122 lines
4.9 KiB
C#
122 lines
4.9 KiB
C#
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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/// 运行时修改通过 AnchorWindow 的 SetEntryXxx 方法,自动同步到 WindowState。
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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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[SerializeField, Tooltip("超出安全区后是否钳制在安全区内")]
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private bool m_ClampToSafeZone;
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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。代码修改请通过 AnchorWindow.SetEntryEnabled()
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/// </summary>
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public bool Enabled => m_Enabled;
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/// <summary>
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/// 超出安全区后是否钳制在安全区内。代码修改请通过 AnchorWindow.SetEntryClampToSafeZone()
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/// </summary>
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public bool ClampToSafeZone => m_ClampToSafeZone;
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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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/// <summary>
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/// 当前帧的溢出状态(逐条目跟踪,用于检测变化触发事件)
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/// </summary>
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[System.NonSerialized]
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public OverflowState CurrentOverflow;
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// --- 内部方法(供 AnchorWindow 调用) ---
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internal void SetEnabledInternal(bool value) => m_Enabled = value;
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internal void SetClampToSafeZoneInternal(bool value) => m_ClampToSafeZone = value;
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// --- 实例生命周期虚方法(重写以自定义窗口行为) ---
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/// <summary>
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/// 实例创建后回调 — 在实例从对象池取出或新实例化后调用。
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/// 可重写以执行额外初始化(如获取组件引用、注册事件)。
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/// </summary>
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/// <param name="state">当前的WindowState中间类(提供锚点、坞、溢出状态等上下文)</param>
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/// <param name="instance">新创建/复用的GameObject实例</param>
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public virtual void OnInstanceCreated(WindowState state, GameObject instance) { }
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/// <summary>
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/// 实例激活回调 — 在锚点Enable、窗口条目应当显示时调用。
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/// 可重写以实现自定义激活逻辑。
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/// </summary>
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/// <param name="state">当前的WindowState中间类</param>
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/// <param name="instance">当前的实例GameObject(可能是原型对象或预制体实例)</param>
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public virtual void OnInstanceEnable(WindowState state, GameObject instance) { }
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/// <summary>
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/// 实例隐藏回调 — 在锚点Disable、窗口条目应当隐藏时调用。
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/// 可重写以实现自定义隐藏逻辑。
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/// </summary>
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/// <param name="state">当前的WindowState中间类</param>
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/// <param name="instance">当前的实例GameObject</param>
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public virtual void OnInstanceDisable(WindowState state, GameObject instance) { }
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/// <summary>
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/// 实例回收回调 — 在实例回收到对象池时调用。
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/// 可重写以清理状态、移除事件监听等。
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/// </summary>
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/// <param name="state">当前的WindowState中间类</param>
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/// <param name="instance">即将被回收的实例GameObject</param>
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public virtual void OnInstanceRecycle(WindowState state, GameObject instance) { }
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/// <summary>
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/// 实例销毁回调 — 在实例即将被Destroy时调用。
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/// 可重写以执行最终清理(通常情况下回收到对象池足矣)。
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/// </summary>
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/// <param name="state">当前的WindowState中间类</param>
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/// <param name="instance">即将被销毁的实例GameObject</param>
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public virtual void OnInstanceDestroy(WindowState state, GameObject instance) { }
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}
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}
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