锚点窗口改为了使用集合,一次性可以添加多个窗口
This commit is contained in:
@@ -436,26 +436,33 @@ namespace XericUI.VisualForm
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}
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/// <summary>
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/// 更新指定中间类的屏幕坐标
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/// 更新指定中间类中所有窗口条目的屏幕坐标(基础位置 + 条目偏移量)
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/// </summary>
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private void UpdateStatePosition(WindowState state)
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{
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if (state.Anchor == null || _worldCamera == null || _canvas == null) return;
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var target = state.GetTargetTransform();
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if (target == null) return;
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if (state.Entries.Count == 0) return;
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Vector3 worldPos = state.Anchor.CachedTransform.position;
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if (TryWorldToScreenPoint(worldPos, _worldCamera, _uiCamera, _canvas, RectTransform, out Vector2 localPoint))
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{
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if (target is RectTransform rectTarget)
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rectTarget.anchoredPosition = localPoint;
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else
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target.localPosition = new Vector3(localPoint.x, localPoint.y, target.localPosition.z);
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if (!TryWorldToScreenPoint(worldPos, _worldCamera, _uiCamera, _canvas, RectTransform, out Vector2 basePoint))
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return;
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state.CoordinateDirty = false;
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// 为每个窗口条目设置位置:基础坐标 + 条目自身偏移量
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foreach (var entry in state.Entries)
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{
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if (entry.Instance == null) continue;
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Vector2 finalPoint = basePoint + entry.ScreenOffset;
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var target = entry.Instance.transform;
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if (target is RectTransform rectTarget)
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rectTarget.anchoredPosition = finalPoint;
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else
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target.localPosition = new Vector3(finalPoint.x, finalPoint.y, target.localPosition.z);
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}
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state.CoordinateDirty = false;
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}
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#endregion
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@@ -1,59 +1,50 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace XericUI.VisualForm
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{
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/// <summary>
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/// 锚点窗口 - WorldAnchor的子类,持有UI窗口对象的引用。
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/// 锚点窗口 - WorldAnchor的子类,持有一组UI窗口条目的引用。
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/// 每个条目包含窗口对象、屏幕偏移量和激活状态,支持一个锚点同时生成多个定位窗口。
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/// 窗口对象可以是实际的场景对象,也可以是预制体。
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/// 如果窗口锚点坞在子项中找不到对应对象,则视为预制体,需要通过实例化方法创建。
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/// </summary>
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[AddComponentMenu("Xeric UI Vessel/AnchorWindow/AnchorWindow")]
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public class AnchorWindow : WorldAnchor
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{
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[Header("窗口配置")]
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[SerializeField, Tooltip("UI窗口对象(可以是子项中的实例或预制体资源)")]
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private GameObject m_WindowObject;
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[SerializeField, Tooltip("启用UI显示开关")]
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private bool m_EnableUI = true;
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[Header("窗口条目")]
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[SerializeField, Tooltip("窗口对象集合,每个条目可独立配置偏移和启用状态")]
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private List<WindowEntry> m_WindowEntries = new List<WindowEntry>();
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/// <summary>
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/// 窗口对象引用(可以是实例或预制体)
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/// 窗口条目列表
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/// </summary>
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public GameObject WindowObject
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{
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get => m_WindowObject;
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set => m_WindowObject = value;
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}
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public List<WindowEntry> WindowEntries => m_WindowEntries;
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/// <summary>
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/// UI启用开关,设为false时窗口实例将被隐藏
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/// 当前生效的窗口条目数(过滤掉WindowObject为null的条目)
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/// </summary>
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public bool EnableUI
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public int ValidEntryCount
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{
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get => m_EnableUI;
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set
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get
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{
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if (m_EnableUI == value) return;
