//------------------------------------------------------------ // 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 { /// /// 打开界面更新事件。 /// public sealed class OpenUIFormUpdateEventArgs : GameEventArgs { /// /// 打开界面更新事件编号。 /// public static readonly int EventId = typeof(OpenUIFormUpdateEventArgs).GetHashCode(); /// /// 初始化打开界面更新事件的新实例。 /// public OpenUIFormUpdateEventArgs() { SerialId = 0; UIFormAssetName = null; UIGroupName = null; PauseCoveredUIForm = false; Progress = 0f; UserData = null; } /// /// 获取打开界面更新事件编号。 /// public override int Id { get { return EventId; } } /// /// 获取界面序列编号。 /// public int SerialId { get; private set; } /// /// 获取界面资源名称。 /// public string UIFormAssetName { get; private set; } /// /// 获取界面组名称。 /// public string UIGroupName { get; private set; } /// /// 获取是否暂停被覆盖的界面。 /// public bool PauseCoveredUIForm { get; private set; } /// /// 获取打开界面进度。 /// public float Progress { get; private set; } /// /// 获取用户自定义数据。 /// public object UserData { get; private set; } /// /// 创建打开界面更新事件。 /// /// 内部事件。 /// 创建的打开界面更新事件。 public static OpenUIFormUpdateEventArgs Create(GameFramework.UI.OpenUIFormUpdateEventArgs e) { OpenUIFormUpdateEventArgs openUIFormUpdateEventArgs = ReferencePool.Acquire(); openUIFormUpdateEventArgs.SerialId = e.SerialId; openUIFormUpdateEventArgs.UIFormAssetName = e.UIFormAssetName; openUIFormUpdateEventArgs.UIGroupName = e.UIGroupName; openUIFormUpdateEventArgs.PauseCoveredUIForm = e.PauseCoveredUIForm; openUIFormUpdateEventArgs.Progress = e.Progress; openUIFormUpdateEventArgs.UserData = e.UserData; return openUIFormUpdateEventArgs; } /// /// 清理打开界面更新事件。 /// public override void Clear() { SerialId = 0; UIFormAssetName = null; UIGroupName = null; PauseCoveredUIForm = false; Progress = 0f; UserData = null; } } }