Merge pull request #116 from tpxxn/main

const 变量名
This commit is contained in:
ALEX
2025-03-09 08:18:25 +08:00
committed by GitHub
26 changed files with 170 additions and 162 deletions

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@@ -18,10 +18,10 @@ namespace GameLogic
private readonly List<UIWindow> _uiStack = new List<UIWindow>(100); private readonly List<UIWindow> _uiStack = new List<UIWindow>(100);
public const int LayerDeep = 2000; public const int LAYER_DEEP = 2000;
public const int WindowDeep = 100; public const int WINDOW_DEEP = 100;
public const int WindowHideLayer = 2; // Ignore Raycast public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
public const int WindowShowLayer = 5; // UI public const int WINDOW_SHOW_LAYER = 5; // UI
public static IUIResourceLoader Resource; public static IUIResourceLoader Resource;
@@ -445,13 +445,13 @@ namespace GameLogic
private void OnSortWindowDepth(int layer) private void OnSortWindowDepth(int layer)
{ {
int depth = layer * LayerDeep; int depth = layer * LAYER_DEEP;
for (int i = 0; i < _uiStack.Count; i++) for (int i = 0; i < _uiStack.Count; i++)
{ {
if (_uiStack[i].WindowLayer == layer) if (_uiStack[i].WindowLayer == layer)
{ {
_uiStack[i].Depth = depth; _uiStack[i].Depth = depth;
depth += WindowDeep; depth += WINDOW_DEEP;
} }
} }
} }

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@@ -265,7 +265,7 @@ namespace GameLogic
for (var index = 0; index < listCanvas.Length; index++) for (var index = 0; index < listCanvas.Length; index++)
{ {
var childCanvas = listCanvas[index]; var childCanvas = listCanvas[index];
childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WindowDeep; childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WINDOW_DEEP;
} }
} }
} }

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@@ -138,7 +138,7 @@ namespace GameLogic
{ {
if (_canvas != null) if (_canvas != null)
{ {
return _canvas.gameObject.layer == UIModule.WindowShowLayer; return _canvas.gameObject.layer == UIModule.WINDOW_SHOW_LAYER;
} }
else else
{ {
@@ -150,7 +150,7 @@ namespace GameLogic
{ {
if (_canvas != null) if (_canvas != null)
{ {
int setLayer = value ? UIModule.WindowShowLayer : UIModule.WindowHideLayer; int setLayer = value ? UIModule.WINDOW_SHOW_LAYER : UIModule.WINDOW_HIDE_LAYER;
if (_canvas.gameObject.layer == setLayer) if (_canvas.gameObject.layer == setLayer)
return; return;

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@@ -15,7 +15,7 @@ namespace Procedure
{ {
private int _curTryCount; private int _curTryCount;
private const int MaxTryCount = 3; private const int MAX_TRY_COUNT = 3;
public override bool UseNativeDialog { get; } public override bool UseNativeDialog { get; }

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@@ -18,7 +18,7 @@ namespace Launcher
public Text _label_package; public Text _label_package;
private Dictionary<StyleEnum, Dictionary<BtnEnum, StyleItem>> loadConfig; private Dictionary<StyleEnum, Dictionary<BtnEnum, StyleItem>> loadConfig;
private const string ConfigPath = "RawBytes/UIStyle/Style.json"; private const string CONFIG_PATH = "RawBytes/UIStyle/Style.json";
public enum StyleEnum public enum StyleEnum
{ {

