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命名空间调整,服务端是ET.Server 客户端是ET.Client,共享的代码是ET

tanghai hace 3 años
padre
commit
4869b9c0b6
Se han modificado 67 ficheros con 56 adiciones y 75 borrados
  1. 3 3
      Apps/Hotfix/AppStart_Init.cs
  2. 4 0
      Apps/Hotfix/Apps.Hotfix.csproj
  3. 0 0
      Apps/Hotfix/Server/C2G_PingHandler.cs
  4. 0 0
      Apps/Hotfix/Server/C2M_ReloadHandler.cs
  5. 0 13
      Apps/Hotfix/Server/Move/PathFindHelper.cs
  6. 1 1
      Apps/Hotfix/Server/Robot/Case/RobotCase_FirstCase.cs
  7. 0 1
      Apps/Hotfix/Server/Robot/Console/CreateRobotConsoleHandler.cs
  8. 1 1
      Apps/Hotfix/Server/Watcher/WatcherComponentSystem.cs
  9. 1 1
      Apps/Hotfix/Server/Watcher/WatcherHelper.cs
  10. 0 2
      Apps/Model/Apps.Model.csproj
  11. 1 1
      Apps/Model/Server/Watcher/WatcherComponent.cs
  12. 2 2
      Unity/Assets/Mono/CodeLoader.cs
  13. 0 0
      Unity/Codes/Hotfix/Share/ConstValue.cs
  14. 0 2
      Unity/Codes/Hotfix/Share/Move/MoveComponentSystem.cs
  15. 0 0
      Unity/Codes/Hotfix/Share/Unit/UnitComponentSystem.cs
  16. 1 1
      Unity/Codes/Hotfix/Share/Unit/UnitSystem.cs
  17. 1 1
      Unity/Codes/HotfixView/Client/Camera/CameraComponentSystem.cs
  18. 1 1
      Unity/Codes/HotfixView/Client/Config/ConfigComponent_SetConfigLoader_Awake.cs
  19. 1 1
      Unity/Codes/HotfixView/Client/Global/GlobalComponentSystem.cs
  20. 1 1
      Unity/Codes/HotfixView/Client/Scene/AfterCreateCurrentScene_AddComponent.cs
  21. 1 1
      Unity/Codes/HotfixView/Client/Scene/AfterCreateZoneScene_AddComponent.cs
  22. 1 1
      Unity/Codes/HotfixView/Client/Scene/SceneChangeComponentSystem.cs
  23. 1 1
      Unity/Codes/HotfixView/Client/UI/UIHelp/SceneChangeFinishEvent_CreateUIHelp.cs
  24. 1 1
      Unity/Codes/HotfixView/Client/UI/UIHelp/UIHelpEvent.cs
  25. 1 1
      Unity/Codes/HotfixView/Client/UI/UIHelper.cs
  26. 1 1
      Unity/Codes/HotfixView/Client/UI/UILoading/LoadingBeginEvent_CreateLoadingUI.cs
  27. 1 1
      Unity/Codes/HotfixView/Client/UI/UILoading/LoadingFinishEvent_RemoveLoadingUI.cs
  28. 1 1
      Unity/Codes/HotfixView/Client/UI/UILoading/UILoadingComponentSystem.cs
  29. 1 1
      Unity/Codes/HotfixView/Client/UI/UILoading/UILoadingEvent.cs
  30. 1 1
      Unity/Codes/HotfixView/Client/UI/UILobby/LoginFinish_CreateLobbyUI.cs
  31. 1 1
      Unity/Codes/HotfixView/Client/UI/UILobby/UILobbyEvent.cs
  32. 1 1
      Unity/Codes/HotfixView/Client/UI/UILogin/AppStartInitFinish_CreateLoginUI.cs
  33. 1 1
      Unity/Codes/HotfixView/Client/UI/UILogin/LoginFinish_RemoveLoginUI.cs
  34. 1 1
      Unity/Codes/HotfixView/Client/UI/UILogin/UILoginEvent.cs
  35. 1 1
      Unity/Codes/HotfixView/Client/Unit/AfterUnitCreate_CreateUnitView.cs
  36. 1 1
      Unity/Codes/HotfixView/Client/Unit/AnimatorComponentSystem.cs
  37. 1 1
      Unity/Codes/HotfixView/Client/Unit/ChangePosition_SyncGameObjectPos.cs
  38. 1 1
      Unity/Codes/HotfixView/Client/Unit/ChangeRotation_SyncGameObjectRotation.cs
  39. 1 1
      Unity/Codes/HotfixView/Client/Unit/GameObjectComponentSystem.cs
  40. 1 1
      Unity/Codes/Model/Client/AI/XunLuoPathComponent.cs
  41. 1 1
      Unity/Codes/Model/Client/Helper/PositionHelper.cs
  42. 1 1
      Unity/Codes/Model/Client/Ping/PingComponent.cs
  43. 1 1
      Unity/Codes/Model/Client/Scene/CurrentScenesComponent.cs
  44. 1 1
      Unity/Codes/Model/Client/Session/SessionComponent.cs
  45. 0 5
      Unity/Codes/Model/Core/Timer/TimerComponent.cs
  46. 0 0
      Unity/Codes/Model/Share/EventType.cs
  47. 0 0
      Unity/Codes/Model/Share/Move/MoveComponent.cs
  48. 0 0
      Unity/Codes/Model/Share/SessionStreamDispatcherType.cs
  49. 0 0
      Unity/Codes/Model/Share/TimerType.cs
  50. 0 0
      Unity/Codes/Model/Share/Unit/Unit.cs
  51. 0 0
      Unity/Codes/Model/Share/Unit/UnitComponent.cs
  52. 0 0
      Unity/Codes/Model/Share/Unit/UnitType.cs
  53. 0 0
      Unity/Codes/Model/Share/WaitType.cs
  54. 1 1
      Unity/Codes/ModelView/Client/Camera/CameraComponent.cs
  55. 1 1
      Unity/Codes/ModelView/Client/Config/ConfigLoader.cs
  56. 1 1
      Unity/Codes/ModelView/Client/Entry.cs
  57. 1 1
      Unity/Codes/ModelView/Client/Global/GlobalComponent.cs
  58. 1 1
      Unity/Codes/ModelView/Client/Opera/OperaComponent.cs
  59. 1 1
      Unity/Codes/ModelView/Client/Resource/ResourcesComponent.cs
  60. 1 1
      Unity/Codes/ModelView/Client/Resource/ResourcesLoaderComponent.cs
  61. 1 1
      Unity/Codes/ModelView/Client/Scene/SceneChangeComponent.cs
  62. 1 1
      Unity/Codes/ModelView/Client/UI/UIHelp/UIHelpComponent.cs
  63. 1 1
      Unity/Codes/ModelView/Client/UI/UILoading/UILoadingComponent.cs
  64. 1 1
      Unity/Codes/ModelView/Client/UI/UILobby/UILobbyComponent.cs
  65. 1 1
      Unity/Codes/ModelView/Client/UI/UILogin/UILoginComponent.cs
  66. 1 1
      Unity/Codes/ModelView/Client/Unit/AnimatorComponent.cs
  67. 1 1
      Unity/Codes/ModelView/Client/Unit/GameObjectComponent.cs

