统一命名规范private变量_filedInfo

This commit is contained in:
Alex-Rachel
2025-03-08 19:44:06 +08:00
parent 9b72cbcb7c
commit 6cf5aa46c1
67 changed files with 1093 additions and 1170 deletions

View File

@@ -37,7 +37,7 @@ namespace GameLogic
/// </summary>
public class UIResourceLoader : IUIResourceLoader
{
private readonly IResourceModule m_ResourceLoaderImp = ModuleSystem.GetModule<IResourceModule>();
private readonly IResourceModule _resourceLoaderImp = ModuleSystem.GetModule<IResourceModule>();
/// <summary>
/// 同步加载游戏物体并实例化。
@@ -49,7 +49,7 @@ namespace GameLogic
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
public GameObject LoadGameObject(string location, Transform parent = null, string packageName = "")
{
return m_ResourceLoaderImp.LoadGameObject(location, parent, packageName);
return _resourceLoaderImp.LoadGameObject(location, parent, packageName);
}
/// <summary>
@@ -63,7 +63,7 @@ namespace GameLogic
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "")
{
return await m_ResourceLoaderImp.LoadGameObjectAsync(location, parent, cancellationToken, packageName);
return await _resourceLoaderImp.LoadGameObjectAsync(location, parent, cancellationToken, packageName);
}
}
}

View File

@@ -103,12 +103,12 @@ namespace GameLogic
/// <summary>
/// 存在Update更新的UI子组件列表。
/// </summary>
protected List<UIWidget> m_listUpdateChild = null;
protected List<UIWidget> ListUpdateChild = null;
/// <summary>
/// 是否持有Update行为。
/// </summary>
protected bool m_updateListValid = false;
protected bool UpdateListValid = false;
/// <summary>
/// 代码自动生成绑定。
@@ -186,7 +186,7 @@ namespace GameLogic
internal void SetUpdateDirty()
{
m_updateListValid = false;
UpdateListValid = false;
if (Parent != null)
{
Parent.SetUpdateDirty();

