在XericUIBehaviour中嵌入新api换算。还有我单词拼错了,改一下。
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using System;
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using Deconstruction.Runtime;
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#if ODIN_INSPECTOR
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using Sirenix.OdinInspector;
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#endif
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.UI;
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namespace XericUI.Core.Base
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{
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public class XericUIBehaviour : UIBehaviour
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{
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#if ODIN_INSPECTOR
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[InfoBox("脚本必填属性存在空引用!请检查开放属性后再试", InfoMessageType.Error, VisibleIf = "PublicFieldNullReference")]
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[HideLabel, DisplayAsString]
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#endif
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string __EMPTYFIELD;
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protected bool PublicFieldNullReference;
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[System.NonSerialized] private Canvas _canvas;
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[System.NonSerialized] private CanvasScaler _canvasScaler;
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[System.NonSerialized] private GraphicRaycaster _graphicRaycaster;
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[System.NonSerialized] private RectTransform _rect;
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/// <summary>
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/// 层级脏(层级被转移)
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/// </summary>
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private bool _hierarchyDirty;
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/// <summary>
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/// 根布局管理器
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/// </summary>
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public Canvas canvas
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{
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get
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{
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if (!_canvas) _canvas = GetComponentInParent<Canvas>();
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#if UNITY_EDITOR
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if (!_canvas) Debug.LogError($"{name} 无法找到布局组件,接下来的流程可能会引发错误", this);
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#endif
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return _canvas;
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}
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}
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/// <summary>
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/// 根布局缩放
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/// </summary>
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public CanvasScaler canvasScaler
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{
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get
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{
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if (!_canvasScaler) _canvasScaler = GetComponentInParent<CanvasScaler>();
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#if UNITY_EDITOR
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if (_canvas == null) Debug.LogError($"{name} 无法找到布局缩放组件,接下来的流程可能会引发错误", this);
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#endif
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return _canvasScaler;
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}
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}
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/// <summary>
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/// 根布局射线检测
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/// </summary>
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public GraphicRaycaster graphicRaycaster
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{
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get
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{
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if (!_graphicRaycaster) _graphicRaycaster = GetComponentInParent<GraphicRaycaster>();
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#if UNITY_EDITOR
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if (_canvas == null) Debug.LogError($"{name} 无法找到布局射线检测,接下来的流程可能会引发错误", this);
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#endif
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return _graphicRaycaster;
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}
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}
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/// <summary>
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/// ui变换组件
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/// </summary>
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protected RectTransform rectTransform
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{
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get
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{
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if (!_rect) _rect = GetComponent<RectTransform>();
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return _rect;
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}
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}
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#region 生命周期
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protected bool AlreadyAwake { get; private set; }
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protected bool AlreadyStart { get; private set; }
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protected bool AlreadyOnEnable { get; private set; }
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protected bool AlreadyOnDisable { get; private set; }
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protected bool FirstUpdate { get; private set; }
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protected bool FirstFixUpdate { get; private set; }
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protected override void Awake()
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{
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AlreadyAwake = true;
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base.Awake();
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}
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protected override void Start()
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{
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AlreadyStart = true;
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base.Start();
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}
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protected override void OnEnable()
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{
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AlreadyOnEnable = true;
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base.OnEnable();
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}
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protected override void OnDisable()
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{
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AlreadyOnDisable = true;
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base.OnDisable();
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}
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#endregion
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#region 脏处理
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/// <summary>
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/// 设置层级脏()
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/// </summary>
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public void SetHierarchyDirty()
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{
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rectTransform.SetLayoutDirty();
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_canvas = null;
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_canvasScaler = null;
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_graphicRaycaster = null;
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_hierarchyDirty = true;
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}
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/// <summary>
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/// 复位层级脏
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/// </summary>
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public void ResetHierarchyDirty()
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{
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_hierarchyDirty = false;
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rectTransform.SetLayoutDirty();
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}
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#endregion
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#region 锚点设置
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/// <summary>
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/// 设置锚点并保持视觉位置和尺寸不变(补偿偏移量抵消锚点变化带来的位移)
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/// </summary>
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protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax)
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{
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var rt = rectTransform;
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if (rt == null) return;
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var parentRt = rt.parent != null ? rt.parent as RectTransform : null;
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if (parentRt == null)
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{
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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return;
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}
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Vector2 parentSize = parentRt.rect.size;
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// 计算当前在父空间中的实际边界
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float left = parentSize.x * rt.anchorMin.x + rt.offsetMin.x;
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float right = parentSize.x * rt.anchorMax.x + rt.offsetMax.x;
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float bottom = parentSize.y * rt.anchorMin.y + rt.offsetMin.y;
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float top = parentSize.y * rt.anchorMax.y + rt.offsetMax.y;
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// 设置新锚点
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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// 补偿偏移量以保持视觉位置和尺寸不变
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rt.offsetMin = new Vector2(
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left - parentSize.x * anchorMin.x,
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bottom - parentSize.y * anchorMin.y
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);
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rt.offsetMax = new Vector2(
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right - parentSize.x * anchorMax.x,
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top - parentSize.y * anchorMax.y
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);
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}
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/// <summary>
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/// 设置锚点,通过参数控制是否保持位置
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/// </summary>
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/// <param name="preservePosition">true=保持位置和尺寸不变(同两参数版本);false=位置被动改变,仅保持尺寸</param>
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protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax, bool preservePosition)
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{
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if (preservePosition)
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{
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SetAnchor(anchorMin, anchorMax);
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}
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else
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{
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var rt = rectTransform;
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if (rt == null) return;
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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}
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}
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/// <summary>
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/// 设置锚点和anchoredPosition,保持尺寸不变
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/// </summary>
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protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax, Vector2 anchoredPosition)
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{
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var rt = rectTransform;
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if (rt == null) return;
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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rt.anchoredPosition = anchoredPosition;
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}
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/// <summary>
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/// 设置锚点、anchoredPosition和sizeDelta
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/// </summary>
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protected void SetAnchor(Vector2 anchorMin, Vector2 anchorMax, Vector2 anchoredPosition, Vector2 sizeDelta)
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{
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var rt = rectTransform;
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if (rt == null) return;
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rt.anchorMin = anchorMin;
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rt.anchorMax = anchorMax;
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rt.anchoredPosition = anchoredPosition;
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rt.sizeDelta = sizeDelta;
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}
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#endregion
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#region 显影
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public virtual void Show()
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{
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gameObject.SetActive(true);
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}
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public void Show(bool isShow)
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{
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if (isShow)
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Show();
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else
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Hide();
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}
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public virtual void Hide()
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{
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gameObject.SetActive(false);
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}
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#endregion
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}
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}
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