AlicizaX/Client/Packages/com.alicizax.unity.config/Runtime/EventArgs/LoadConfigUpdateEventArgs.cs

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2025-01-23 19:06:48 +08:00
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using AlicizaX.Event.Runtime;
using AlicizaX.Runtime;
namespace AlicizaX.Config.Runtime
{
/// <summary>
/// 加载全局配置更新事件。
/// </summary>
public sealed class LoadConfigUpdateEventArgs : GameEventArgs
{
/// <summary>
/// 加载全局配置失败事件编号。
/// </summary>
public static readonly string EventId = typeof(LoadConfigUpdateEventArgs).FullName;
/// <summary>
/// 初始化加载全局配置更新事件的新实例。
/// </summary>
public LoadConfigUpdateEventArgs()
{
ConfigAssetName = null;
Progress = 0f;
UserData = null;
}
/// <summary>
/// 获取加载全局配置失败事件编号。
/// </summary>
public override string Id
{
get { return EventId; }
}
/// <summary>
/// 获取全局配置资源名称。
/// </summary>
public string ConfigAssetName { get; private set; }
/// <summary>
/// 获取加载全局配置进度。
/// </summary>
public float Progress { get; private set; }
/// <summary>
/// 获取用户自定义数据。
/// </summary>
public object UserData { get; private set; }
/// <summary>
/// 创建加载全局配置更新事件。
/// </summary>
/// <param name="dataAssetName"></param>
/// <param name="progress"></param>
/// <param name="userData"></param>
/// <returns>创建的加载全局配置更新事件。</returns>
public static LoadConfigUpdateEventArgs Create(string dataAssetName, float progress, object userData)
{
LoadConfigUpdateEventArgs loadConfigUpdateEventArgs = ReferencePool.Acquire<LoadConfigUpdateEventArgs>();
loadConfigUpdateEventArgs.ConfigAssetName = dataAssetName;
loadConfigUpdateEventArgs.Progress = progress;
loadConfigUpdateEventArgs.UserData = userData;
return loadConfigUpdateEventArgs;
}
/// <summary>
/// 清理加载全局配置更新事件。
/// </summary>
public override void Clear()
{
ConfigAssetName = null;
Progress = 0f;
UserData = null;
}
}
}