第一批重构,主要是物理迁移脚本和部分命名空间的调整

- 结构上迁移文件,将脚本分成 Base/Runtime/Presentation/Procedure/Editor 五大文件夹
- 调整 DataTable 和 Definition 下脚本的命名空间
- 依据 UI-5层架构设计规范 拆分原先的 UI 到 Runtime 和 Presentation 下
This commit is contained in:
SepComet
2026-06-02 19:12:34 +08:00
parent 56f74eee9a
commit 34c0784190
655 changed files with 1272 additions and 516 deletions
@@ -0,0 +1,82 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using StarForce;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace UI
{
public class AboutForm : UGuiForm
{
[SerializeField] private RectTransform _rectTransform = null;
[SerializeField] private float _scrollSpeed = 1f;
private float _initPosition = 0f;
#if UNITY_2017_3_OR_NEWER
protected override void OnInit(object userData)
#else
protected internal override void OnInit(object userData)
#endif
{
base.OnInit(userData);
CanvasScaler canvasScaler = GetComponentInParent<CanvasScaler>();
if (canvasScaler == null)
{
Log.Warning("Can not find CanvasScaler component.");
return;
}
_initPosition = -0.5f * canvasScaler.referenceResolution.x * Screen.height / Screen.width;
}
#if UNITY_2017_3_OR_NEWER
protected override void OnOpen(object userData)
#else
protected internal override void OnOpen(object userData)
#endif
{
base.OnOpen(userData);
_rectTransform.SetLocalPositionY(_initPosition);
// 换个音乐
GameEntry.Sound.PlayMusic(3);
}
#if UNITY_2017_3_OR_NEWER
protected override void OnClose(bool isShutdown, object userData)
#else
protected internal override void OnClose(bool isShutdown, object userData)
#endif
{
base.OnClose(isShutdown, userData);
// 还原音乐
GameEntry.Sound.PlayMusic(1);
}
#if UNITY_2017_3_OR_NEWER
protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#else
protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#endif
{
base.OnUpdate(elapseSeconds, realElapseSeconds);
_rectTransform.AddLocalPositionY(_scrollSpeed * elapseSeconds);
if (_rectTransform.localPosition.y > _rectTransform.sizeDelta.y - _initPosition)
{
_rectTransform.SetLocalPositionY(_initPosition);
}
}
}
}
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