mirror of
https://github.com/Alex-Rachel/TEngine.git
synced 2025-08-14 16:51:28 +00:00
Update UIBase.cs
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@@ -93,6 +93,20 @@ namespace TEngine
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/// </summary>
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/// </summary>
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protected bool m_updateListValid = false;
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protected bool m_updateListValid = false;
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private ComponentAutoBindTool _autoBindTool;
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protected ComponentAutoBindTool AutoBindTool
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{
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get
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{
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if (_autoBindTool == null && gameObject != null)
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{
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_autoBindTool = gameObject.GetComponent<ComponentAutoBindTool>();
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}
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return _autoBindTool;
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}
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}
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/// <summary>
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/// <summary>
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/// 代码自动生成绑定。
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/// 代码自动生成绑定。
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/// </summary>
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/// </summary>
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@@ -243,7 +257,7 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 创建UIWidget通过父UI位置节点。
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/// 创建UIWidget通过父UI位置节点。
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/// <remarks>因为资源示例已经存在父物体所以不需要异步。</remarks>
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/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
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/// </summary>
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/// </summary>
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/// <param name="goPath">父UI位置节点。</param>
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/// <param name="goPath">父UI位置节点。</param>
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/// <param name="visible">是否可见。</param>
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/// <param name="visible">是否可见。</param>
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@@ -264,7 +278,7 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 创建UIWidget通过父UI位置节点。
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/// 创建UIWidget通过父UI位置节点。
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/// <remarks>因为资源示例已经存在父物体所以不需要异步。</remarks>
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/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
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/// </summary>
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/// </summary>
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/// <param name="parentTrans"></param>
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/// <param name="parentTrans"></param>
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/// <param name="goPath">父UI位置节点。</param>
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/// <param name="goPath">父UI位置节点。</param>
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@@ -284,7 +298,7 @@ namespace TEngine
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/// <summary>
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/// <summary>
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/// 创建UIWidget通过游戏物体。
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/// 创建UIWidget通过游戏物体。
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/// <remarks>因为资源示例已经存在父物体所以不需要异步。</remarks>
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/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
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/// </summary>
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/// </summary>
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/// <param name="goRoot">游戏物体。</param>
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/// <param name="goRoot">游戏物体。</param>
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/// <param name="visible">是否可见。</param>
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/// <param name="visible">是否可见。</param>
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@@ -456,7 +470,7 @@ namespace TEngine
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{
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{
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if (prefab == null)
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if (prefab == null)
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{
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{
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tmpT = CreateWidgetByPath<T>(parentTrans, assetPath);
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tmpT = await CreateWidgetByPathAsync<T>(parentTrans, assetPath);
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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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