/// <summary> /// 创建加载全局配置失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载全局配置失败事件。</returns> public static LoadConfigFailureEventArgs Create(ReadDataFailureEventArgs e) { LoadConfigFailureEventArgs loadConfigFailureEventArgs = ReferencePool.Acquire <LoadConfigFailureEventArgs>(); loadConfigFailureEventArgs.ConfigAssetName = e.DataAssetName; loadConfigFailureEventArgs.ErrorMessage = e.ErrorMessage; loadConfigFailureEventArgs.UserData = e.UserData; return(loadConfigFailureEventArgs); }
/// <summary> /// 创建加载全局配置失败事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载全局配置失败事件。</returns> public static LoadConfigFailureEventArgs Create(GameFramework.Config.LoadConfigFailureEventArgs e) { LoadConfigInfo loadConfigInfo = (LoadConfigInfo)e.UserData; LoadConfigFailureEventArgs loadConfigFailureEventArgs = ReferencePool.Acquire <LoadConfigFailureEventArgs>(); loadConfigFailureEventArgs.ConfigName = loadConfigInfo.ConfigName; loadConfigFailureEventArgs.ConfigAssetName = e.ConfigAssetName; loadConfigFailureEventArgs.ErrorMessage = e.ErrorMessage; loadConfigFailureEventArgs.UserData = loadConfigInfo.UserData; ReferencePool.Release(loadConfigInfo); return(loadConfigFailureEventArgs); }
private void OnLoadConfigFailure(object sender, GameFramework.Config.LoadConfigFailureEventArgs e) { Log.Warning("Load config failure, asset name '{0}', error message '{1}'.", e.ConfigAssetName, e.ErrorMessage); m_EventComponent.Fire(this, LoadConfigFailureEventArgs.Create(e)); }
private void OnReadDataFailure(object sender, ReadDataFailureEventArgs e) { Log.Warning("Load config failure, asset name '{0}', error message '{1}'.", e.DataAssetName, e.ErrorMessage); m_EventComponent.Raise(this, LoadConfigFailureEventArgs.Create(e)); }