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m_EnableUI = value;
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ApplyUIState();
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int count = 0;
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foreach (var entry in m_WindowEntries)
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if (entry != null && entry.WindowObject != null)
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count++;
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return count;
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}
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}
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/// <summary>
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/// 判断窗口对象是否为预制体(不在锚点坞的子项中则为预制体)
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/// 此标记由WindowState在初始化时设置
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/// </summary>
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[System.NonSerialized]
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public bool IsPrefab;
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/// <summary>
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/// 获取当前有效的窗口Transform(实例或自身)
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/// 获取第一个有效窗口对象的Transform(兼容旧API)
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/// </summary>
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public Transform GetWindowTransform()
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{
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if (m_WindowObject != null)
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return m_WindowObject.transform;
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foreach (var entry in m_WindowEntries)
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{
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if (entry != null && entry.WindowObject != null)
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return entry.WindowObject.transform;
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}
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return transform;
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}
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@@ -62,52 +53,58 @@ namespace XericUI.VisualForm
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/// <summary>
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/// 从所属锚点坞获取自己的中间窗口状态类
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/// </summary>
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/// <returns>WindowState实例,不存在则返回null</returns>
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public WindowState GetWindowState()
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{
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if (TargetDock == null)
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return null;
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if (TargetDock == null) return null;
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return TargetDock.GetWindowState(this);
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}
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/// <summary>
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/// 获取窗口实例对象(预制体实例化后的对象,或子项中已有的对象)
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/// 获取第一个有效窗口的实例对象
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/// </summary>
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/// <returns>窗口GameObject实例</returns>
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public GameObject GetWindowInstance()
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{
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var state = GetWindowState();
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return state?.WindowInstance;
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if (state == null || state.Entries == null || state.Entries.Count == 0)
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return null;
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return state.Entries[0].Instance;
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}
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/// <summary>
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/// 获取窗口当前的屏幕坐标(容器内本地坐标)
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/// 获取所有窗口实例对象
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/// </summary>
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public List<GameObject> GetAllWindowInstances()
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{
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var result = new List<GameObject>();
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var state = GetWindowState();
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if (state == null || state.Entries == null) return result;
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foreach (var e in state.Entries)
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if (e.Instance != null)
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result.Add(e.Instance);
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return result;
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}
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/// <summary>
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/// 获取第一个窗口当前的屏幕坐标(容器内本地坐标)
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/// </summary>
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/// <returns>屏幕本地坐标</returns>
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public Vector2 GetScreenPosition()
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{
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var state = GetWindowState();
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if (state == null) return Vector2.zero;
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var instance = state.WindowInstance;
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var instance = GetWindowInstance();
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if (instance == null) return Vector2.zero;
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var rt = instance.transform as RectTransform;
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if (rt != null)
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return rt.localPosition;
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if (rt != null) return rt.localPosition;
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return instance.transform.localPosition;