View File

@@ -10,30 +10,30 @@ namespace GameLogic
{
public sealed partial class UIModule : Singleton<UIModule>, IUpdate
{
private static Transform m_InstanceRoot = null;
private static Transform _instanceRoot = null;
private bool m_enableErrorLog = true;
private bool _enableErrorLog = true;
private Camera m_UICamera = null;
private readonly Camera _uiCamera = null;
private readonly List<UIWindow> _stack = new List<UIWindow>(100);
private readonly List<UIWindow> _uiStack = new List<UIWindow>(100);
public const int LAYER_DEEP = 2000;
public const int WINDOW_DEEP = 100;
public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
public const int WINDOW_SHOW_LAYER = 5; // UI
public const int LayerDeep = 2000;
public const int WindowDeep = 100;
public const int WindowHideLayer = 2; // Ignore Raycast
public const int WindowShowLayer = 5; // UI
public static IUIResourceLoader Resource;
/// <summary>
/// UI根节点。
/// </summary>
public static Transform UIRoot => m_InstanceRoot;
public static Transform UIRoot => _instanceRoot;
/// <summary>
/// UI根节点。
/// </summary>
public Camera UICamera => m_UICamera;
public Camera UICamera => _uiCamera;
private ErrorLogger _errorLogger;
@@ -42,7 +42,7 @@ namespace GameLogic
var uiRoot = GameObject.Find("UIRoot");
if (uiRoot != null)
{
m_InstanceRoot = uiRoot.GetComponentInChildren<Canvas>()?.transform;
_instanceRoot = uiRoot.GetComponentInChildren<Canvas>()?.transform;
}
else
{
@@ -52,31 +52,31 @@ namespace GameLogic
Resource = new UIResourceLoader();
UnityEngine.Object.DontDestroyOnLoad(m_InstanceRoot.parent != null ? m_InstanceRoot.parent : m_InstanceRoot);
UnityEngine.Object.DontDestroyOnLoad(_instanceRoot.parent != null ? _instanceRoot.parent : _instanceRoot);
m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
_instanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
if (Debugger.Instance != null)
{
switch (Debugger.Instance.ActiveWindowType)
{
case DebuggerActiveWindowType.AlwaysOpen:
m_enableErrorLog = true;
_enableErrorLog = true;
break;
case DebuggerActiveWindowType.OnlyOpenWhenDevelopment:
m_enableErrorLog = Debug.isDebugBuild;
_enableErrorLog = Debug.isDebugBuild;
break;
case DebuggerActiveWindowType.OnlyOpenInEditor:
m_enableErrorLog = Application.isEditor;
_enableErrorLog = Application.isEditor;
break;
default:
m_enableErrorLog = false;
_enableErrorLog = false;
break;
}
if (m_enableErrorLog)
if (_enableErrorLog)
{
_errorLogger = new ErrorLogger(this);
}
@@ -91,9 +91,9 @@ namespace GameLogic
_errorLogger = null;
}
CloseAll(isShutDown:true);
if (m_InstanceRoot != null && m_InstanceRoot.parent != null)
if (_instanceRoot != null && _instanceRoot.parent != null)
{
UnityEngine.Object.Destroy(m_InstanceRoot.parent.gameObject);
UnityEngine.Object.Destroy(_instanceRoot.parent.gameObject);
}
}
@@ -164,12 +164,12 @@ namespace GameLogic
/// </summary>
public string GetTopWindow()
{
if (_stack.Count == 0)
if (_uiStack.Count == 0)
{
return string.Empty;
}
UIWindow topWindow = _stack[^1];
UIWindow topWindow = _uiStack[^1];
return topWindow.WindowName;
}
@@ -179,10 +179,10 @@ namespace GameLogic
public string GetTopWindow(int layer)
{
UIWindow lastOne = null;
for (int i = 0; i < _stack.Count; i++)
for (int i = 0; i < _uiStack.Count; i++)
{
if (_stack[i].WindowLayer == layer)
lastOne = _stack[i];
if (_uiStack[i].WindowLayer == layer)
lastOne = _uiStack[i];
}
if (lastOne == null)
@@ -196,9 +196,9 @@ namespace GameLogic
/// </summary>
public bool IsAnyLoading()
{
for (int i = 0; i < _stack.Count; i++)
for (int i = 0; i < _uiStack.Count; i++)
{
var window = _stack[i];
var window = _uiStack[i];
if (window.IsLoadDone == false)
return true;
}
@@ -390,13 +390,13 @@ namespace GameLogic
/// </summary>
public void CloseAll(bool isShutDown = false)
{
for (int i = 0; i < _stack.Count; i++)
for (int i = 0; i < _uiStack.Count; i++)
{
UIWindow window = _stack[i];
UIWindow window = _uiStack[i];
window.InternalDestroy(isShutDown);
}
_stack.Clear();
_uiStack.Clear();
}
/// <summary>
@@ -404,16 +404,16 @@ namespace GameLogic
/// </summary>
public void CloseAllWithOut(UIWindow withOut)
{
for (int i = _stack.Count - 1; i >= 0; i--)
for (int i = _uiStack.Count - 1; i >= 0; i--)
{
UIWindow window = _stack[i];
UIWindow window = _uiStack[i];
if (window == withOut)
{
continue;
}
window.InternalDestroy();
_stack.RemoveAt(i);
_uiStack.RemoveAt(i);
}
}
@@ -422,16 +422,16 @@ namespace GameLogic
/// </summary>
public void CloseAllWithOut<T>() where T : UIWindow
{
for (int i = _stack.Count - 1; i >= 0; i--)
for (int i = _uiStack.Count - 1; i >= 0; i--)
{
UIWindow window = _stack[i];
UIWindow window = _uiStack[i];
if (window.GetType() == typeof(T))
{
continue;
}
window.InternalDestroy();
_stack.RemoveAt(i);
_uiStack.RemoveAt(i);
}
}
@@ -445,13 +445,13 @@ namespace GameLogic
private void OnSortWindowDepth(int layer)
{
int depth = layer * LAYER_DEEP;
for (int i = 0; i < _stack.Count; i++)
int depth = layer * LayerDeep;
for (int i = 0; i < _uiStack.Count; i++)
{
if (_stack[i].WindowLayer == layer)
if (_uiStack[i].WindowLayer == layer)
{
_stack[i].Depth = depth;
depth += WINDOW_DEEP;
_uiStack[i].Depth = depth;
depth += WindowDeep;
}
}
}
@@ -459,9 +459,9 @@ namespace GameLogic
private void OnSetWindowVisible()
{
bool isHideNext = false;
for (int i = _stack.Count - 1; i >= 0; i--)
for (int i = _uiStack.Count - 1; i >= 0; i--)
{
UIWindow window = _stack[i];
UIWindow window = _uiStack[i];
if (isHideNext == false)
{
if (window.IsHide)
@@ -581,9 +581,9 @@ namespace GameLogic
private UIWindow GetWindow(string windowName)
{
for (int i = 0; i < _stack.Count; i++)
for (int i = 0; i < _uiStack.Count; i++)
{
UIWindow window = _stack[i];
UIWindow window = _uiStack[i];
if (window.WindowName == windowName)
{
return window;
@@ -595,9 +595,9 @@ namespace GameLogic
private bool IsContains(string windowName)
{
for (int i = 0; i < _stack.Count; i++)
for (int i = 0; i < _uiStack.Count; i++)
{
UIWindow window = _stack[i];
UIWindow window = _uiStack[i];
if (window.WindowName == windowName)
{
return true;
@@ -615,9 +615,9 @@ namespace GameLogic
// 获取插入到所属层级的位置
int insertIndex = -1;
for (int i = 0; i < _stack.Count; i++)
for (int i = 0; i < _uiStack.Count; i++)
{
if (window.WindowLayer == _stack[i].WindowLayer)
if (window.WindowLayer == _uiStack[i].WindowLayer)
{
insertIndex = i + 1;
}
@@ -626,9 +626,9 @@ namespace GameLogic
// 如果没有所属层级,找到相邻层级
if (insertIndex == -1)
{
for (int i = 0; i < _stack.Count; i++)
for (int i = 0; i < _uiStack.Count; i++)
{
if (window.WindowLayer > _stack[i].WindowLayer)
if (window.WindowLayer > _uiStack[i].WindowLayer)
{
insertIndex = i + 1;
}
@@ -642,31 +642,31 @@ namespace GameLogic
}
// 最后插入到堆栈
_stack.Insert(insertIndex, window);
_uiStack.Insert(insertIndex, window);
}
private void Pop(UIWindow window)
{
// 从堆栈里移除
_stack.Remove(window);
_uiStack.Remove(window);
}
public void OnUpdate()
{
if (_stack == null)
if (_uiStack == null)
{
return;
}
int count = _stack.Count;
for (int i = 0; i < _stack.Count; i++)
int count = _uiStack.Count;
for (int i = 0; i < _uiStack.Count; i++)
{
if (_stack.Count != count)
if (_uiStack.Count != count)
{
break;
}
var window = _stack[i];
var window = _uiStack[i];
window.InternalUpdate();
}
}