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@@ -7,34 +7,34 @@ namespace TEngine.Editor
/// </summary> /// </summary>
public static class LogScriptingDefineSymbols public static class LogScriptingDefineSymbols
{ {
private const string EnableLogScriptingDefineSymbol = "ENABLE_LOG"; private const string ENABLE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_LOG";
private const string EnableDebugAndAboveLogScriptingDefineSymbol = "ENABLE_DEBUG_AND_ABOVE_LOG"; private const string ENABLE_DEBUG_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_DEBUG_AND_ABOVE_LOG";
private const string EnableInfoAndAboveLogScriptingDefineSymbol = "ENABLE_INFO_AND_ABOVE_LOG"; private const string ENABLE_INFO_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_INFO_AND_ABOVE_LOG";
private const string EnableWarningAndAboveLogScriptingDefineSymbol = "ENABLE_WARNING_AND_ABOVE_LOG"; private const string ENABLE_WARNING_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_WARNING_AND_ABOVE_LOG";
private const string EnableErrorAndAboveLogScriptingDefineSymbol = "ENABLE_ERROR_AND_ABOVE_LOG"; private const string ENABLE_ERROR_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_ERROR_AND_ABOVE_LOG";
private const string EnableFatalAndAboveLogScriptingDefineSymbol = "ENABLE_FATAL_AND_ABOVE_LOG"; private const string ENABLE_FATAL_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_FATAL_AND_ABOVE_LOG";
private const string EnableDebugLogScriptingDefineSymbol = "ENABLE_DEBUG_LOG"; private const string ENABLE_DEBUG_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_DEBUG_LOG";
private const string EnableInfoLogScriptingDefineSymbol = "ENABLE_INFO_LOG"; private const string ENABLE_INFO_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_INFO_LOG";
private const string EnableWarningLogScriptingDefineSymbol = "ENABLE_WARNING_LOG"; private const string ENABLE_WARNING_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_WARNING_LOG";
private const string EnableErrorLogScriptingDefineSymbol = "ENABLE_ERROR_LOG"; private const string ENABLE_ERROR_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_ERROR_LOG";
private const string EnableFatalLogScriptingDefineSymbol = "ENABLE_FATAL_LOG"; private const string ENABLE_FATAL_LOG_SCRIPTING_DEFINE_SYMBOL = "ENABLE_FATAL_LOG";
private static readonly string[] AboveLogScriptingDefineSymbols = new string[] private static readonly string[] AboveLogScriptingDefineSymbols = new string[]
{ {
EnableDebugAndAboveLogScriptingDefineSymbol, ENABLE_DEBUG_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableInfoAndAboveLogScriptingDefineSymbol, ENABLE_INFO_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableWarningAndAboveLogScriptingDefineSymbol, ENABLE_WARNING_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableErrorAndAboveLogScriptingDefineSymbol, ENABLE_ERROR_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableFatalAndAboveLogScriptingDefineSymbol ENABLE_FATAL_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL
}; };
private static readonly string[] SpecifyLogScriptingDefineSymbols = new string[] private static readonly string[] SpecifyLogScriptingDefineSymbols = new string[]
{ {
EnableDebugLogScriptingDefineSymbol, ENABLE_DEBUG_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableInfoLogScriptingDefineSymbol, ENABLE_INFO_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableWarningLogScriptingDefineSymbol, ENABLE_WARNING_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableErrorLogScriptingDefineSymbol, ENABLE_ERROR_LOG_SCRIPTING_DEFINE_SYMBOL,
EnableFatalLogScriptingDefineSymbol ENABLE_FATAL_LOG_SCRIPTING_DEFINE_SYMBOL
}; };
/// <summary> /// <summary>
@@ -43,7 +43,7 @@ namespace TEngine.Editor
[MenuItem("TEngine/Log Scripting Define Symbols/Disable All Logs", false, 30)] [MenuItem("TEngine/Log Scripting Define Symbols/Disable All Logs", false, 30)]
public static void DisableAllLogs() public static void DisableAllLogs()
{ {
ScriptingDefineSymbols.RemoveScriptingDefineSymbol(EnableLogScriptingDefineSymbol); ScriptingDefineSymbols.RemoveScriptingDefineSymbol(ENABLE_LOG_SCRIPTING_DEFINE_SYMBOL);
foreach (string specifyLogScriptingDefineSymbol in SpecifyLogScriptingDefineSymbols) foreach (string specifyLogScriptingDefineSymbol in SpecifyLogScriptingDefineSymbols)
{ {
@@ -63,7 +63,7 @@ namespace TEngine.Editor
public static void EnableAllLogs() public static void EnableAllLogs()
{ {
DisableAllLogs(); DisableAllLogs();
ScriptingDefineSymbols.AddScriptingDefineSymbol(EnableLogScriptingDefineSymbol); ScriptingDefineSymbols.AddScriptingDefineSymbol(ENABLE_LOG_SCRIPTING_DEFINE_SYMBOL);
} }
/// <summary> /// <summary>
@@ -72,7 +72,7 @@ namespace TEngine.Editor
[MenuItem("TEngine/Log Scripting Define Symbols/Enable Debug And Above Logs", false, 32)] [MenuItem("TEngine/Log Scripting Define Symbols/Enable Debug And Above Logs", false, 32)]
public static void EnableDebugAndAboveLogs() public static void EnableDebugAndAboveLogs()
{ {
SetAboveLogScriptingDefineSymbol(EnableDebugAndAboveLogScriptingDefineSymbol); SetAboveLogScriptingDefineSymbol(ENABLE_DEBUG_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
} }
/// <summary> /// <summary>
@@ -81,7 +81,7 @@ namespace TEngine.Editor
[MenuItem("TEngine/Log Scripting Define Symbols/Enable Info And Above Logs", false, 33)] [MenuItem("TEngine/Log Scripting Define Symbols/Enable Info And Above Logs", false, 33)]
public static void EnableInfoAndAboveLogs() public static void EnableInfoAndAboveLogs()
{ {
SetAboveLogScriptingDefineSymbol(EnableInfoAndAboveLogScriptingDefineSymbol); SetAboveLogScriptingDefineSymbol(ENABLE_INFO_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
} }
/// <summary> /// <summary>
@@ -90,7 +90,7 @@ namespace TEngine.Editor
[MenuItem("TEngine/Log Scripting Define Symbols/Enable Warning And Above Logs", false, 34)] [MenuItem("TEngine/Log Scripting Define Symbols/Enable Warning And Above Logs", false, 34)]
public static void EnableWarningAndAboveLogs() public static void EnableWarningAndAboveLogs()
{ {
SetAboveLogScriptingDefineSymbol(EnableWarningAndAboveLogScriptingDefineSymbol); SetAboveLogScriptingDefineSymbol(ENABLE_WARNING_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
} }
/// <summary> /// <summary>
@@ -99,7 +99,7 @@ namespace TEngine.Editor
[MenuItem("TEngine/Log Scripting Define Symbols/Enable Error And Above Logs", false, 35)] [MenuItem("TEngine/Log Scripting Define Symbols/Enable Error And Above Logs", false, 35)]
public static void EnableErrorAndAboveLogs() public static void EnableErrorAndAboveLogs()
{ {
SetAboveLogScriptingDefineSymbol(EnableErrorAndAboveLogScriptingDefineSymbol); SetAboveLogScriptingDefineSymbol(ENABLE_ERROR_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
} }
/// <summary> /// <summary>
@@ -108,7 +108,7 @@ namespace TEngine.Editor
[MenuItem("TEngine/Log Scripting Define Symbols/Enable Fatal And Above Logs", false, 36)] [MenuItem("TEngine/Log Scripting Define Symbols/Enable Fatal And Above Logs", false, 36)]
public static void EnableFatalAndAboveLogs() public static void EnableFatalAndAboveLogs()
{ {
SetAboveLogScriptingDefineSymbol(EnableFatalAndAboveLogScriptingDefineSymbol); SetAboveLogScriptingDefineSymbol(ENABLE_FATAL_AND_ABOVE_LOG_SCRIPTING_DEFINE_SYMBOL);
} }
/// <summary> /// <summary>

