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 +1,53 @@
//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using UnityEngine;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace UI
{
/// <summary>
/// uGUI 界面组辅助器。
/// </summary>
public class UGuiGroupHelper : UIGroupHelperBase
{
public const int DepthFactor = 10000;
private int m_Depth = 0;
private Canvas m_CachedCanvas = null;
/// <summary>
/// 设置界面组深度。
/// </summary>
/// <param name="depth">界面组深度。</param>
public override void SetDepth(int depth)
{
m_Depth = depth;
m_CachedCanvas.overrideSorting = true;
m_CachedCanvas.sortingOrder = DepthFactor * depth;
}
private void Awake()
{
m_CachedCanvas = gameObject.GetOrAddComponent<Canvas>();
gameObject.GetOrAddComponent<GraphicRaycaster>();
}
private void Start()
{
m_CachedCanvas.overrideSorting = true;
m_CachedCanvas.sortingOrder = DepthFactor * m_Depth;
RectTransform rect = GetComponent<RectTransform>();
rect.anchorMin = Vector2.zero;
rect.anchorMax = Vector2.one;
rect.anchoredPosition = Vector2.zero;
rect.sizeDelta = Vector2.zero;
}
}
}