/// <summary>
        /// 创建播放声音时加载依赖资源事件。
        /// </summary>
        /// <param name="e">内部事件。</param>
        /// <returns>创建的播放声音时加载依赖资源事件。</returns>
        public static PlaySoundDependencyAssetEventArgs Create(GameFramework.Sound.PlaySoundDependencyAssetEventArgs e)
        {
            PlaySoundInfo playSoundInfo = (PlaySoundInfo)e.UserData;
            PlaySoundDependencyAssetEventArgs playSoundDependencyAssetEventArgs = ReferencePool.Acquire <PlaySoundDependencyAssetEventArgs>();

            playSoundDependencyAssetEventArgs.SerialId            = e.SerialId;
            playSoundDependencyAssetEventArgs.SoundAssetName      = e.SoundAssetName;
            playSoundDependencyAssetEventArgs.SoundGroupName      = e.SoundGroupName;
            playSoundDependencyAssetEventArgs.PlaySoundParams     = e.PlaySoundParams;
            playSoundDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName;
            playSoundDependencyAssetEventArgs.LoadedCount         = e.LoadedCount;
            playSoundDependencyAssetEventArgs.TotalCount          = e.TotalCount;
            playSoundDependencyAssetEventArgs.BindingEntity       = playSoundInfo.BindingEntity;
            playSoundDependencyAssetEventArgs.UserData            = playSoundInfo.UserData;
            return(playSoundDependencyAssetEventArgs);
        }
 private void OnPlaySoundDependencyAsset(object sender, GameFramework.Sound.PlaySoundDependencyAssetEventArgs e)
 {
     m_EventComponent.Fire(this, PlaySoundDependencyAssetEventArgs.Create(e));
 }