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@@ -7,13 +7,13 @@ namespace TEngine.Editor
/// </summary> /// </summary>
public class ProfilerDefineSymbols public class ProfilerDefineSymbols
{ {
private const string EnableFirstProfiler = "FIRST_PROFILER"; private const string ENABLE_FIRST_PROFILER = "FIRST_PROFILER";
private const string EnableDinProFiler = "T_PROFILER"; private const string ENABLE_DIN_PROFILER = "T_PROFILER";
private static readonly string[] AllProfilerDefineSymbols = new string[] private static readonly string[] AllProfilerDefineSymbols = new string[]
{ {
EnableFirstProfiler, ENABLE_FIRST_PROFILER,
EnableDinProFiler, ENABLE_DIN_PROFILER,
}; };
/// <summary> /// <summary>

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@@ -5,7 +5,7 @@ using System.IO;
[CanEditMultipleObjects, CustomEditor(typeof(DefaultAsset), false)] [CanEditMultipleObjects, CustomEditor(typeof(DefaultAsset), false)]
public class DefaultAssetInspector : Editor public class DefaultAssetInspector : Editor
{ {
private const int MaxColum = 10240; private const int MAX_COLUM = 10240;
private GUIStyle _textStyle; private GUIStyle _textStyle;
@@ -34,9 +34,9 @@ public class DefaultAssetInspector : Editor
else else
{ {
text = luaFile; text = luaFile;
if (text.Length > MaxColum) if (text.Length > MAX_COLUM)
{ {
text = text.Substring(0, MaxColum) + "...\n\n<...etc...>"; text = text.Substring(0, MAX_COLUM) + "...\n\n<...etc...>";
} }
} }

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@@ -5,7 +5,7 @@ using System.IO;
[CanEditMultipleObjects, CustomEditor(typeof(TextAsset))] [CanEditMultipleObjects, CustomEditor(typeof(TextAsset))]
public class TextAssetInspector : Editor public class TextAssetInspector : Editor
{ {
private const int MaxColum = 10240; private const int MAX_COLUM = 10240;
private GUIStyle _textStyle; private GUIStyle _textStyle;
@@ -35,9 +35,9 @@ public class TextAssetInspector : Editor
else else
{ {
text = luaFile; text = luaFile;
if (text.Length > MaxColum) if (text.Length > MAX_COLUM)
{ {
text = text.Substring(0, MaxColum) + "...\n\n<...etc...>"; text = text.Substring(0, MAX_COLUM) + "...\n\n<...etc...>";
} }
} }

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@@ -10,7 +10,7 @@ namespace TEngine.Editor
[CustomEditor(typeof(RootModule))] [CustomEditor(typeof(RootModule))]
internal sealed class RootModuleInspector : GameFrameworkInspector internal sealed class RootModuleInspector : GameFrameworkInspector
{ {
private const string NoneOptionName = "<None>"; private const string NONE_OPTION_NAME = "<None>";
private static readonly float[] GameSpeed = new float[] { 0f, 0.01f, 0.1f, 0.25f, 0.5f, 1f, 1.5f, 2f, 4f, 8f }; private static readonly float[] GameSpeed = new float[] { 0f, 0.01f, 0.1f, 0.25f, 0.5f, 1f, 1.5f, 2f, 4f, 8f };
private static readonly string[] GameSpeedForDisplay = new string[] { "0x", "0.01x", "0.1x", "0.25x", "0.5x", "1x", "1.5x", "2x", "4x", "8x" }; private static readonly string[] GameSpeedForDisplay = new string[] { "0x", "0.01x", "0.1x", "0.25x", "0.5x", "1x", "1.5x", "2x", "4x", "8x" };
@@ -161,7 +161,7 @@ namespace TEngine.Editor
{ {
List<string> textHelperTypeNames = new List<string> List<string> textHelperTypeNames = new List<string>
{ {
NoneOptionName NONE_OPTION_NAME
}; };
textHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(Utility.Text.ITextHelper))); textHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(Utility.Text.ITextHelper)));
@@ -179,7 +179,7 @@ namespace TEngine.Editor
List<string> logHelperTypeNames = new List<string> List<string> logHelperTypeNames = new List<string>
{ {
NoneOptionName NONE_OPTION_NAME
}; };
logHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(GameFrameworkLog.ILogHelper))); logHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(GameFrameworkLog.ILogHelper)));
@@ -197,7 +197,7 @@ namespace TEngine.Editor
List<string> jsonHelperTypeNames = new List<string> List<string> jsonHelperTypeNames = new List<string>
{ {
NoneOptionName NONE_OPTION_NAME
}; };
jsonHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(Utility.Json.IJsonHelper))); jsonHelperTypeNames.AddRange(Type.GetRuntimeTypeNames(typeof(Utility.Json.IJsonHelper)));