+ 3 - 3
Apps/Hotfix/AppStart_Init.cs

@@ -2,11 +2,11 @@ using System;
 using System.Net;
 using ET.Client;
 
-namespace ET
+namespace ET.Server
 {
-    public class AppStart_Init: AEvent<EventType.AppStart>
+    public class AppStart_Init: AEvent<ET.EventType.AppStart>
     {
-        protected override async ETTask Run(EventType.AppStart args)
+        protected override async ETTask Run(ET.EventType.AppStart args)
         {
             Game.Scene.AddComponent<ConfigComponent>().ConfigLoader = new ConfigLoader();
             await ConfigComponent.Instance.LoadAsync();

+ 4 - 0
Apps/Hotfix/Apps.Hotfix.csproj

@@ -43,6 +43,10 @@
     <Compile Include="..\..\Unity\Codes\Hotfix\Client\**\*.cs">
       <Link>Client\%(RecursiveDir)%(FileName)%(Extension)</Link>
     </Compile>
+
+    <Compile Include="..\..\Unity\Codes\Hotfix\Share\**\*.cs">
+      <Link>Share\%(RecursiveDir)%(FileName)%(Extension)</Link>
+    </Compile>
   </ItemGroup>
   <ItemGroup>
     <ProjectReference Include="..\Model\Apps.Model.csproj" />

