalCount = e.TotalCount;
loadConfigDependencyAssetEventArgs.UserData = e.UserData;
return loadConfigDependencyAssetEventArgs;
}
///
/// 清理加载全局配置时加载依赖资源事件。
///
public override void Clear()
{
ConfigAssetName = null;
DependencyAssetName = null;
LoadedCount = 0;
TotalCount = 0;
UserData = null;
}
}
}