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https://github.com/Alex-Rachel/TEngine.git
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UIModule
UIModule
This commit is contained in:
@@ -2,8 +2,8 @@
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namespace TEngine.Editor.Inspector
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namespace TEngine.Editor.Inspector
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{
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{
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[CustomEditor(typeof(UIComponent))]
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[CustomEditor(typeof(UIModule))]
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internal sealed class UIComponentInspector : GameFrameworkInspector
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internal sealed class UIModuleInspector : GameFrameworkInspector
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{
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{
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private SerializedProperty m_InstanceRoot = null;
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private SerializedProperty m_InstanceRoot = null;
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private SerializedProperty m_UICamera = null;
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private SerializedProperty m_UICamera = null;
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@@ -18,7 +18,7 @@ namespace TEngine.Editor.Inspector
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serializedObject.Update();
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serializedObject.Update();
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UIComponent t = (UIComponent)target;
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UIModule t = (UIModule)target;
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EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
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EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
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{
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{
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@@ -3,7 +3,7 @@ using UnityEngine;
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namespace TEngine
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namespace TEngine
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{
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{
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public sealed partial class UIComponent : GameFrameworkComponent
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public sealed partial class UIModule : GameFrameworkComponent
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{
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{
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[Serializable]
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[Serializable]
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private sealed class UIGroup
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private sealed class UIGroup
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@@ -16,10 +16,10 @@ namespace TEngine
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}
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}
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/// <summary>
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/// <summary>
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/// UI组件。
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/// UI模块。
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/// </summary>
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/// </summary>
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[DisallowMultipleComponent]
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[DisallowMultipleComponent]
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public sealed partial class UIComponent : GameFrameworkComponent
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public sealed partial class UIModule : GameFrameworkComponent
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{
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{
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private const int DefaultPriority = 0;
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private const int DefaultPriority = 0;
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@@ -175,7 +175,7 @@ namespace TEngine
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for (var index = 0; index < listCanvas.Length; index++)
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for (var index = 0; index < listCanvas.Length; index++)
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{
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{
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var childCanvas = listCanvas[index];
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var childCanvas = listCanvas[index];
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childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIComponent.WINDOW_DEEP;
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childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WINDOW_DEEP;
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}
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}
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}
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}
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#endregion
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#endregion
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@@ -139,7 +139,7 @@ namespace TEngine
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{
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{
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if (_canvas != null)
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if (_canvas != null)
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{
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{
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return _canvas.gameObject.layer == UIComponent.WINDOW_SHOW_LAYER;
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return _canvas.gameObject.layer == UIModule.WINDOW_SHOW_LAYER;
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}
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}
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else
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else
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{
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{
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@@ -151,7 +151,7 @@ namespace TEngine
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{
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{
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if (_canvas != null)
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if (_canvas != null)
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{
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{
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int setLayer = value ? UIComponent.WINDOW_SHOW_LAYER : UIComponent.WINDOW_HIDE_LAYER;
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int setLayer = value ? UIModule.WINDOW_SHOW_LAYER : UIModule.WINDOW_HIDE_LAYER;
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if (_canvas.gameObject.layer == setLayer)
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if (_canvas.gameObject.layer == setLayer)
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return;
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return;
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@@ -361,7 +361,7 @@ namespace TEngine
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}
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}
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// 实例化对象
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// 实例化对象
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_panel = handle.InstantiateSync(UIComponent.UIRootStatic);
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_panel = handle.InstantiateSync(UIModule.UIRootStatic);
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_panel.transform.localPosition = Vector3.zero;
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_panel.transform.localPosition = Vector3.zero;
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// 获取组件
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// 获取组件
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@@ -40,9 +40,9 @@ public class GameModule:MonoBehaviour
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public static SettingComponent Setting { get; private set; }
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public static SettingComponent Setting { get; private set; }
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/// <summary>
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/// <summary>
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/// 获取界面组件。
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/// 获取UI模块。
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/// </summary>
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/// </summary>
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public static UIComponent UI { get; private set; }
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public static UIModule UI { get; private set; }
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#endregion
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#endregion
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@@ -57,7 +57,7 @@ public class GameModule:MonoBehaviour
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ObjectPool = Get<ObjectPoolComponent>();
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ObjectPool = Get<ObjectPoolComponent>();
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Resource = Get<ResourceComponent>();
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Resource = Get<ResourceComponent>();
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Setting = Get<SettingComponent>();
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Setting = Get<SettingComponent>();
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UI = Get<UIComponent>();
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UI = Get<UIModule>();
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}
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}
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public static void InitCustomComponents()
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public static void InitCustomComponents()
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