+ 0 - 0
Apps/Hotfix/Handler/C2G_PingHandler.cs → Apps/Hotfix/Server/C2G_PingHandler.cs


+ 0 - 0
Apps/Hotfix/Handler/C2M_ReloadHandler.cs → Apps/Hotfix/Server/C2M_ReloadHandler.cs


+ 0 - 13
Apps/Hotfix/Server/Move/PathFindHelper.cs

@@ -1,13 +0,0 @@
-using System.Collections.Generic;
-using UnityEngine;
-
-namespace ET.Server
-{
-    public static class PathFindHelper
-    {
-        public static void PathFind(int mapId, Vector3 from, Vector3 to, List<Vector3> result)
-        {
-            
-        }
-    }
-}

+ 1 - 1
Apps/Hotfix/Server/Robot/Case/RobotCase_FirstCase.cs

@@ -14,7 +14,7 @@ namespace ET.Server
 
             foreach (Scene robotScene in robots)
             {
-                M2C_TestRobotCase response = await robotScene.GetComponent<SessionComponent>().Session.Call(new C2M_TestRobotCase() {N = robotScene.Zone}) as M2C_TestRobotCase;
+                M2C_TestRobotCase response = await robotScene.GetComponent<Client.SessionComponent>().Session.Call(new C2M_TestRobotCase() {N = robotScene.Zone}) as M2C_TestRobotCase;
                 if (response.N != robotScene.Zone)
                 {
                     // 跟预期不一致就抛异常,外层会catch住在控制台上打印

+ 0 - 1
Apps/Hotfix/Server/Robot/Console/CreateRobotConsoleHandler.cs

@@ -1,7 +1,6 @@
 using System;
 using System.Collections.Generic;
 using CommandLine;
-using NLog;
 
 namespace ET.Server
 {

+ 1 - 1
Apps/Hotfix/Watcher/WatcherComponentSystem.cs → Apps/Hotfix/Server/Watcher/WatcherComponentSystem.cs

@@ -1,7 +1,7 @@
 using System.Collections;
 using System.Diagnostics;
 
-namespace ET
+namespace ET.Server
 {
     [FriendClass(typeof(WatcherComponent))]
     public static class WatcherComponentSystem

+ 1 - 1
Apps/Hotfix/Watcher/WatcherHelper.cs → Apps/Hotfix/Server/Watcher/WatcherHelper.cs

@@ -2,7 +2,7 @@ using System;
 using System.Collections;
 using System.Diagnostics;
 
-namespace ET
+namespace ET.Server
 {
     public static class WatcherHelper
     {

+ 0 - 2
Apps/Model/Apps.Model.csproj

@@ -50,8 +50,6 @@
     
     <Compile Remove="Libs\**" />
     
-    <Compile Remove="..\..\Unity\Codes\Model\Share\**" />
-    
   </ItemGroup>
   <ItemGroup>
 

+ 1 - 1
Apps/Model/Watcher/WatcherComponent.cs → Apps/Model/Server/Watcher/WatcherComponent.cs

@@ -1,7 +1,7 @@
 using System.Collections.Generic;
 using System.Diagnostics;
 
-namespace ET
+namespace ET.Server
 {
     public class WatcherComponent: Entity, IAwake, IDestroy
     {

+ 2 - 2
Unity/Assets/Mono/CodeLoader.cs

@@ -40,7 +40,7 @@ namespace ET
 					
 					assembly = Assembly.Load(assBytes, pdbBytes);
 					this.allTypes = assembly.GetTypes();
-					IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start");
+					IStaticMethod start = new MonoStaticMethod(assembly, "ET.Client.Entry", "Start");
 					start.Run();
 					break;
 				}
@@ -51,7 +51,7 @@ namespace ET
 					
 					assembly = Assembly.Load(assBytes, pdbBytes);
 					this.LoadLogic();
-					IStaticMethod start = new MonoStaticMethod(assembly, "ET.Entry", "Start");
+					IStaticMethod start = new MonoStaticMethod(assembly, "ET.Client.Entry", "Start");
 					start.Run();
 					break;
 				}

