mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-07 16:45:10 +00:00
Merge branch 'main' of https://github.com/AlanWeekend/TEngine
This commit is contained in:
@@ -277,7 +277,7 @@ namespace GameLogic
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item.SetSelected(false);
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}
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item = GetItem(m_selectIndex) as IListSelectItem;
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item = GetItem(selectIndex) as IListSelectItem;
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if (item != null)
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{
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item.SetSelected(true);
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using TEngine;
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using UnityEngine;
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namespace GameLogic
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@@ -17,7 +18,7 @@ namespace GameLogic
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/// <summary>
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/// Item字典
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/// </summary>
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private Dictionary<int, TItem> m_itemCache = new Dictionary<int, TItem>();
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private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
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/// <summary>
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/// 计算偏差后的ItemList
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@@ -163,9 +164,19 @@ namespace GameLogic
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m_items.Clear();
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for (int i = 0; i < m_itemCache.Count; i++)
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{
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m_items.Add(m_itemCache[i]);
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m_items.Add(m_itemCache.GetValueByIndex(i));
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}
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return m_items;
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}
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/// <summary>
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/// 获取Item。
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/// </summary>
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/// <param name="index">索引。</param>
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/// <returns>TItem。</returns>
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public TItem GetItemByIndex(int index)
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{
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return m_itemCache.GetValueByIndex(index);
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}
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}
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}
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@@ -8,7 +8,7 @@ namespace GameLogic
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{
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public LoopListView LoopRectView { private set; get; }
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private Dictionary<int, T> m_itemCache = new Dictionary<int, T>();
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private GameFrameworkDictionary<int, T> m_itemCache = new GameFrameworkDictionary<int, T>();
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public override void BindMemberProperty()
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{
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@@ -71,9 +71,8 @@ namespace GameLogic
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List<T> list = new List<T>();
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for (int i = 0; i < m_itemCache.Count; i++)
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{
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list.Add(m_itemCache[i]);
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list.Add(m_itemCache.GetValueByIndex(i));
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}
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return list;
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}
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@@ -85,11 +84,11 @@ namespace GameLogic
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/// <summary>
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/// 获取Item。
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/// </summary>
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/// <param name="index"></param>
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/// <returns></returns>
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/// <param name="index">索引。</param>
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/// <returns>TItem。</returns>
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public T GetItemByIndex(int index)
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{
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return m_itemCache[index];
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return m_itemCache.GetValueByIndex(index);
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}
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}
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}
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@@ -1,5 +1,6 @@
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using System;
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using System.Collections.Generic;
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using TEngine;
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using UnityEngine;
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namespace GameLogic
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@@ -16,8 +17,9 @@ namespace GameLogic
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/// <summary>
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/// Item字典
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/// <remarks>Key => GameObjectHashCode | Value => TItem.</remarks>
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/// </summary>
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private Dictionary<int, TItem> m_itemCache = new Dictionary<int, TItem>();
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private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
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/// <summary>
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/// 计算偏差后的ItemList
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@@ -159,7 +161,10 @@ namespace GameLogic
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public List<TItem> GetItemList()
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{
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m_items.Clear();
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m_items.AddRange(m_itemCache.Values);
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for (int i = 0; i < m_itemCache.Count; i++)
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{
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m_items.Add(m_itemCache.GetValueByIndex(i));
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}
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return m_items;
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}
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@@ -171,5 +176,15 @@ namespace GameLogic
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{
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return LoopRectView.GetItemStartIndex();
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}
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/// <summary>
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/// 获取Item。
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/// </summary>
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/// <param name="index">索引。</param>
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/// <returns>TItem。</returns>
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public TItem GetItemByIndex(int index)
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{
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return m_itemCache.GetValueByIndex(index);
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}
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}
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}
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@@ -812,7 +812,6 @@ GameObject:
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- component: {fileID: 4070374929253206932}
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- component: {fileID: 4872533144352319846}
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- component: {fileID: 3352775805385032060}
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- component: {fileID: 3859027068210555860}
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m_Layer: 5
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m_Name: UILoadTip
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m_TagString: Untagged
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@@ -880,31 +879,6 @@ MonoBehaviour:
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m_BlockingMask:
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serializedVersion: 2
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m_Bits: 55
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--- !u!114 &3859027068210555860
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 7666412045263395013}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bcd11033283847ee8f7c71eedd9a4771, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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elements:
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m_keys:
