锚点窗口改为了使用集合,一次性可以添加多个窗口
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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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