diff --git a/Assets/TEngine/Editor/Inspector/UIComponentInspector.cs b/Assets/TEngine/Editor/Inspector/UIModuleInspector.cs similarity index 92% rename from Assets/TEngine/Editor/Inspector/UIComponentInspector.cs rename to Assets/TEngine/Editor/Inspector/UIModuleInspector.cs index 87a20b9d..37321cd3 100644 --- a/Assets/TEngine/Editor/Inspector/UIComponentInspector.cs +++ b/Assets/TEngine/Editor/Inspector/UIModuleInspector.cs @@ -2,8 +2,8 @@ namespace TEngine.Editor.Inspector { - [CustomEditor(typeof(UIComponent))] - internal sealed class UIComponentInspector : GameFrameworkInspector + [CustomEditor(typeof(UIModule))] + internal sealed class UIModuleInspector : GameFrameworkInspector { private SerializedProperty m_InstanceRoot = null; private SerializedProperty m_UICamera = null; @@ -18,7 +18,7 @@ namespace TEngine.Editor.Inspector serializedObject.Update(); - UIComponent t = (UIComponent)target; + UIModule t = (UIModule)target; EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode); { diff --git a/Assets/TEngine/Editor/Inspector/UIComponentInspector.cs.meta b/Assets/TEngine/Editor/Inspector/UIModuleInspector.cs.meta similarity index 100% rename from Assets/TEngine/Editor/Inspector/UIComponentInspector.cs.meta rename to Assets/TEngine/Editor/Inspector/UIModuleInspector.cs.meta diff --git a/Assets/TEngine/Runtime/GameFramework/UI/UIGroup/UIComponent.UIGroup.cs b/Assets/TEngine/Runtime/GameFramework/UI/UIGroup/UIComponent.UIGroup.cs index 960877a9..74f723fd 100644 --- a/Assets/TEngine/Runtime/GameFramework/UI/UIGroup/UIComponent.UIGroup.cs +++ b/Assets/TEngine/Runtime/GameFramework/UI/UIGroup/UIComponent.UIGroup.cs @@ -3,7 +3,7 @@ using UnityEngine; namespace TEngine { - public sealed partial class UIComponent : GameFrameworkComponent + public sealed partial class UIModule : GameFrameworkComponent { [Serializable] private sealed class UIGroup diff --git a/Assets/TEngine/Runtime/GameFramework/UI/UIComponent.cs b/Assets/TEngine/Runtime/GameFramework/UI/UIModule.cs similarity index 99% rename from Assets/TEngine/Runtime/GameFramework/UI/UIComponent.cs rename to Assets/TEngine/Runtime/GameFramework/UI/UIModule.cs index 989d806f..a229f56e 100644 --- a/Assets/TEngine/Runtime/GameFramework/UI/UIComponent.cs +++ b/Assets/TEngine/Runtime/GameFramework/UI/UIModule.cs @@ -16,10 +16,10 @@ namespace TEngine } /// - /// UI组件。 + /// UI模块。 /// [DisallowMultipleComponent] - public sealed partial class UIComponent : GameFrameworkComponent + public sealed partial class UIModule : GameFrameworkComponent { private const int DefaultPriority = 0; diff --git a/Assets/TEngine/Runtime/GameFramework/UI/UIComponent.cs.meta b/Assets/TEngine/Runtime/GameFramework/UI/UIModule.cs.meta similarity index 100% rename from Assets/TEngine/Runtime/GameFramework/UI/UIComponent.cs.meta rename to Assets/TEngine/Runtime/GameFramework/UI/UIModule.cs.meta diff --git a/Assets/TEngine/Runtime/GameFramework/UI/UIWidget.cs b/Assets/TEngine/Runtime/GameFramework/UI/UIWidget.cs index 9f45e3c6..59c6ec58 100644 --- a/Assets/TEngine/Runtime/GameFramework/UI/UIWidget.cs +++ b/Assets/TEngine/Runtime/GameFramework/UI/UIWidget.cs @@ -175,7 +175,7 @@ namespace TEngine for (var index = 0; index < listCanvas.Length; index++) { var childCanvas = listCanvas[index]; - childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIComponent.WINDOW_DEEP; + childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WINDOW_DEEP; } } #endregion diff --git a/Assets/TEngine/Runtime/GameFramework/UI/UIWindow.cs b/Assets/TEngine/Runtime/GameFramework/UI/UIWindow.cs index 7e473468..6f2756f0 100644 --- a/Assets/TEngine/Runtime/GameFramework/UI/UIWindow.cs +++ b/Assets/TEngine/Runtime/GameFramework/UI/UIWindow.cs @@ -139,7 +139,7 @@ namespace TEngine { if (_canvas != null) { - return _canvas.gameObject.layer == UIComponent.WINDOW_SHOW_LAYER; + return _canvas.gameObject.layer == UIModule.WINDOW_SHOW_LAYER; } else { @@ -151,7 +151,7 @@ namespace TEngine { if (_canvas != null) { - int setLayer = value ? UIComponent.WINDOW_SHOW_LAYER : UIComponent.WINDOW_HIDE_LAYER; + int setLayer = value ? UIModule.WINDOW_SHOW_LAYER : UIModule.WINDOW_HIDE_LAYER; if (_canvas.gameObject.layer == setLayer) return; @@ -361,7 +361,7 @@ namespace TEngine } // 实例化对象 - _panel = handle.InstantiateSync(UIComponent.UIRootStatic); + _panel = handle.InstantiateSync(UIModule.UIRootStatic); _panel.transform.localPosition = Vector3.zero; // 获取组件 diff --git a/Assets/TEngine/Runtime/GameModule.cs b/Assets/TEngine/Runtime/GameModule.cs index d8a93ebb..a37a20cd 100644 --- a/Assets/TEngine/Runtime/GameModule.cs +++ b/Assets/TEngine/Runtime/GameModule.cs @@ -40,9 +40,9 @@ public class GameModule:MonoBehaviour public static SettingComponent Setting { get; private set; } /// - /// 获取界面组件。 + /// 获取UI模块。 /// - public static UIComponent UI { get; private set; } + public static UIModule UI { get; private set; } #endregion @@ -57,7 +57,7 @@ public class GameModule:MonoBehaviour ObjectPool = Get(); Resource = Get(); Setting = Get(); - UI = Get(); + UI = Get(); } public static void InitCustomComponents()