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- m_btnUpdate
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- m_btnIgnore
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- m_textInfo
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- m_textTittle
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- m_btnPackage
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m_values:
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- {fileID: 2745714441875214452}
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- {fileID: 467775921333773033}
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- {fileID: 3862717357071106210}
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- {fileID: 9127528276671758327}
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- {fileID: 1387175525974173601}
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--- !u!1 &8012535748721374403
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GameObject:
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m_ObjectHideFlags: 0
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@@ -773,7 +773,6 @@ GameObject:
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- component: {fileID: 1633508802563447727}
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- component: {fileID: 5827342734203288403}
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- component: {fileID: 4835021223508371640}
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- component: {fileID: 903919243524269039}
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m_Layer: 5
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m_Name: UILoadUpdate
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m_TagString: Untagged
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@@ -843,33 +842,6 @@ MonoBehaviour:
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m_BlockingMask:
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serializedVersion: 2
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m_Bits: 55
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--- !u!114 &903919243524269039
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 9130266365217219149}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: bcd11033283847ee8f7c71eedd9a4771, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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elements:
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m_keys:
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- m_imgBackGround
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- m_scrollbarProgress
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- m_textDesc
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- m_btnClear
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- m_textAppid
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- m_textResid
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m_values:
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- {fileID: 4652061626151979521}
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- {fileID: 2347891492826839465}
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- {fileID: 8666815445422661327}
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- {fileID: 4232232858152633415}
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- {fileID: 3038352660368000718}
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- {fileID: 8143980099109665604}
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--- !u!1 &9157096376857424144
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GameObject:
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m_ObjectHideFlags: 0
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@@ -20,26 +20,22 @@ namespace GameMain
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public MessageShowType ShowType = MessageShowType.None;
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#region 脚本工具生成的代码
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private Button m_btnPackage;
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private Text m_textTittle;
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private Text m_textInfo;
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private Button m_btnIgnore;
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private Button m_btnUpdate;
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public override void ScriptGenerator()
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{
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CheckUIElement();
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m_btnPackage = FChild<Button>("m_btnPackage");
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m_textTittle = FChild<Text>("m_textTittle");
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m_textInfo = FChild<Text>("m_textInfo");
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m_btnIgnore = FChild<Button>("m_btnIgnore");
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m_btnUpdate = FChild<Button>("m_btnUpdate");
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m_btnPackage = FindChildComponent<Button>("BgImage/m_btnPackage");
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m_textTittle = FindChildComponent<Text>("BgImage/m_textTittle");
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m_textInfo = FindChildComponent<Text>("BgImage/m_textInfo");
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m_btnIgnore = FindChildComponent<Button>("BgImage/Group/m_btnIgnore");
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m_btnUpdate = FindChildComponent<Button>("BgImage/Group/m_btnUpdate");
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m_btnPackage.onClick.AddListener(OnClickPackageBtn);
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m_btnIgnore.onClick.AddListener(OnClickIgnoreBtn);
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m_btnUpdate.onClick.AddListener(OnClickUpdateBtn);
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}
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#endregion
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#region 事件
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@@ -8,22 +8,22 @@ namespace GameMain
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[Window(UILayer.UI, fromResources: true, location: "AssetLoad/UILoadUpdate",fullScreen:true)]
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public class UILoadUpdate : UIWindow
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{
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private Scrollbar m_scrollbarProgress;
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#region 脚本工具生成的代码
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private Image m_imgBackGround;
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private Scrollbar m_scrollbarProgress;
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private Text m_textDesc;
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private Button m_btnClear;
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private Text m_textAppid;
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private Text m_textResid;
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public override void ScriptGenerator()
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{
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CheckUIElement();
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m_imgBackGround = FChild<Image>("m_imgBackGround");
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m_scrollbarProgress = FChild<Scrollbar>("m_scrollbarProgress");
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m_textDesc = FChild<Text>("m_textDesc");
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m_btnClear = FChild<Button>("m_btnClear");
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m_textAppid = FChild<Text>("m_textAppid");
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m_textResid = FChild<Text>("m_textResid");
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m_imgBackGround = FindChildComponent<Image>("m_imgBackGround");
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m_textDesc = FindChildComponent<Text>("m_textDesc");
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m_btnClear = FindChildComponent<Button>("TopNode/m_btnClear");
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m_textAppid = FindChildComponent<Text>("TopNode/m_textAppid");
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m_textResid = FindChildComponent<Text>("TopNode/m_textResid");
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m_scrollbarProgress = FindChildComponent<Scrollbar>("m_scrollbarProgress");
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m_btnClear.onClick.AddListener(OnClickClearBtn);
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}
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#endregion
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@@ -118,12 +118,12 @@ namespace GameMain
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m_scrollbarProgress.size = progress;
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}
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protected override void Close()
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public override void OnDestroy()
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{
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base.OnDestroy();
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OnStop(null);
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LoadUpdateLogic.Instance.DownloadCompleteAction -= DownLoad_Complete_Action;
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LoadUpdateLogic.Instance.DownProgressAction -= DownLoad_Progress_Action;
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base.Close();
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}
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}
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}
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