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}
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/// <summary>
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/// 获取锚点当前的世界坐标
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/// </summary>
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/// <returns>世界坐标</returns>
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public Vector3 GetWorldPosition()
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{
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var state = GetWindowState();
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if (state != null)
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return state.LastWorldPosition;
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if (state != null) return state.LastWorldPosition;
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return CachedTransform.position;
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}
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@@ -117,29 +114,7 @@ namespace XericUI.VisualForm
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public bool IsWindowActive()
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{
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var state = GetWindowState();
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if (state == null) return false;
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return state.IsEnabled && m_EnableUI;
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}
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#endregion
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#region 内部方法
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/// <summary>
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/// 将UI开关状态应用到窗口实例
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/// </summary>
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private void ApplyUIState()
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{
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var state = GetWindowState();
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if (state == null) return;
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var instance = state.WindowInstance;
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if (instance == null) return;
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if (m_EnableUI && state.IsEnabled)
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instance.SetActive(true);
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else
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instance.SetActive(false);
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return state != null && state.IsEnabled;
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}
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#endregion
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@@ -0,0 +1,63 @@
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using UnityEngine;
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namespace XericUI.VisualForm
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{
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/// <summary>
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/// 窗口条目数据 — 锚点窗口上每个窗口对象的配置集合。
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/// 包含窗口对象引用、屏幕二维偏移量和激活状态。
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/// 支持一个锚点同时生成多个定位窗口。
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/// </summary>
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[System.Serializable]
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public class WindowEntry
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{
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[SerializeField, Tooltip("窗口对象(可以是子项中的实例或预制体资源)")]
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private GameObject m_WindowObject;
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[SerializeField, Tooltip("屏幕二维偏移量")]
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private Vector2 m_ScreenOffset;
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[SerializeField, Tooltip("是否启用此窗口")]
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private bool m_Enabled = true;
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/// <summary>
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/// 窗口对象引用(实例或预制体)
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/// </summary>
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public GameObject WindowObject
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{
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get => m_WindowObject;
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set => m_WindowObject = value;
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}
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/// <summary>
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/// 屏幕二维偏移量
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/// </summary>
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public Vector2 ScreenOffset
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{
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get => m_ScreenOffset;
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set => m_ScreenOffset = value;
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}
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/// <summary>
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/// 是否启用此窗口
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/// </summary>
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public bool Enabled
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{
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get => m_Enabled;
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set => m_Enabled = value;
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}
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// --- 运行时状态(非序列化) ---
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/// <summary>
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/// 实际生成的窗口实例(原型或预制体实例)
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/// </summary>
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[System.NonSerialized]
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public GameObject Instance;
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/// <summary>
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/// 此窗口对象是否被判定为预制体(不在坞子项中)
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/// </summary>
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[System.NonSerialized]