+ 0 - 0
Unity/Codes/Hotfix/Client/ConstValue.cs → Unity/Codes/Hotfix/Share/ConstValue.cs


+ 0 - 2
Unity/Codes/Hotfix/Client/Move/MoveComponentSystem.cs → Unity/Codes/Hotfix/Share/Move/MoveComponentSystem.cs

@@ -196,8 +196,6 @@ namespace ET
 
         private static void StartMove(this MoveComponent self)
         {
-            Unit unit = self.GetParent<Unit>();
-            
             self.BeginTime = TimeHelper.ClientNow();
             self.StartTime = self.BeginTime;
             self.SetNextTarget();

+ 0 - 0
Unity/Codes/Hotfix/Client/Unit/UnitComponentSystem.cs → Unity/Codes/Hotfix/Share/Unit/UnitComponentSystem.cs


+ 1 - 1
Unity/Codes/Hotfix/Client/Unit/UnitSystem.cs → Unity/Codes/Hotfix/Share/Unit/UnitSystem.cs

@@ -1,4 +1,4 @@
-namespace ET.Client
+namespace ET
 {
     [ObjectSystem]
     public class UnitSystem: AwakeSystem<Unit, int>

+ 1 - 1
Unity/Codes/HotfixView/Client/Camera/CameraComponentSystem.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	[FriendClass(typeof(CameraComponent))]
 	public static class CameraComponentSystem

+ 1 - 1
Unity/Codes/HotfixView/Client/Config/ConfigComponent_SetConfigLoader_Awake.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     [ObjectSystem]
     public class ConfigComponent_SetConfigLoader_Awake: AwakeSystem<ConfigComponent>

+ 1 - 1
Unity/Codes/HotfixView/Client/Global/GlobalComponentSystem.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     [ObjectSystem]
     public class GlobalComponentAwakeSystem: AwakeSystem<GlobalComponent>

+ 1 - 1
Unity/Codes/HotfixView/Client/Scene/AfterCreateCurrentScene_AddComponent.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     public class AfterCreateCurrentScene_AddComponent: AEvent<EventType.AfterCreateCurrentScene>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/Scene/AfterCreateZoneScene_AddComponent.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     public class AfterCreateZoneScene_AddComponent: AEvent<EventType.AfterCreateZoneScene>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/Scene/SceneChangeComponentSystem.cs

@@ -1,6 +1,6 @@
 using UnityEngine.SceneManagement;
 
-namespace ET
+namespace ET.Client
 {
     [FriendClass(typeof(SceneChangeComponent))]
     public static class SceneChangeComponentSystem

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UIHelp/SceneChangeFinishEvent_CreateUIHelp.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     public class SceneChangeFinishEvent_CreateUIHelp : AEvent<EventType.SceneChangeFinish>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UIHelp/UIHelpEvent.cs

@@ -1,7 +1,7 @@
 using System;
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	[UIEvent(UIType.UIHelp)]
     public class UIHelpEvent: AUIEvent

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UIHelper.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     public static class UIHelper
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILoading/LoadingBeginEvent_CreateLoadingUI.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class LoadingBeginEvent_CreateLoadingUI : AEvent<EventType.LoadingBegin>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILoading/LoadingFinishEvent_RemoveLoadingUI.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     public class LoadingFinishEvent_RemoveLoadingUI : AEvent<EventType.LoadingFinish>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILoading/UILoadingComponentSystem.cs

@@ -1,7 +1,7 @@
 using UnityEngine;
 using UnityEngine.UI;
 
-namespace ET
+namespace ET.Client
 {
     [ObjectSystem]
     public class UiLoadingComponentAwakeSystem : AwakeSystem<UILoadingComponent>

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILoading/UILoadingEvent.cs

@@ -1,7 +1,7 @@
 using System;
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	[UIEvent(UIType.UILoading)]
     public class UILoadingEvent: AUIEvent

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILobby/LoginFinish_CreateLobbyUI.cs