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@@ -38,10 +38,10 @@ public class SpritePostprocessor : AssetPostprocessor
public static class EditorSpriteSaveInfo public static class EditorSpriteSaveInfo
{ {
private const string NormalAtlasDir = "Assets/AssetArt/Atlas"; private const string NORMAL_ATLAS_DIR = "Assets/AssetArt/Atlas";
private const string UISpritePath = "Assets/AssetRaw/UIRaw"; private const string UI_SPRITE_PATH = "Assets/AssetRaw/UIRaw";
private const string UIAtlasPath = "Assets/AssetRaw/UIRaw/Atlas"; private const string UI_ATLAS_PATH = "Assets/AssetRaw/UIRaw/Atlas";
private const string UIRawPath = "Assets/AssetRaw/UIRaw/UIRaw"; private const string UI_RAW_PATH = "Assets/AssetRaw/UIRaw/UIRaw";
private static readonly List<string> _dirtyAtlasList = new List<string>(); private static readonly List<string> _dirtyAtlasList = new List<string>();
private static readonly Dictionary<string, List<string>> _allASprites = new Dictionary<string, List<string>>(); private static readonly Dictionary<string, List<string>> _allASprites = new Dictionary<string, List<string>>();
private static readonly Dictionary<string, string> _uiAtlasMap = new Dictionary<string, string>(); private static readonly Dictionary<string, string> _uiAtlasMap = new Dictionary<string, string>();
@@ -58,7 +58,7 @@ public static class EditorSpriteSaveInfo
EditorApplication.update += CheckDirty; EditorApplication.update += CheckDirty;
//读取所有图集信息 //读取所有图集信息
string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NormalAtlasDir }); string[] findAssets = AssetDatabase.FindAssets("t:SpriteAtlas", new[] { NORMAL_ATLAS_DIR });
foreach (var findAsset in findAssets) foreach (var findAsset in findAssets)
{ {
var path = AssetDatabase.GUIDToAssetPath(findAsset); var path = AssetDatabase.GUIDToAssetPath(findAsset);
@@ -123,7 +123,7 @@ public static class EditorSpriteSaveInfo
public static void OnImportSprite(string assetPath) public static void OnImportSprite(string assetPath)
{ {
if (!assetPath.StartsWith(UISpritePath)) if (!assetPath.StartsWith(UI_SPRITE_PATH))
{ {
return; return;
} }
@@ -134,7 +134,7 @@ public static class EditorSpriteSaveInfo
{ {
var modify = false; var modify = false;
if (assetPath.StartsWith(UISpritePath)) if (assetPath.StartsWith(UI_SPRITE_PATH))
{ {
if (ti.textureType != TextureImporterType.Sprite) if (ti.textureType != TextureImporterType.Sprite)
{ {
@@ -314,7 +314,7 @@ public static class EditorSpriteSaveInfo
return; return;
} }
if (!assetPath.StartsWith(UISpritePath)) if (!assetPath.StartsWith(UI_SPRITE_PATH))
{ {
return; return;
} }
@@ -332,7 +332,7 @@ public static class EditorSpriteSaveInfo
return; return;
} }
if (assetPath.StartsWith(UISpritePath)) if (assetPath.StartsWith(UI_SPRITE_PATH))
{ {
var spriteName = Path.GetFileNameWithoutExtension(assetPath); var spriteName = Path.GetFileNameWithoutExtension(assetPath);
if (_uiAtlasMap.ContainsKey(spriteName)) if (_uiAtlasMap.ContainsKey(spriteName))
@@ -369,8 +369,8 @@ public static class EditorSpriteSaveInfo
} }
} }
var pathv2 = $"{NormalAtlasDir}/{atlasName}.spriteatlasv2"; var pathv2 = $"{NORMAL_ATLAS_DIR}/{atlasName}.spriteatlasv2";
var path = $"{NormalAtlasDir}/{atlasName}.asset"; var path = $"{NORMAL_ATLAS_DIR}/{atlasName}.asset";
if (spriteList.Count == 0) if (spriteList.Count == 0)
{ {
@@ -449,7 +449,7 @@ public static class EditorSpriteSaveInfo
List<string> needSaveAtlas = new List<string>(); List<string> needSaveAtlas = new List<string>();
m_tempAllASprites.Clear(); m_tempAllASprites.Clear();
_allASprites.Clear(); _allASprites.Clear();
var findAssets = AssetDatabase.FindAssets("t:sprite", new[] { UIAtlasPath }); var findAssets = AssetDatabase.FindAssets("t:sprite", new[] { UI_ATLAS_PATH });
foreach (var findAsset in findAssets) foreach (var findAsset in findAssets)
{ {
var path = AssetDatabase.GUIDToAssetPath(findAsset); var path = AssetDatabase.GUIDToAssetPath(findAsset);

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@@ -26,14 +26,14 @@ namespace TEngine
fixedWidth = 60 fixedWidth = 60
}; };
ToolBarTextStyle = new GUIStyle(ButtonStyleName) ToolBarTextStyle = new GUIStyle(BUTTON_STYLE_NAME)
{ {
padding = new RectOffset(2, 8, 2, 2), padding = new RectOffset(2, 8, 2, 2),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
fontStyle = FontStyle.Bold fontStyle = FontStyle.Bold
}; };
ToolBarButtonGuiStyle = new GUIStyle(ButtonStyleName) ToolBarButtonGuiStyle = new GUIStyle(BUTTON_STYLE_NAME)
{ {
padding = new RectOffset(2, 8, 2, 2), padding = new RectOffset(2, 8, 2, 2),
alignment = TextAnchor.MiddleCenter, alignment = TextAnchor.MiddleCenter,
@@ -48,7 +48,7 @@ namespace TEngine
_resourceModeIndex = EditorPrefs.GetInt("EditorPlayMode", 0); _resourceModeIndex = EditorPrefs.GetInt("EditorPlayMode", 0);
} }
private const string ButtonStyleName = "Tab middle"; private const string BUTTON_STYLE_NAME = "Tab middle";
static GUIStyle _buttonGuiStyle; static GUIStyle _buttonGuiStyle;
private static readonly string[] _resourceModeNames = private static readonly string[] _resourceModeNames =

