using System.Collections; using System.Collections.Generic; using GameFramework; using GameFramework.Event; using UnityEngine; public class Net_FaultNextEvent : GameEventArgs { public static readonly int EventId = typeof(Net_FaultNextEvent).GetHashCode(); public override int Id { get { return EventId; } } public Net_FaultType FaultType; public int stepIndex=0; public static Net_FaultNextEvent Create(Net_FaultType _type,int index) { Net_FaultNextEvent args = ReferencePool.Acquire(); args.FaultType = _type; args.stepIndex = index; return args; } public override void Clear() { } }