规范化protected的Fields 命名规范。

protected一定程度上与private类似,外部无法访问。
This commit is contained in:
Alex-Rachel
2025-03-13 10:27:16 +08:00
parent aa5dc9dcb4
commit d6f5e65ab4
3 changed files with 39 additions and 36 deletions

View File

@@ -35,17 +35,17 @@ namespace GameLogic
/// <summary> /// <summary>
/// 所属UI父节点。 /// 所属UI父节点。
/// </summary> /// </summary>
protected UIBase parent = null; protected UIBase _parent = null;
/// <summary> /// <summary>
/// UI父节点。 /// UI父节点。
/// </summary> /// </summary>
public UIBase Parent => parent; public UIBase Parent => _parent;
/// <summary> /// <summary>
/// 自定义数据集。 /// 自定义数据集。
/// </summary> /// </summary>
protected System.Object[] userDatas; protected System.Object[] _userDatas;
/// <summary> /// <summary>
/// 自定义数据。 /// 自定义数据。
@@ -54,9 +54,9 @@ namespace GameLogic
{ {
get get
{ {
if (userDatas != null && userDatas.Length >= 1) if (_userDatas != null && _userDatas.Length >= 1)
{ {
return userDatas[0]; return _userDatas[0];
} }
else else
{ {
@@ -68,21 +68,24 @@ namespace GameLogic
/// <summary> /// <summary>
/// 自定义数据集。 /// 自定义数据集。
/// </summary> /// </summary>
public System.Object[] UserDatas => userDatas; public System.Object[] UserDatas => _userDatas;
/// <summary> /// <summary>
/// 窗口的实例资源对象。 /// 窗口的实例资源对象。
/// </summary> /// </summary>
// ReSharper disable once InconsistentNaming
public virtual GameObject gameObject { protected set; get; } public virtual GameObject gameObject { protected set; get; }
/// <summary> /// <summary>
/// 窗口位置组件。 /// 窗口位置组件。
/// </summary> /// </summary>
// ReSharper disable once InconsistentNaming
public virtual Transform transform { protected set; get; } public virtual Transform transform { protected set; get; }
/// <summary> /// <summary>
/// 窗口矩阵位置组件。 /// 窗口矩阵位置组件。
/// </summary> /// </summary>
// ReSharper disable once InconsistentNaming
public virtual RectTransform rectTransform { protected set; get; } public virtual RectTransform rectTransform { protected set; get; }
/// <summary> /// <summary>
@@ -98,17 +101,17 @@ namespace GameLogic
/// <summary> /// <summary>
/// UI子组件列表。 /// UI子组件列表。
/// </summary> /// </summary>
public List<UIWidget> ListChild = new List<UIWidget>(); internal readonly List<UIWidget> ListChild = new List<UIWidget>();
/// <summary> /// <summary>
/// 存在Update更新的UI子组件列表。 /// 存在Update更新的UI子组件列表。
/// </summary> /// </summary>
protected List<UIWidget> ListUpdateChild = null; protected List<UIWidget> _listUpdateChild = null;
/// <summary> /// <summary>
/// 是否持有Update行为。 /// 是否持有Update行为。
/// </summary> /// </summary>
protected bool UpdateListValid = false; protected bool _updateListValid = false;
/// <summary> /// <summary>
/// 代码自动生成绑定。 /// 代码自动生成绑定。
@@ -139,23 +142,23 @@ namespace GameLogic
} }
/// <summary> /// <summary>
/// 窗口刷新 /// 窗口刷新
/// </summary> /// </summary>
protected virtual void OnRefresh() protected virtual void OnRefresh()
{ {
} }
/// <summary> /// <summary>
/// 是否需要Update /// 是否需要Update
/// </summary> /// </summary>
protected bool HasOverrideUpdate = true; protected bool _hasOverrideUpdate = true;
/// <summary> /// <summary>
/// 窗口更新 /// 窗口更新
/// </summary> /// </summary>
protected virtual void OnUpdate() protected virtual void OnUpdate()
{ {
HasOverrideUpdate = false; _hasOverrideUpdate = false;
} }
internal void CallDestroy() internal void CallDestroy()
@@ -164,7 +167,7 @@ namespace GameLogic
} }
/// <summary> /// <summary>
/// 窗口销毁 /// 窗口销毁
/// </summary> /// </summary>
protected virtual void OnDestroy() protected virtual void OnDestroy()
{ {
@@ -186,7 +189,7 @@ namespace GameLogic
internal void SetUpdateDirty() internal void SetUpdateDirty()
{ {
UpdateListValid = false; _updateListValid = false;
if (Parent != null) if (Parent != null)
{ {
Parent.SetUpdateDirty(); Parent.SetUpdateDirty();

