//------------------------------------------------------------
// 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;
}
}
}