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@@ -12,12 +12,12 @@ namespace TEngine
/// 默认设计的模块数量。 /// 默认设计的模块数量。
/// <remarks>有增删可以自行修改减少内存分配与GCAlloc。</remarks> /// <remarks>有增删可以自行修改减少内存分配与GCAlloc。</remarks>
/// </summary> /// </summary>
internal const int DesignModuleCount = 16; internal const int DESIGN_MODULE_COUNT = 16;
private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(DesignModuleCount); private static readonly Dictionary<Type, Module> _moduleMaps = new Dictionary<Type, Module>(DESIGN_MODULE_COUNT);
private static readonly LinkedList<Module> _modules = new LinkedList<Module>(); private static readonly LinkedList<Module> _modules = new LinkedList<Module>();
private static readonly LinkedList<Module> _updateModules = new LinkedList<Module>(); private static readonly LinkedList<Module> _updateModules = new LinkedList<Module>();
private static readonly List<IUpdateModule> _updateExecuteList = new List<IUpdateModule>(DesignModuleCount); private static readonly List<IUpdateModule> _updateExecuteList = new List<IUpdateModule>(DESIGN_MODULE_COUNT);
private static bool _isExecuteListDirty; private static bool _isExecuteListDirty;

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@@ -27,7 +27,7 @@ namespace TEngine
Exception, Exception,
} }
private const ELogLevel FilterLevel = ELogLevel.Info; private const ELogLevel FILTER_LEVEL = ELogLevel.Info;
private static readonly StringBuilder _stringBuilder = new StringBuilder(1024); private static readonly StringBuilder _stringBuilder = new StringBuilder(1024);
/// <summary> /// <summary>
@@ -126,7 +126,7 @@ namespace TEngine
private static void LogImp(ELogLevel type, string logString) private static void LogImp(ELogLevel type, string logString)
{ {
if (type < FilterLevel) if (type < FILTER_LEVEL)
{ {
return; return;
} }

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@@ -8,7 +8,7 @@ namespace TEngine
/// </summary> /// </summary>
public class DefaultTextHelper : Utility.Text.ITextHelper public class DefaultTextHelper : Utility.Text.ITextHelper
{ {
private const int StringBuilderCapacity = 1024; private const int STRING_BUILDER_CAPACITY = 1024;
[ThreadStatic] [ThreadStatic]
private static StringBuilder s_CachedStringBuilder = null; private static StringBuilder s_CachedStringBuilder = null;
@@ -577,7 +577,7 @@ namespace TEngine
{ {
if (s_CachedStringBuilder == null) if (s_CachedStringBuilder == null)
{ {
s_CachedStringBuilder = new StringBuilder(StringBuilderCapacity); s_CachedStringBuilder = new StringBuilder(STRING_BUILDER_CAPACITY);
} }
} }
} }

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@@ -10,8 +10,8 @@ namespace TEngine
/// </summary> /// </summary>
public static class Converter public static class Converter
{ {
private const float InchesToCentimeters = 2.54f; // 1 inch = 2.54 cm private const float INCHES_TO_CENTIMETERS = 2.54f; // 1 inch = 2.54 cm
private const float CentimetersToInches = 1f / InchesToCentimeters; // 1 cm = 0.3937 inches private const float CENTIMETERS_TO_INCHES = 1f / INCHES_TO_CENTIMETERS; // 1 cm = 0.3937 inches
/// <summary> /// <summary>
/// 获取数据在此计算机结构中存储时的字节顺序。 /// 获取数据在此计算机结构中存储时的字节顺序。
@@ -39,7 +39,7 @@ namespace TEngine
throw new GameFrameworkException("You must set screen DPI first."); throw new GameFrameworkException("You must set screen DPI first.");
} }
return InchesToCentimeters * pixels / ScreenDpi; return INCHES_TO_CENTIMETERS * pixels / ScreenDpi;
} }
/// <summary> /// <summary>
@@ -54,7 +54,7 @@ namespace TEngine
throw new GameFrameworkException("You must set screen DPI first."); throw new GameFrameworkException("You must set screen DPI first.");
} }
return CentimetersToInches * centimeters * ScreenDpi; return CENTIMETERS_TO_INCHES * centimeters * ScreenDpi;
} }
/// <summary> /// <summary>

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@@ -10,7 +10,7 @@ namespace TEngine
/// <remarks>非托管内存相关的实用函数。</remarks> /// <remarks>非托管内存相关的实用函数。</remarks>
public static class Marshal public static class Marshal
{ {
private const int BlockSize = 1024 * 4; private const int BLOCK_SIZE = 1024 * 4;
private static IntPtr _cachedHGlobalPtr = IntPtr.Zero; private static IntPtr _cachedHGlobalPtr = IntPtr.Zero;
private static int _cachedHGlobalSize = 0; private static int _cachedHGlobalSize = 0;
@@ -33,7 +33,7 @@ namespace TEngine
if (_cachedHGlobalPtr == IntPtr.Zero || _cachedHGlobalSize < ensureSize) if (_cachedHGlobalPtr == IntPtr.Zero || _cachedHGlobalSize < ensureSize)
{ {
FreeCachedHGlobal(); FreeCachedHGlobal();
int size = (ensureSize - 1 + BlockSize) / BlockSize * BlockSize; int size = (ensureSize - 1 + BLOCK_SIZE) / BLOCK_SIZE * BLOCK_SIZE;
_cachedHGlobalPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(size); _cachedHGlobalPtr = System.Runtime.InteropServices.Marshal.AllocHGlobal(size);
_cachedHGlobalSize = size; _cachedHGlobalSize = size;
} }

