- 添加对话表结构
- 调整部分类的命名空间 - 引入 EnumUtility 用于string与enum的转换
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@@ -0,0 +1,8 @@
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namespace UI
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{
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public interface IFormController<T> where T : UIContext
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{
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int? OpenUI(T context);
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void CloseUI();
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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: b7754184093b2d14cb03dd9c8e6bbe03
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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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@@ -0,0 +1,250 @@
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using System.Collections;
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using System.Collections.Generic;
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using StarForce;
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using TMPro;
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using UnityEngine;
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using UnityEngine.UI;
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using UnityGameFramework.Runtime;
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namespace UI
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{
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public abstract class UGuiForm : UIFormLogic
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{
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public const int DepthFactor = 100;
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private const float FadeTime = 0.3f;
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private static Font _mainFont = null;
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private static TMP_FontAsset _mainTMPFont = null;
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private Canvas _cachedCanvas = null;
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private CanvasGroup _canvasGroup = null;
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private List<Canvas> _cachedCanvasContainer = new List<Canvas>();
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public int OriginalDepth { get; private set; }
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public int Depth => _cachedCanvas.sortingOrder;
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public void Close()
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{
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Close(false);
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}
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public void Close(bool ignoreFade)
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{
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StopAllCoroutines();
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if (ignoreFade)
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{
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GameEntry.UI.CloseUIForm(this);
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}
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else
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{
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StartCoroutine(CloseCo(FadeTime));
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}
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}
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public void PlayUISound(int uiSoundId)
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{
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GameEntry.Sound.PlayUISound(uiSoundId);
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}
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public static void SetMainFont(Font mainFont)
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{
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if (mainFont == null)
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{
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Log.Error("Main font is invalid.");
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return;
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}
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_mainFont = mainFont;
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}
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public static void SetMainTMPFont(TMP_FontAsset mainTMPFont)
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{
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if (mainTMPFont == null)
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{
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Log.Error("Main font is invalid.");
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return;
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}
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_mainTMPFont = mainTMPFont;
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnInit(object userData)
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#else
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protected internal override void OnInit(object userData)
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#endif
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{
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base.OnInit(userData);
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_cachedCanvas = gameObject.GetOrAddComponent<Canvas>();
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_cachedCanvas.overrideSorting = true;
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OriginalDepth = _cachedCanvas.sortingOrder;
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_canvasGroup = gameObject.GetOrAddComponent<CanvasGroup>();
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RectTransform rect = GetComponent<RectTransform>();
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rect.anchorMin = Vector2.zero;
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rect.anchorMax = Vector2.one;
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rect.anchoredPosition = Vector2.zero;
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rect.sizeDelta = Vector2.zero;
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gameObject.GetOrAddComponent<GraphicRaycaster>();
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if (_mainTMPFont == null)
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{
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Log.Warning("Main TMP font isn't set.");
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}
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else
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{
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var tmp_texts = GetComponentsInChildren<TMP_Text>(true);
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foreach (var text in tmp_texts)
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{
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text.font = _mainTMPFont;
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if (!string.IsNullOrEmpty(text.text))
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{
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text.text = GameEntry.Localization.GetString(text.text);
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}
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}
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}
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if (_mainFont == null)
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{
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Log.Warning("Main font isn't set.");
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}
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else
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{
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var texts = GetComponentsInChildren<Text>(true);
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foreach (var text in texts)
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{
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text.font = _mainFont;
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if (!string.IsNullOrEmpty(text.text))
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{
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text.text = GameEntry.Localization.GetString(text.text);
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}
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}
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}
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnRecycle()
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#else
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protected internal override void OnRecycle()
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#endif
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{
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base.OnRecycle();
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnOpen(object userData)
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#else
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protected internal override void OnOpen(object userData)
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#endif
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{
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base.OnOpen(userData);
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_canvasGroup.alpha = 0f;
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StopAllCoroutines();
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StartCoroutine(_canvasGroup.FadeToAlpha(1f, FadeTime));
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnClose(bool isShutdown, object userData)
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#else
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protected internal override void OnClose(bool isShutdown, object userData)
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#endif
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{
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base.OnClose(isShutdown, userData);
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnPause()
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#else
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protected internal override void OnPause()
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#endif
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{
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base.OnPause();
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnResume()
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#else
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protected internal override void OnResume()
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#endif
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{
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base.OnResume();
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_canvasGroup.alpha = 0f;
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StopAllCoroutines();
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StartCoroutine(_canvasGroup.FadeToAlpha(1f, FadeTime));
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnCover()
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#else
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protected internal override void OnCover()
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#endif
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{
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base.OnCover();
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnReveal()
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#else
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protected internal override void OnReveal()
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#endif
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{
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base.OnReveal();
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnRefocus(object userData)
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#else
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protected internal override void OnRefocus(object userData)
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#endif
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{
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base.OnRefocus(userData);
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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#else
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protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
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#endif
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{
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base.OnUpdate(elapseSeconds, realElapseSeconds);
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}
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#if UNITY_2017_3_OR_NEWER
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protected override void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
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#else
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protected internal override void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
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#endif
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{
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int oldDepth = Depth;
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base.OnDepthChanged(uiGroupDepth, depthInUIGroup);
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int deltaDepth = UGuiGroupHelper.DepthFactor * uiGroupDepth + DepthFactor * depthInUIGroup - oldDepth +
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OriginalDepth;
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GetComponentsInChildren(true, _cachedCanvasContainer);
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for (int i = 0; i < _cachedCanvasContainer.Count; i++)
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{
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_cachedCanvasContainer[i].sortingOrder += deltaDepth;
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}
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_cachedCanvasContainer.Clear();
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}
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private IEnumerator CloseCo(float duration)
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{
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yield return _canvasGroup.FadeToAlpha(0f, duration);
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GameEntry.UI.CloseUIForm(this);
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}
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}
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}
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@@ -0,0 +1,12 @@
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fileFormatVersion: 2
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||||
guid: 0b92f84dc56dc764a9c261fe47df5520
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timeCreated: 1528026161
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licenseType: Pro
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||||
MonoImporter:
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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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||||
@@ -0,0 +1,6 @@
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namespace UI
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{
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public class UIContext
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{
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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: 960a1d4c81cf9824682c47b744bba74c
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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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