@@ -1,6 +1,6 @@
 
 
-namespace ET
+namespace ET.Client
 {
 	public class LoginFinish_CreateLobbyUI: AEvent<EventType.LoginFinish>
 	{

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILobby/UILobbyEvent.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     [UIEvent(UIType.UILobby)]
     public class UILobbyEvent: AUIEvent

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILogin/AppStartInitFinish_CreateLoginUI.cs

@@ -1,6 +1,6 @@
 
 
-namespace ET
+namespace ET.Client
 {
 	public class AppStartInitFinish_CreateLoginUI: AEvent<EventType.AppStartInitFinish>
 	{

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILogin/LoginFinish_RemoveLoginUI.cs

@@ -1,6 +1,6 @@
 
 
-namespace ET
+namespace ET.Client
 {
 	public class LoginFinish_RemoveLoginUI: AEvent<EventType.LoginFinish>
 	{

+ 1 - 1
Unity/Codes/HotfixView/Client/UI/UILogin/UILoginEvent.cs

@@ -1,7 +1,7 @@
 using System;
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     [UIEvent(UIType.UILogin)]
     public class UILoginEvent: AUIEvent

+ 1 - 1
Unity/Codes/HotfixView/Client/Unit/AfterUnitCreate_CreateUnitView.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class AfterUnitCreate_CreateUnitView: AEvent<EventType.AfterUnitCreate>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/Unit/AnimatorComponentSystem.cs

@@ -1,7 +1,7 @@
 using System;
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	[FriendClass(typeof(AnimatorComponent))]
 	public static class AnimatorComponentSystem

+ 1 - 1
Unity/Codes/HotfixView/Client/Unit/ChangePosition_SyncGameObjectPos.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class ChangePosition_SyncGameObjectPos: AEvent<EventType.ChangePosition>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/Unit/ChangeRotation_SyncGameObjectRotation.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class ChangeRotation_SyncGameObjectRotation: AEvent<EventType.ChangeRotation>
     {

+ 1 - 1
Unity/Codes/HotfixView/Client/Unit/GameObjectComponentSystem.cs

@@ -1,6 +1,6 @@
 using System;
 
-namespace ET
+namespace ET.Client
 {
     public static class GameObjectComponentSystem
     {

+ 1 - 1
Unity/Codes/Model/Client/AI/XunLuoPathComponent.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class XunLuoPathComponent: Entity, IAwake
     {

+ 1 - 1
Unity/Codes/Model/Client/Helper/PositionHelper.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	public static class PositionHelper
 	{

+ 1 - 1
Unity/Codes/Model/Client/Ping/PingComponent.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     public class PingComponent: Entity, IAwake, IDestroy
     {

+ 1 - 1
Unity/Codes/Model/Client/Scene/CurrentScenesComponent.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
     // 可以用来管理多个客户端场景,比如大世界会加载多块场景
     public class CurrentScenesComponent: Entity, IAwake

+ 1 - 1
Unity/Codes/Model/Client/Session/SessionComponent.cs

@@ -1,4 +1,4 @@
-namespace ET
+namespace ET.Client
 {
 	public class SessionComponent: Entity, IAwake, IDestroy
 	{

+ 0 - 5
Unity/Codes/Model/Core/Timer/TimerComponent.cs

@@ -206,11 +206,6 @@ namespace ET
         
         private static void AddTimer(this TimerComponent self, long tillTime, TimerAction timer)
         {
-            if (timer.TimerClass == TimerClass.RepeatedTimer && timer.Time == 0)
-            {
-                self.everyFrameTimer.Enqueue(timer.Id);
-                return;
-            }
             self.TimeId.Add(tillTime, timer.Id);
             if (tillTime < self.minTime)
             {

+ 0 - 0
Unity/Codes/Model/Client/EventType.cs → Unity/Codes/Model/Share/EventType.cs


+ 0 - 0
Unity/Codes/Model/Client/Move/MoveComponent.cs → Unity/Codes/Model/Share/Move/MoveComponent.cs


+ 0 - 0
Unity/Codes/Model/Client/SessionStreamDispatcherType.cs → Unity/Codes/Model/Share/SessionStreamDispatcherType.cs


