/// <summary>
        /// 创建显示实体时加载依赖资源事件。
        /// </summary>
        /// <param name="e">内部事件。</param>
        /// <returns>创建的显示实体时加载依赖资源事件。</returns>
        public static ShowEntityDependencyAssetEventArgs Create(GameFramework.Entity.ShowEntityDependencyAssetEventArgs e)
        {
            ShowEntityInfo showEntityInfo = (ShowEntityInfo)e.UserData;
            ShowEntityDependencyAssetEventArgs showEntityDependencyAssetEventArgs = ReferencePool.Acquire <ShowEntityDependencyAssetEventArgs>();

            showEntityDependencyAssetEventArgs.EntityId            = e.EntityId;
            showEntityDependencyAssetEventArgs.EntityLogicType     = showEntityInfo.EntityLogicType;
            showEntityDependencyAssetEventArgs.EntityAssetName     = e.EntityAssetName;
            showEntityDependencyAssetEventArgs.EntityGroupName     = e.EntityGroupName;
            showEntityDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName;
            showEntityDependencyAssetEventArgs.LoadedCount         = e.LoadedCount;
            showEntityDependencyAssetEventArgs.TotalCount          = e.TotalCount;
            showEntityDependencyAssetEventArgs.UserData            = showEntityInfo.UserData;
            return(showEntityDependencyAssetEventArgs);
        }
Beispiel #2
0
 private void OnShowEntityDependencyAsset(object sender, GameFramework.Entity.ShowEntityDependencyAssetEventArgs e)
 {
     m_EventComponent.Fire(this, ShowEntityDependencyAssetEventArgs.Create(e));
 }