View File

@@ -39,7 +39,7 @@ namespace GameLogic
{ {
get get
{ {
var parentUI = base.parent; var parentUI = base._parent;
while (parentUI != null) while (parentUI != null)
{ {
if (parentUI.Type == UIType.Window) if (parentUI.Type == UIType.Window)
@@ -78,15 +78,15 @@ namespace GameLogic
List<UIWidget> listNextUpdateChild = null; List<UIWidget> listNextUpdateChild = null;
if (ListChild != null && ListChild.Count > 0) if (ListChild != null && ListChild.Count > 0)
{ {
listNextUpdateChild = ListUpdateChild; listNextUpdateChild = _listUpdateChild;
var updateListValid = UpdateListValid; var updateListValid = _updateListValid;
List<UIWidget> listChild = null; List<UIWidget> listChild = null;
if (!updateListValid) if (!updateListValid)
{ {
if (listNextUpdateChild == null) if (listNextUpdateChild == null)
{ {
listNextUpdateChild = new List<UIWidget>(); listNextUpdateChild = new List<UIWidget>();
ListUpdateChild = listNextUpdateChild; _listUpdateChild = listNextUpdateChild;
} }
else else
{ {
@@ -119,16 +119,16 @@ namespace GameLogic
if (!updateListValid) if (!updateListValid)
{ {
UpdateListValid = true; _updateListValid = true;
} }
} }
bool needUpdate = false; bool needUpdate = false;
if (listNextUpdateChild is not { Count: > 0 }) if (listNextUpdateChild is not { Count: > 0 })
{ {
HasOverrideUpdate = true; _hasOverrideUpdate = true;
OnUpdate(); OnUpdate();
needUpdate = HasOverrideUpdate; needUpdate = _hasOverrideUpdate;
} }
else else
{ {
@@ -206,7 +206,7 @@ namespace GameLogic
} }
RestChildCanvas(parentUI); RestChildCanvas(parentUI);
parent = parentUI; _parent = parentUI;
Parent.ListChild.Add(this); Parent.ListChild.Add(this);
Parent.SetUpdateDirty(); Parent.SetUpdateDirty();
ScriptGenerator(); ScriptGenerator();
@@ -301,9 +301,9 @@ namespace GameLogic
/// </summary> /// </summary>
public void Destroy() public void Destroy()
{ {
if (parent != null) if (_parent != null)
{ {
parent.ListChild.Remove(this); _parent.ListChild.Remove(this);
OnDestroy(); OnDestroy();
OnDestroyWidget(); OnDestroyWidget();
} }

View File

@@ -20,13 +20,13 @@ namespace GameLogic
private Canvas _canvas; private Canvas _canvas;
protected Canvas Canvas => _canvas; public Canvas Canvas => _canvas;
private Canvas[] _childCanvas; private Canvas[] _childCanvas;
private GraphicRaycaster _raycaster; private GraphicRaycaster _raycaster;
protected GraphicRaycaster GraphicRaycaster => _raycaster; public GraphicRaycaster GraphicRaycaster => _raycaster;
private GraphicRaycaster[] _childRaycaster; private GraphicRaycaster[] _childRaycaster;
@@ -233,7 +233,7 @@ namespace GameLogic
internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas) internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
{ {
CancelHideToCloseTimer(); CancelHideToCloseTimer();
base.userDatas = userDatas; base._userDatas = userDatas;
if (IsPrepare) if (IsPrepare)
{ {
prepareCallback?.Invoke(this); prepareCallback?.Invoke(this);
@@ -247,7 +247,7 @@ namespace GameLogic
internal async UniTaskVoid InternalLoad(string location, Action<UIWindow> prepareCallback, bool isAsync, System.Object[] userDatas) internal async UniTaskVoid InternalLoad(string location, Action<UIWindow> prepareCallback, bool isAsync, System.Object[] userDatas)
{ {
_prepareCallback = prepareCallback; _prepareCallback = prepareCallback;
this.userDatas = userDatas; this._userDatas = userDatas;
if (!FromResources) if (!FromResources)
{ {
if (isAsync) if (isAsync)
@@ -295,15 +295,15 @@ namespace GameLogic
List<UIWidget> listNextUpdateChild = null; List<UIWidget> listNextUpdateChild = null;
if (ListChild != null && ListChild.Count > 0) if (ListChild != null && ListChild.Count > 0)
{ {
listNextUpdateChild = ListUpdateChild; listNextUpdateChild = _listUpdateChild;
var updateListValid = UpdateListValid; var updateListValid = _updateListValid;
List<UIWidget> listChild = null; List<UIWidget> listChild = null;
if (!updateListValid) if (!updateListValid)
{ {
if (listNextUpdateChild == null) if (listNextUpdateChild == null)
{ {
listNextUpdateChild = new List<UIWidget>(); listNextUpdateChild = new List<UIWidget>();
ListUpdateChild = listNextUpdateChild; _listUpdateChild = listNextUpdateChild;
} }
else else
{ {
@@ -336,16 +336,16 @@ namespace GameLogic
if (!updateListValid) if (!updateListValid)
{ {
UpdateListValid = true; _updateListValid = true;
} }
} }
bool needUpdate = false; bool needUpdate = false;
if (listNextUpdateChild == null || listNextUpdateChild.Count <= 0) if (listNextUpdateChild == null || listNextUpdateChild.Count <= 0)
{ {
HasOverrideUpdate = true; _hasOverrideUpdate = true;
OnUpdate(); OnUpdate();
needUpdate = HasOverrideUpdate; needUpdate = _hasOverrideUpdate;
} }
else else
{ {