+ 0 - 0
Unity/Codes/Model/Client/TimerType.cs → Unity/Codes/Model/Share/TimerType.cs


+ 0 - 0
Unity/Codes/Model/Client/Unit/Unit.cs → Unity/Codes/Model/Share/Unit/Unit.cs


+ 0 - 0
Unity/Codes/Model/Client/Unit/UnitComponent.cs → Unity/Codes/Model/Share/Unit/UnitComponent.cs


+ 0 - 0
Unity/Codes/Model/Client/Unit/UnitType.cs → Unity/Codes/Model/Share/Unit/UnitType.cs


+ 0 - 0
Unity/Codes/Model/Client/WaitType.cs → Unity/Codes/Model/Share/WaitType.cs


+ 1 - 1
Unity/Codes/ModelView/Client/Camera/CameraComponent.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	public class CameraComponent : Entity, IAwake, ILateUpdate
 	{

+ 1 - 1
Unity/Codes/ModelView/Client/Config/ConfigLoader.cs

@@ -1,7 +1,7 @@
 using System.Collections.Generic;
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class ConfigLoader: IConfigLoader
     {

+ 1 - 1
Unity/Codes/ModelView/Client/Entry.cs

@@ -1,6 +1,6 @@
 using System;
 
-namespace ET
+namespace ET.Client
 {
 	public static class Entry
 	{

+ 1 - 1
Unity/Codes/ModelView/Client/Global/GlobalComponent.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class GlobalComponent: Entity, IAwake
     {

+ 1 - 1
Unity/Codes/ModelView/Client/Opera/OperaComponent.cs

@@ -2,7 +2,7 @@
 
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	public class OperaComponent: Entity, IAwake, IUpdate
     {

+ 1 - 1
Unity/Codes/ModelView/Client/Resource/ResourcesComponent.cs

@@ -5,7 +5,7 @@ using System.Linq;
 using System.Text;
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     [FriendClass(typeof(ABInfo))]
     public static class ABInfoSystem

+ 1 - 1
Unity/Codes/ModelView/Client/Resource/ResourcesLoaderComponent.cs

@@ -1,6 +1,6 @@
 using System.Collections.Generic;
 
-namespace ET
+namespace ET.Client
 {
     [FriendClass(typeof(ResourcesLoaderComponent))]
     public static class ResourcesLoaderComponentSystem

+ 1 - 1
Unity/Codes/ModelView/Client/Scene/SceneChangeComponent.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class SceneChangeComponent: Entity, IAwake, IUpdate, IDestroy
     {

+ 1 - 1
Unity/Codes/ModelView/Client/UI/UIHelp/UIHelpComponent.cs

@@ -1,7 +1,7 @@
 using UnityEngine;
 using UnityEngine.UI;
 
-namespace ET
+namespace ET.Client
 {
 	public class UIHelpComponent : Entity, IAwake
 	{

+ 1 - 1
Unity/Codes/ModelView/Client/UI/UILoading/UILoadingComponent.cs

@@ -1,7 +1,7 @@
 using UnityEngine;
 using UnityEngine.UI;
 
-namespace ET
+namespace ET.Client
 {
 	public class UILoadingComponent : Entity, IAwake
 	{

+ 1 - 1
Unity/Codes/ModelView/Client/UI/UILobby/UILobbyComponent.cs

@@ -2,7 +2,7 @@
 using UnityEngine;
 using UnityEngine.UI;
 
-namespace ET
+namespace ET.Client
 {
 	public class UILobbyComponent : Entity, IAwake
 	{

+ 1 - 1
Unity/Codes/ModelView/Client/UI/UILogin/UILoginComponent.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	public class UILoginComponent: Entity, IAwake
 	{

+ 1 - 1
Unity/Codes/ModelView/Client/Unit/AnimatorComponent.cs

@@ -1,7 +1,7 @@
 using System.Collections.Generic;
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
 	public enum MotionType
 	{

+ 1 - 1
Unity/Codes/ModelView/Client/Unit/GameObjectComponent.cs

@@ -1,6 +1,6 @@
 using UnityEngine;
 
-namespace ET
+namespace ET.Client
 {
     public class GameObjectComponent: Entity, IAwake, IDestroy
     {