diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIBase.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIBase.cs index 9f152176..08da6986 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIBase.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIBase.cs @@ -35,17 +35,17 @@ namespace GameLogic /// /// 所属UI父节点。 /// - protected UIBase parent = null; + protected UIBase _parent = null; /// /// UI父节点。 /// - public UIBase Parent => parent; + public UIBase Parent => _parent; /// /// 自定义数据集。 /// - protected System.Object[] userDatas; + protected System.Object[] _userDatas; /// /// 自定义数据。 @@ -54,9 +54,9 @@ namespace GameLogic { get { - if (userDatas != null && userDatas.Length >= 1) + if (_userDatas != null && _userDatas.Length >= 1) { - return userDatas[0]; + return _userDatas[0]; } else { @@ -68,21 +68,24 @@ namespace GameLogic /// /// 自定义数据集。 /// - public System.Object[] UserDatas => userDatas; + public System.Object[] UserDatas => _userDatas; /// /// 窗口的实例资源对象。 /// + // ReSharper disable once InconsistentNaming public virtual GameObject gameObject { protected set; get; } /// /// 窗口位置组件。 /// + // ReSharper disable once InconsistentNaming public virtual Transform transform { protected set; get; } /// /// 窗口矩阵位置组件。 /// + // ReSharper disable once InconsistentNaming public virtual RectTransform rectTransform { protected set; get; } /// @@ -98,17 +101,17 @@ namespace GameLogic /// /// UI子组件列表。 /// - public List ListChild = new List(); + internal readonly List ListChild = new List(); /// /// 存在Update更新的UI子组件列表。 /// - protected List ListUpdateChild = null; + protected List _listUpdateChild = null; /// /// 是否持有Update行为。 /// - protected bool UpdateListValid = false; + protected bool _updateListValid = false; /// /// 代码自动生成绑定。 @@ -139,23 +142,23 @@ namespace GameLogic } /// - /// 窗口刷新 + /// 窗口刷新。 /// protected virtual void OnRefresh() { } /// - /// 是否需要Update + /// 是否需要Update。 /// - protected bool HasOverrideUpdate = true; + protected bool _hasOverrideUpdate = true; /// - /// 窗口更新 + /// 窗口更新。 /// protected virtual void OnUpdate() { - HasOverrideUpdate = false; + _hasOverrideUpdate = false; } internal void CallDestroy() @@ -164,7 +167,7 @@ namespace GameLogic } /// - /// 窗口销毁 + /// 窗口销毁。 /// protected virtual void OnDestroy() { @@ -186,7 +189,7 @@ namespace GameLogic internal void SetUpdateDirty() { - UpdateListValid = false; + _updateListValid = false; if (Parent != null) { Parent.SetUpdateDirty(); diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWidget.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWidget.cs index cc010fa6..1c4a5119 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWidget.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWidget.cs @@ -39,7 +39,7 @@ namespace GameLogic { get { - var parentUI = base.parent; + var parentUI = base._parent; while (parentUI != null) { if (parentUI.Type == UIType.Window) @@ -78,15 +78,15 @@ namespace GameLogic List listNextUpdateChild = null; if (ListChild != null && ListChild.Count > 0) { - listNextUpdateChild = ListUpdateChild; - var updateListValid = UpdateListValid; + listNextUpdateChild = _listUpdateChild; + var updateListValid = _updateListValid; List listChild = null; if (!updateListValid) { if (listNextUpdateChild == null) { listNextUpdateChild = new List(); - ListUpdateChild = listNextUpdateChild; + _listUpdateChild = listNextUpdateChild; } else { @@ -119,16 +119,16 @@ namespace GameLogic if (!updateListValid) { - UpdateListValid = true; + _updateListValid = true; } } bool needUpdate = false; if (listNextUpdateChild is not { Count: > 0 }) { - HasOverrideUpdate = true; + _hasOverrideUpdate = true; OnUpdate(); - needUpdate = HasOverrideUpdate; + needUpdate = _hasOverrideUpdate; } else { @@ -206,7 +206,7 @@ namespace GameLogic } RestChildCanvas(parentUI); - parent = parentUI; + _parent = parentUI; Parent.ListChild.Add(this); Parent.SetUpdateDirty(); ScriptGenerator(); @@ -301,9 +301,9 @@ namespace GameLogic /// public void Destroy() { - if (parent != null) + if (_parent != null) { - parent.ListChild.Remove(this); + _parent.ListChild.Remove(this); OnDestroy(); OnDestroyWidget(); } diff --git a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWindow.cs b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWindow.cs index 18af654e..e9558bf4 100644 --- a/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWindow.cs +++ b/UnityProject/Assets/GameScripts/HotFix/GameLogic/Module/UIModule/UIWindow.cs @@ -20,13 +20,13 @@ namespace GameLogic private Canvas _canvas; - protected Canvas Canvas => _canvas; + public Canvas Canvas => _canvas; private Canvas[] _childCanvas; private GraphicRaycaster _raycaster; - protected GraphicRaycaster GraphicRaycaster => _raycaster; + public GraphicRaycaster GraphicRaycaster => _raycaster; private GraphicRaycaster[] _childRaycaster; @@ -233,7 +233,7 @@ namespace GameLogic internal void TryInvoke(System.Action prepareCallback, System.Object[] userDatas) { CancelHideToCloseTimer(); - base.userDatas = userDatas; + base._userDatas = userDatas; if (IsPrepare) { prepareCallback?.Invoke(this); @@ -247,7 +247,7 @@ namespace GameLogic internal async UniTaskVoid InternalLoad(string location, Action prepareCallback, bool isAsync, System.Object[] userDatas) { _prepareCallback = prepareCallback; - this.userDatas = userDatas; + this._userDatas = userDatas; if (!FromResources) { if (isAsync) @@ -295,15 +295,15 @@ namespace GameLogic List listNextUpdateChild = null; if (ListChild != null && ListChild.Count > 0) { - listNextUpdateChild = ListUpdateChild; - var updateListValid = UpdateListValid; + listNextUpdateChild = _listUpdateChild; + var updateListValid = _updateListValid; List listChild = null; if (!updateListValid) { if (listNextUpdateChild == null) { listNextUpdateChild = new List(); - ListUpdateChild = listNextUpdateChild; + _listUpdateChild = listNextUpdateChild; } else { @@ -336,16 +336,16 @@ namespace GameLogic if (!updateListValid) { - UpdateListValid = true; + _updateListValid = true; } } bool needUpdate = false; if (listNextUpdateChild == null || listNextUpdateChild.Count <= 0) { - HasOverrideUpdate = true; + _hasOverrideUpdate = true; OnUpdate(); - needUpdate = HasOverrideUpdate; + needUpdate = _hasOverrideUpdate; } else {