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@@ -18,7 +18,7 @@ namespace TEngine
private float _volume = 1.0f; private float _volume = 1.0f;
private float _duration; private float _duration;
private float _fadeoutTimer; private float _fadeoutTimer;
private const float FadeoutDuration = 0.2f; private const float FADEOUT_DURATION = 0.2f;
private bool _inPool; private bool _inPool;
/// <summary> /// <summary>
@@ -273,7 +273,7 @@ namespace TEngine
{ {
if (fadeout) if (fadeout)
{ {
_fadeoutTimer = FadeoutDuration; _fadeoutTimer = FADEOUT_DURATION;
_audioAgentRuntimeState = AudioAgentRuntimeState.FadingOut; _audioAgentRuntimeState = AudioAgentRuntimeState.FadingOut;
} }
else else
@@ -379,7 +379,7 @@ namespace TEngine
if (_fadeoutTimer > 0f) if (_fadeoutTimer > 0f)
{ {
_fadeoutTimer -= elapseSeconds; _fadeoutTimer -= elapseSeconds;
_source.volume = _volume * _fadeoutTimer / FadeoutDuration; _source.volume = _volume * _fadeoutTimer / FADEOUT_DURATION;
} }
else else
{ {

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@@ -76,7 +76,7 @@ namespace TEngine
this.audioMixer = audioMixer; this.audioMixer = audioMixer;
_maxChannel = maxChannel; _maxChannel = maxChannel;
_audioGroupConfig = audioGroupConfig; _audioGroupConfig = audioGroupConfig;
AudioMixerGroup[] audioMixerGroups = audioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", audioGroupConfig.audioType.ToString())); AudioMixerGroup[] audioMixerGroups = audioMixer.FindMatchingGroups(Utility.Text.Format("Master/{0}", audioGroupConfig.AudioType.ToString()));
if (audioMixerGroups.Length > 0) if (audioMixerGroups.Length > 0)
{ {
_audioMixerGroup = audioMixerGroups[0]; _audioMixerGroup = audioMixerGroups[0];

View File

@@ -22,7 +22,7 @@ namespace TEngine
/// 音效分类,可分别关闭/开启对应分类音效。 /// 音效分类,可分别关闭/开启对应分类音效。
/// </summary> /// </summary>
/// <remarks>命名与AudioMixer中分类名保持一致。</remarks> /// <remarks>命名与AudioMixer中分类名保持一致。</remarks>
public AudioType audioType; public AudioType AudioType;
/// <summary> /// <summary>
/// 音频源中3D声音的衰减模式。 /// 音频源中3D声音的衰减模式。

View File

@@ -10,9 +10,9 @@ namespace TEngine
{ {
internal class AudioModule : Module, IAudioModule, IUpdateModule internal class AudioModule : Module, IAudioModule, IUpdateModule
{ {
public const string MusicVolumeName = "MusicVolume"; public const string MUSIC_VOLUME_NAME = "MusicVolume";
public const string UISoundVolumeName = "UISoundVolume"; public const string UI_SOUND_VOLUME_NAME = "UISoundVolume";
public const string VoiceVolumeName = "VoiceVolume"; public const string VOICE_VOLUME_NAME = "VoiceVolume";
private AudioMixer _audioMixer; private AudioMixer _audioMixer;
private Transform _instanceRoot = null; private Transform _instanceRoot = null;
@@ -113,7 +113,7 @@ namespace TEngine
float volume = Mathf.Clamp(value, 0.0001f, 1.0f); float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Music] = volume; _categoriesVolume[(int)AudioType.Music] = volume;
_audioMixer.SetFloat(MusicVolumeName, Mathf.Log10(volume) * 20f); _audioMixer.SetFloat(MUSIC_VOLUME_NAME, Mathf.Log10(volume) * 20f);
} }
} }
@@ -167,7 +167,7 @@ namespace TEngine
float volume = Mathf.Clamp(value, 0.0001f, 1.0f); float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.UISound] = volume; _categoriesVolume[(int)AudioType.UISound] = volume;
_audioMixer.SetFloat(UISoundVolumeName, Mathf.Log10(volume) * 20f); _audioMixer.SetFloat(UI_SOUND_VOLUME_NAME, Mathf.Log10(volume) * 20f);
} }
} }
@@ -194,7 +194,7 @@ namespace TEngine
float volume = Mathf.Clamp(value, 0.0001f, 1.0f); float volume = Mathf.Clamp(value, 0.0001f, 1.0f);
_categoriesVolume[(int)AudioType.Voice] = volume; _categoriesVolume[(int)AudioType.Voice] = volume;
_audioMixer.SetFloat(VoiceVolumeName, Mathf.Log10(volume) * 20f); _audioMixer.SetFloat(VOICE_VOLUME_NAME, Mathf.Log10(volume) * 20f);
} }
} }
@@ -210,7 +210,7 @@ namespace TEngine
return false; return false;
} }
if (_audioMixer.GetFloat(MusicVolumeName, out var db)) if (_audioMixer.GetFloat(MUSIC_VOLUME_NAME, out var db))
{ {
return db > -80f; return db > -80f;
} }
@@ -231,11 +231,11 @@ namespace TEngine
// 音乐采用0音量方式避免恢复播放时的复杂逻辑 // 音乐采用0音量方式避免恢复播放时的复杂逻辑
if (value) if (value)
{ {
_audioMixer.SetFloat(MusicVolumeName, Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f); _audioMixer.SetFloat(MUSIC_VOLUME_NAME, Mathf.Log10(_categoriesVolume[(int)AudioType.Music]) * 20f);
} }
else else
{ {
_audioMixer.SetFloat(MusicVolumeName, -80f); _audioMixer.SetFloat(MUSIC_VOLUME_NAME, -80f);
} }
} }
} }
@@ -389,7 +389,7 @@ namespace TEngine
for (int index = 0; index < (int)AudioType.Max; ++index) for (int index = 0; index < (int)AudioType.Max; ++index)
{ {
AudioType audioType = (AudioType)index; AudioType audioType = (AudioType)index;
AudioGroupConfig audioGroupConfig = _audioGroupConfigs.First(t => t.audioType == audioType); AudioGroupConfig audioGroupConfig = _audioGroupConfigs.First(t => t.AudioType == audioType);
_audioCategories[index] = new AudioCategory(audioGroupConfig.AgentHelperCount, _audioMixer, audioGroupConfig); _audioCategories[index] = new AudioCategory(audioGroupConfig.AgentHelperCount, _audioMixer, audioGroupConfig);
_categoriesVolume[index] = audioGroupConfig.Volume; _categoriesVolume[index] = audioGroupConfig.Volume;
} }