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public bool IsPrefab;
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 95453fd9f28009d4f8bdae1fe45919a2
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,17 +1,18 @@
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using System.Collections.Generic;
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using UnityEngine;
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namespace XericUI.VisualForm
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{
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/// <summary>
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/// 中间窗口状态类 - 管理锚点窗口和锚点坞之间的中间产物。
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/// 负责窗口实例的生命周期管理、坐标脏标记和屏幕定位。
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/// 负责所有窗口条目的实例生命周期管理、坐标脏标记和屏幕定位。
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/// 使用对象池管理,避免频繁创建销毁。
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///
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/// 生命周期:
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/// OnStart - 从对象池取出时调用(初始化/复用)
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/// OnEnable - 锚点激活时调用(脏更新触发)
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/// OnDisable- 锚点隐藏时调用(脏更新触发)
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/// OnEnd - 回收到对象池时调用(清理/回收)
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/// OnStart - 从对象池取出时调用(初始化/复用,解析所有窗口条目)
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/// OnEnable - 锚点激活时调用(脏更新触发,激活所有启用条目)
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/// OnDisable- 锚点隐藏时调用(脏更新触发,隐藏所有条目)
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/// OnEnd - 回收到对象池时调用(清理/回收所有条目实例)
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/// </summary>
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public class WindowState
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{
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@@ -26,34 +27,10 @@ namespace XericUI.VisualForm
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public AnchorDock Dock { get; private set; }
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/// <summary>
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/// 原始窗口对象(来自AnchorWindow的引用)
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/// 窗口条目列表(来自AnchorWindow的WindowEntries的运行时副本)
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/// 每个条目维护自己的实例、偏移量和激活状态
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/// </summary>
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private GameObject _windowObject;
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/// <summary>
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/// 实例化的窗口对象(如果是预制体则为此实例,否则为_windowObject本身)
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/// </summary>
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private GameObject _instance;
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/// <summary>
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/// 是否为预制体
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/// </summary>
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private bool _isPrefab;
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/// <summary>
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/// 是否为预制体(公开属性)
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/// </summary>
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public bool IsPrefab => _isPrefab;
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/// <summary>
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/// 窗口实例对象(预制体实例化后的对象,或子项中已有的对象)
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/// </summary>
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public GameObject WindowInstance => _instance;
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/// <summary>
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/// 上帧锚点世界坐标
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/// </summary>
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public Vector3 LastWorldPosition => _lastPosition;
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public List<WindowEntry> Entries { get; private set; } = new List<WindowEntry>();
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/// <summary>
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/// 当前是否处于激活状态
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@@ -65,6 +42,11 @@ namespace XericUI.VisualForm
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/// </summary>
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public bool CoordinateDirty { get; set; }
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/// <summary>
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/// 上帧锚点世界坐标
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/// </summary>
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public Vector3 LastWorldPosition => _lastPosition;
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/// <summary>
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/// 上帧世界坐标(用于比较变化量)
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/// </summary>
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@@ -75,8 +57,6 @@ namespace XericUI.VisualForm
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/// <summary>
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/// 从对象池取出时的初始化(Start事件)
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/// </summary>
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/// <param name="anchor">关联的锚点</param>
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/// <param name="dock">关联的锚点坞</param>
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public void OnStart(WorldAnchor anchor, AnchorDock dock)
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{
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ResetState();
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@@ -84,8 +64,8 @@ namespace XericUI.VisualForm
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Anchor = anchor;
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Dock = dock;
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// 解析窗口实例(原型对象或预制体实例化)
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ResolveWindowInstance();
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// 解析所有窗口条目(原型对象或预制体实例化)
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ResolveWindowEntries();
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// 初始化位置记录
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if (anchor != null)
