using System; using ET; using UnityEngine; using UnityObject = UnityEngine.Object; namespace YIUIFramework { public struct YIUIInvokeEntity_GetAssetInfo { public string Location; public Type AssetType; } public struct YIUIInvokeEntity_GetAssetInfoByGUID { public string AssetGUID; public Type AssetType; } // 加载任意实例化 to Vo public struct YIUIInvokeEntity_LoadInstantiateByVo { public YIUIBindVo BindVo; public EntityRef ParentEntity; public Transform ParentTransform; } //实例化一个GameObject public struct YIUIInvokeEntity_InstantiateGameObject { public string PkgName; public string ResName; } //回收YIUI实例化资源 public struct YIUIInvokeEntity_ReleaseInstantiate { public GameObject obj; } // 回收YIUI资源 public struct YIUIInvokeEntity_Release { public UnityObject obj; } // 加载任意 public struct YIUIInvokeEntity_Load { public Type LoadType; public string PkgName; public string ResName; } // 加载图片 public struct YIUIInvokeEntity_LoadSprite { public string ResName; } // 回收YIUI 精灵/图片 资源 public struct YIUIInvokeEntity_ReleaseSprite { public Sprite obj; } public struct YIUIInvokeEntity_LoadTexture2D { public string ResName; } //屏蔽所有YIUI操作 public struct YIUIInvokeEntity_BanLayerOptionForever { } //恢复指定屏蔽的操作 public struct YIUIInvokeEntity_RecoverLayerOptionForever { public long ForeverCode; } //添加倒计时 public struct YIUIInvokeEntity_CountDownAdd { public CountDownTimerCallback TimerCallback; public double TotalTime; public double Interval; public bool StartCallback; public bool Forever; } //移除倒计时 public struct YIUIInvokeEntity_CountDownRemove { public CountDownTimerCallback TimerCallback; } //等一帧 (1毫秒) public struct YIUIInvokeEntity_WaitFrameAsync { } //等指定毫秒 public struct YIUIInvokeEntity_WaitAsync { public long Time; public ETCancellationToken CancellationToken; } //等指定秒 public struct YIUIInvokeEntity_WaitSecondAsync { public float Time; public ETCancellationToken CancellationToken; } //协程锁 public struct YIUIInvokeEntity_CoroutineLock { public long LockType; public long Lock; } }