View File

@@ -11,7 +11,7 @@ namespace TEngine
{ {
private sealed partial class RuntimeMemoryInformationWindow<T> : ScrollableDebuggerWindowBase where T : UnityEngine.Object private sealed partial class RuntimeMemoryInformationWindow<T> : ScrollableDebuggerWindowBase where T : UnityEngine.Object
{ {
private const int ShowSampleCount = 300; private const int SHOW_SAMPLE_COUNT = 300;
private readonly List<Sample> _samples = new List<Sample>(); private readonly List<Sample> _samples = new List<Sample>();
private readonly Comparison<Sample> _sampleComparer = SampleComparer; private readonly Comparison<Sample> _sampleComparer = SampleComparer;
@@ -69,7 +69,7 @@ namespace TEngine
GUILayout.EndHorizontal(); GUILayout.EndHorizontal();
count++; count++;
if (count >= ShowSampleCount) if (count >= SHOW_SAMPLE_COUNT)
{ {
break; break;
} }

View File

@@ -6,7 +6,7 @@ namespace TEngine
{ {
private abstract class ScrollableDebuggerWindowBase : IDebuggerWindow private abstract class ScrollableDebuggerWindowBase : IDebuggerWindow
{ {
private const float TitleWidth = 240f; private const float TITLE_WIDTH = 240f;
private Vector2 _scrollPosition = Vector2.zero; private Vector2 _scrollPosition = Vector2.zero;
public virtual void Initialize(params object[] args) public virtual void Initialize(params object[] args)
@@ -44,7 +44,7 @@ namespace TEngine
{ {
GUILayout.BeginHorizontal(); GUILayout.BeginHorizontal();
{ {
GUILayout.Label(title, GUILayout.Width(TitleWidth)); GUILayout.Label(title, GUILayout.Width(TITLE_WIDTH));
if (GUILayout.Button(content, "label")) if (GUILayout.Button(content, "label"))
{ {
CopyToClipboard(content); CopyToClipboard(content);