View File

@@ -78,15 +78,15 @@ namespace GameLogic
List<UIWidget> listNextUpdateChild = null;
if (ListChild != null && ListChild.Count > 0)
{
listNextUpdateChild = m_listUpdateChild;
var updateListValid = m_updateListValid;
listNextUpdateChild = ListUpdateChild;
var updateListValid = UpdateListValid;
List<UIWidget> listChild = null;
if (!updateListValid)
{
if (listNextUpdateChild == null)
{
listNextUpdateChild = new List<UIWidget>();
m_listUpdateChild = listNextUpdateChild;
ListUpdateChild = listNextUpdateChild;
}
else
{
@@ -119,7 +119,7 @@ namespace GameLogic
if (!updateListValid)
{
m_updateListValid = true;
UpdateListValid = true;
}
}
@@ -265,7 +265,7 @@ namespace GameLogic
for (var index = 0; index < listCanvas.Length; index++)
{
var childCanvas = listCanvas[index];
childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WINDOW_DEEP;
childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WindowDeep;
}
}
}

View File

@@ -138,7 +138,7 @@ namespace GameLogic
{
if (_canvas != null)
{
return _canvas.gameObject.layer == UIModule.WINDOW_SHOW_LAYER;
return _canvas.gameObject.layer == UIModule.WindowShowLayer;
}
else
{
@@ -150,7 +150,7 @@ namespace GameLogic
{
if (_canvas != null)
{
int setLayer = value ? UIModule.WINDOW_SHOW_LAYER : UIModule.WINDOW_HIDE_LAYER;
int setLayer = value ? UIModule.WindowShowLayer : UIModule.WindowHideLayer;
if (_canvas.gameObject.layer == setLayer)
return;
@@ -295,15 +295,15 @@ namespace GameLogic
List<UIWidget> listNextUpdateChild = null;
if (ListChild != null && ListChild.Count > 0)
{
listNextUpdateChild = m_listUpdateChild;
var updateListValid = m_updateListValid;
listNextUpdateChild = ListUpdateChild;
var updateListValid = UpdateListValid;
List<UIWidget> listChild = null;
if (!updateListValid)
{
if (listNextUpdateChild == null)
{
listNextUpdateChild = new List<UIWidget>();
m_listUpdateChild = listNextUpdateChild;
ListUpdateChild = listNextUpdateChild;
}
else
{
@@ -336,7 +336,7 @@ namespace GameLogic
if (!updateListValid)
{
m_updateListValid = true;
UpdateListValid = true;
}
}