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()