View File

@@ -8,9 +8,9 @@ namespace TEngine
/// </summary> /// </summary>
internal sealed partial class ObjectPoolModule : Module, IObjectPoolModule, IUpdateModule internal sealed partial class ObjectPoolModule : Module, IObjectPoolModule, IUpdateModule
{ {
private const int DefaultCapacity = int.MaxValue; private const int DEFAULT_CAPACITY = int.MaxValue;
private const float DefaultExpireTime = float.MaxValue; private const float DEFAULT_EXPIRE_TIME = float.MaxValue;
private const int DefaultPriority = 0; private const int DEFAULT_PRIORITY = 0;
private readonly Dictionary<TypeNamePair, ObjectPoolBase> _objectPools; private readonly Dictionary<TypeNamePair, ObjectPoolBase> _objectPools;
private readonly List<ObjectPoolBase> _cachedAllObjectPools; private readonly List<ObjectPoolBase> _cachedAllObjectPools;
@@ -370,7 +370,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>() where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>() where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -380,7 +380,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType)
{ {
return InternalCreateObjectPool(objectType, string.Empty, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -391,7 +391,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -402,7 +402,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name)
{ {
return InternalCreateObjectPool(objectType, name, false, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, false, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -413,7 +413,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -424,7 +424,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity)
{ {
return InternalCreateObjectPool(objectType, string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -435,7 +435,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -446,7 +446,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime)
{ {
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -458,7 +458,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -470,7 +470,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity)
{ {
return InternalCreateObjectPool(objectType, name, false, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -482,7 +482,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, false, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -494,7 +494,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime)
{ {
return InternalCreateObjectPool(objectType, name, false, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, false, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -506,7 +506,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -518,7 +518,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, float expireTime) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, float expireTime)
{ {
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -530,7 +530,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool<T>(string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -542,7 +542,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, int priority) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, int capacity, int priority)
{ {
return InternalCreateObjectPool(objectType, string.Empty, false, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool(objectType, string.Empty, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -554,7 +554,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool<T>(string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>
@@ -566,7 +566,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime, int priority) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, float expireTime, int priority)
{ {
return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool(objectType, string.Empty, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>
@@ -579,7 +579,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, false, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -592,7 +592,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, float expireTime) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, float expireTime)
{ {
return InternalCreateObjectPool(objectType, name, false, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, false, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -605,7 +605,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, false, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool<T>(name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -618,7 +618,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, int priority) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, int capacity, int priority)
{ {
return InternalCreateObjectPool(objectType, name, false, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool(objectType, name, false, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -631,7 +631,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase public IObjectPool<T> CreateSingleSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, false, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool<T>(name, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>
@@ -644,7 +644,7 @@ namespace TEngine
/// <returns>要创建的允许单次获取的对象池。</returns> /// <returns>要创建的允许单次获取的对象池。</returns>
public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime, int priority) public ObjectPoolBase CreateSingleSpawnObjectPool(Type objectType, string name, float expireTime, int priority)
{ {
return InternalCreateObjectPool(objectType, name, false, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool(objectType, name, false, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>
@@ -739,7 +739,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>() where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>() where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -749,7 +749,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType)
{ {
return InternalCreateObjectPool(objectType, string.Empty, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -760,7 +760,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -771,7 +771,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name)
{ {
return InternalCreateObjectPool(objectType, name, true, DefaultExpireTime, DefaultCapacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, true, DEFAULT_EXPIRE_TIME, DEFAULT_CAPACITY, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -782,7 +782,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -793,7 +793,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity)
{ {
return InternalCreateObjectPool(objectType, string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -804,7 +804,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -815,7 +815,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime)
{ {
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -827,7 +827,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -839,7 +839,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity)
{ {
return InternalCreateObjectPool(objectType, name, true, DefaultExpireTime, capacity, DefaultExpireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -851,7 +851,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, true, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -863,7 +863,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime)
{ {
return InternalCreateObjectPool(objectType, name, true, expireTime, DefaultCapacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, true, expireTime, DEFAULT_CAPACITY, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -875,7 +875,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(string.Empty, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -887,7 +887,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, float expireTime) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, float expireTime)
{ {
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -899,7 +899,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(int capacity, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool<T>(string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -911,7 +911,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, int priority) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, int capacity, int priority)
{ {
return InternalCreateObjectPool(objectType, string.Empty, true, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool(objectType, string.Empty, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -923,7 +923,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(float expireTime, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool<T>(string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>
@@ -935,7 +935,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime, int priority) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, float expireTime, int priority)
{ {
return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool(objectType, string.Empty, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>
@@ -948,7 +948,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, float expireTime) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, true, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool<T>(name, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -961,7 +961,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, float expireTime) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, float expireTime)
{ {
return InternalCreateObjectPool(objectType, name, true, expireTime, capacity, expireTime, DefaultPriority); return InternalCreateObjectPool(objectType, name, true, expireTime, capacity, expireTime, DEFAULT_PRIORITY);
} }
/// <summary> /// <summary>
@@ -974,7 +974,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, int capacity, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, true, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool<T>(name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -987,7 +987,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, int priority) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, int capacity, int priority)
{ {
return InternalCreateObjectPool(objectType, name, true, DefaultExpireTime, capacity, DefaultExpireTime, priority); return InternalCreateObjectPool(objectType, name, true, DEFAULT_EXPIRE_TIME, capacity, DEFAULT_EXPIRE_TIME, priority);
} }
/// <summary> /// <summary>
@@ -1000,7 +1000,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase public IObjectPool<T> CreateMultiSpawnObjectPool<T>(string name, float expireTime, int priority) where T : ObjectBase
{ {
return InternalCreateObjectPool<T>(name, true, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool<T>(name, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>
@@ -1013,7 +1013,7 @@ namespace TEngine
/// <returns>要创建的允许多次获取的对象池。</returns> /// <returns>要创建的允许多次获取的对象池。</returns>
public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime, int priority) public ObjectPoolBase CreateMultiSpawnObjectPool(Type objectType, string name, float expireTime, int priority)
{ {
return InternalCreateObjectPool(objectType, name, true, expireTime, DefaultCapacity, expireTime, priority); return InternalCreateObjectPool(objectType, name, true, expireTime, DEFAULT_CAPACITY, expireTime, priority);
} }
/// <summary> /// <summary>

View File

@@ -13,7 +13,7 @@ namespace TEngine
{ {
#region Propreties #region Propreties
private const int DefaultPriority = 0; private const int DEFAULT_PRIORITY = 0;
private IResourceModule _resourceModule; private IResourceModule _resourceModule;

View File

@@ -9,25 +9,33 @@ namespace TEngine
[DisallowMultipleComponent] [DisallowMultipleComponent]
public sealed class RootModule : MonoBehaviour public sealed class RootModule : MonoBehaviour
{ {
private const int DefaultDpi = 96; // default windows dpi private const int DEFAULT_DPI = 96; // default windows dpi
private float _gameSpeedBeforePause = 1f; private float _gameSpeedBeforePause = 1f;
[SerializeField] private Language editorLanguage = Language.Unspecified; [SerializeField]
private Language editorLanguage = Language.Unspecified;
[SerializeField] private string textHelperTypeName = "TEngine.DefaultTextHelper"; [SerializeField]
private string textHelperTypeName = "TEngine.DefaultTextHelper";
[SerializeField] private string logHelperTypeName = "TEngine.DefaultLogHelper"; [SerializeField]
private string logHelperTypeName = "TEngine.DefaultLogHelper";
[SerializeField] private string jsonHelperTypeName = "TEngine.DefaultJsonHelper"; [SerializeField]
private string jsonHelperTypeName = "TEngine.DefaultJsonHelper";
[SerializeField] private int frameRate = 120; [SerializeField]
private int frameRate = 120;
[SerializeField] private float gameSpeed = 1f; [SerializeField]
private float gameSpeed = 1f;
[SerializeField] private bool runInBackground = true; [SerializeField]
private bool runInBackground = true;
[SerializeField] private bool neverSleep = true; [SerializeField]
private bool neverSleep = true;
/// <summary> /// <summary>
/// 获取或设置编辑器语言(仅编辑器内有效)。 /// 获取或设置编辑器语言(仅编辑器内有效)。
@@ -102,7 +110,7 @@ namespace TEngine
Utility.Converter.ScreenDpi = Screen.dpi; Utility.Converter.ScreenDpi = Screen.dpi;
if (Utility.Converter.ScreenDpi <= 0) if (Utility.Converter.ScreenDpi <= 0)
{ {
Utility.Converter.ScreenDpi = DefaultDpi; Utility.Converter.ScreenDpi = DEFAULT_DPI;
} }
Application.targetFrameRate = frameRate; Application.targetFrameRate = frameRate;