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@@ -93,38 +73,42 @@ namespace XericUI.VisualForm
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}
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/// <summary>
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/// 解析窗口实例:自动判断窗口对象是原型(已在子项中)还是预制体,并完成实例获取或创建。
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/// 如果锚点是AnchorWindow且携带窗口对象,则根据是否在坞子项中决定处理方向:
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/// - 在子项中 → 直接使用该对象作为实例(原型模式)
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/// - 不在子项中 → 从WindowPool获取或实例化预制体
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/// 如果锚点不是AnchorWindow或无窗口对象,则不创建实例。
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/// 解析所有窗口条目:遍历AnchorWindow的WindowEntries,
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/// 为每个条目判断窗口对象是原型还是预制体,并完成实例获取或创建。
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/// </summary>
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public void ResolveWindowInstance()
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public void ResolveWindowEntries()
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{
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if (Dock == null || Anchor == null) return;
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var anchorWindow = Anchor as AnchorWindow;
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if (anchorWindow == null || anchorWindow.WindowObject == null)
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if (anchorWindow == null || anchorWindow.WindowEntries.Count == 0)
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return;
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_windowObject = anchorWindow.WindowObject;
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Entries.Clear();
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// 通过锚点坞的哈希检查窗口对象是否在子项中
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_isPrefab = !Dock.IsChildObject(_windowObject);
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if (_isPrefab)
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foreach (var srcEntry in anchorWindow.WindowEntries)
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{
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// 预制体:从对象池获取或创建实例,挂到坞下
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_instance = WindowPool.Get(_windowObject, Dock.transform);
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}
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else
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{
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// 原型:已在子项中的实例对象,直接引用
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_instance = _windowObject;
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}
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if (srcEntry == null || srcEntry.WindowObject == null)
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continue;
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// 同步标记到AnchorWindow
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anchorWindow.IsPrefab = _isPrefab;
|
||||
var entry = srcEntry; // 直接复用WindowEntry引用,运行时状态写回
|
||||
|
||||
// 通过锚点坞的哈希检查窗口对象是否在子项中
|
||||
entry.IsPrefab = !Dock.IsChildObject(entry.WindowObject);
|
||||
|
||||
if (entry.IsPrefab)
|
||||
{
|
||||
// 预制体:从对象池获取或创建实例,挂到坞下
|
||||
entry.Instance = WindowPool.Get(entry.WindowObject, Dock.transform);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 原型:已在子项中的实例对象,直接引用
|
||||
entry.Instance = entry.WindowObject;
|
||||
}
|
||||
|
||||
Entries.Add(entry);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -134,12 +118,16 @@ namespace XericUI.VisualForm
|
||||
{
|
||||
IsEnabled = true;
|
||||
|
||||
// 如果实例尚不存在(如纯WorldAnchor没有窗口对象),尝试解析
|
||||
if (_instance == null)
|
||||
ResolveWindowInstance();
|
||||
// 确保窗口条目已解析
|
||||
if (Entries.Count == 0)
|
||||
ResolveWindowEntries();
|
||||
|
||||
if (_instance != null)
|
||||
_instance.SetActive(true);
|
||||
// 激活所有启用的条目实例
|
||||
foreach (var entry in Entries)
|
||||
{
|
||||
if (entry.Instance != null && entry.Enabled)
|
||||
entry.Instance.SetActive(true);
|
||||
}
|
||||
|
||||
// 激活时强制标记坐标脏,确保下一帧更新位置
|
||||
CoordinateDirty = true;
|
||||
@@ -152,8 +140,11 @@ namespace XericUI.VisualForm
|
||||
{
|
||||
IsEnabled = false;
|
||||
|
||||
if (_instance != null)
|
||||
_instance.SetActive(false);
|
||||
foreach (var entry in Entries)
|
||||
{
|
||||
if (entry.Instance != null)
|
||||
entry.Instance.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -161,12 +152,17 @@ namespace XericUI.VisualForm
|
||||
/// </summary>
|
||||
public void OnEnd()
|
||||
{
|
||||
// 回收预制体实例到对象池
|
||||
if (_isPrefab && _instance != null)
|
||||
// 回收所有预制体实例到对象池
|
||||
foreach (var entry in Entries)
|
||||
{
|
||||
WindowPool.Release(_windowObject, _instance);
|
||||
if (entry.IsPrefab && entry.Instance != null)
|
||||
WindowPool.Release(entry.WindowObject, entry.Instance);
|
||||
|
||||
entry.Instance = null;
|
||||
entry.IsPrefab = false;
|
||||
}
|
||||
|
||||
Entries.Clear();
|
||||
ResetState();
|
||||
}
|
||||
|
||||
@@ -181,9 +177,6 @@ namespace XericUI.VisualForm
|
||||
{
|
||||
Anchor = null;
|
||||
Dock = null;
|
||||
_windowObject = null;
|
||||
_instance = null;
|
||||
_isPrefab = false;
|
||||
IsEnabled = false;
|
||||
CoordinateDirty = false;
|
||||
_lastPosition = Vector3.zero;
|
||||
@@ -193,7 +186,6 @@ namespace XericUI.VisualForm
|
||||
/// 检查锚点坐标是否发生变化,超过阈值则标记脏
|
||||
/// 由锚点坞在每帧调用
|
||||
/// </summary>
|
||||
/// <param name="threshold">变化阈值</param>
|
||||
public void CheckPositionDirty(float threshold)
|
||||
{
|
||||
if (Anchor == null) return;
|
||||
@@ -207,18 +199,30 @@ namespace XericUI.VisualForm
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前需要定位的Transform目标(实例化的窗口对象或锚点自身)
|
||||
/// 获取第一个有效窗口条目的Transform(兼容旧API)
|
||||
/// </summary>
|
||||
/// <returns>目标Transform</returns>
|
||||
public Transform GetTargetTransform()
|
||||
{
|
||||
if (_instance != null)
|
||||
return _instance.transform;
|
||||
foreach (var entry in Entries)
|
||||
{
|
||||
if (entry.Instance != null)
|
||||
return entry.Instance.transform;
|
||||
}
|
||||
if (Anchor != null)
|
||||
return Anchor.CachedTransform;
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取所有需要定位的Transform
|
||||
/// </summary>
|
||||
public IEnumerable<Transform> GetAllTargetTransforms()
|
||||
{
|
||||
foreach (var entry in Entries)
|
||||
if (entry.Instance != null)
|
||||
yield return entry.Instance.transform;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user