/// <summary> /// 创建加载字典更新事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载字典更新事件。</returns> public static LoadDictionaryUpdateEventArgs Create(ReadDataUpdateEventArgs e) { LoadDictionaryUpdateEventArgs loadDictionaryUpdateEventArgs = ReferencePool.Acquire <LoadDictionaryUpdateEventArgs>(); loadDictionaryUpdateEventArgs.DictionaryAssetName = e.DataAssetName; loadDictionaryUpdateEventArgs.Progress = e.Progress; loadDictionaryUpdateEventArgs.UserData = e.UserData; return(loadDictionaryUpdateEventArgs); }
/// <summary> /// 创建加载字典更新事件。 /// </summary> /// <param name="e">内部事件。</param> /// <returns>创建的加载字典更新事件。</returns> public static LoadDictionaryUpdateEventArgs Create(GameFramework.Localization.LoadDictionaryUpdateEventArgs e) { LoadDictionaryInfo loadDictionaryInfo = (LoadDictionaryInfo)e.UserData; LoadDictionaryUpdateEventArgs loadDictionaryUpdateEventArgs = ReferencePool.Acquire <LoadDictionaryUpdateEventArgs>(); loadDictionaryUpdateEventArgs.DictionaryName = loadDictionaryInfo.DictionaryName; loadDictionaryUpdateEventArgs.DictionaryAssetName = e.DictionaryAssetName; loadDictionaryUpdateEventArgs.Progress = e.Progress; loadDictionaryUpdateEventArgs.UserData = loadDictionaryInfo.UserData; return(loadDictionaryUpdateEventArgs); }
private void OnLoadDictionaryUpdate(object sender, GameFramework.Localization.LoadDictionaryUpdateEventArgs e) { m_EventComponent.Fire(this, LoadDictionaryUpdateEventArgs.Create(e)); }
private void OnReadDataUpdate(object sender, ReadDataUpdateEventArgs e) { m_EventComponent.Fire(this, LoadDictionaryUpdateEventArgs.Create(e)); }