/// <summary> /// 创建加载全局配置时加载依赖资源事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载全局配置时加载依赖资源事件。</returns> public static LoadConfigDependencyAssetEventArgs Create(ReadDataDependencyAssetEventArgs e) { LoadConfigDependencyAssetEventArgs loadConfigDependencyAssetEventArgs = ReferencePool.Acquire <LoadConfigDependencyAssetEventArgs>(); loadConfigDependencyAssetEventArgs.ConfigAssetName = e.DataAssetName; loadConfigDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName; loadConfigDependencyAssetEventArgs.LoadedCount = e.LoadedCount; loadConfigDependencyAssetEventArgs.TotalCount = e.TotalCount; loadConfigDependencyAssetEventArgs.UserData = e.UserData; return(loadConfigDependencyAssetEventArgs); }
/// <summary> /// 创建加载配置时加载依赖资源事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载配置时加载依赖资源事件。</returns> public static LoadConfigDependencyAssetEventArgs Create(GameFramework.Config.LoadConfigDependencyAssetEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; LoadConfigDependencyAssetEventArgs loadConfigDependencyAssetEventArgs = ReferencePool.Acquire <LoadConfigDependencyAssetEventArgs>(); loadConfigDependencyAssetEventArgs.ConfigName = loadConfigInfo.ConfigName; loadConfigDependencyAssetEventArgs.ConfigAssetName = e.ConfigAssetName; loadConfigDependencyAssetEventArgs.DependencyAssetName = e.DependencyAssetName; loadConfigDependencyAssetEventArgs.LoadedCount = e.LoadedCount; loadConfigDependencyAssetEventArgs.TotalCount = e.TotalCount; loadConfigDependencyAssetEventArgs.UserData = loadConfigInfo.UserData; return(loadConfigDependencyAssetEventArgs); }
private void OnLoadConfigDependencyAsset(object sender, GameFramework.Config.LoadConfigDependencyAssetEventArgs e) { m_EventComponent.Fire(this, LoadConfigDependencyAssetEventArgs.Create(e)); }
private void OnReadDataDependencyAsset(object sender, ReadDataDependencyAssetEventArgs e) { m_EventComponent.Fire(this, LoadConfigDependencyAssetEventArgs.Create(e)); }