初始化
This commit is contained in:
75
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelLayer.cs
vendored
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75
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelLayer.cs
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using Sirenix.OdinInspector;
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namespace YIUIFramework
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{
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//不要修改值 否则已存在的界面会错误
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//只能新增 不允许修改
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/// <summary>
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/// 层级类型
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/// </summary>
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[LabelText("层级类型")]
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public enum EPanelLayer
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{
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/// <summary>
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/// 最高层
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/// 一般新手引导之类的
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/// </summary>
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[LabelText("最高层")]
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Top = 0,
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/// <summary>
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/// 提示层
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/// 一般 提示飘字 确认弹窗 跑马灯之类的
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/// </summary>
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[LabelText("提示层")]
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Tips = 1,
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/// <summary>
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/// 弹窗层
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/// 一般是非全屏界面,可同时存在的
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/// </summary>
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[LabelText("弹窗层")]
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Popup = 2,
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/// <summary>
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/// 普通面板层
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/// 全屏界面 所有Panel打开关闭受回退功能影响
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/// </summary>
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[LabelText("面板层")]
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Panel = 3,
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/// <summary>
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/// 场景层
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/// 比如 血条飘字不是做在3D时 用2D实现时的层
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/// 比如 头像 ...
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/// </summary>
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[LabelText("场景层")]
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Scene = 4,
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/// <summary>
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/// 最低层
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/// 要显示的这个就是最低的层级
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/// </summary>
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[LabelText("最低层")]
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Bottom = 5,
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/// <summary>
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/// 缓存层 需要缓存的暂存的丢这里
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/// 这个界面不做显示 会被强制隐藏的
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/// </summary>
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[LabelText("")]
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Cache = 6,
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/// <summary>
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/// 只是用来记录数量,不可用
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/// </summary>
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[LabelText("")]
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Count = 7,
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/// <summary>
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/// 所有层,不可用
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/// </summary>
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[LabelText("")]
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Any = 8,
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}
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}
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelLayer.cs.meta
vendored
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelLayer.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 3cd50e5bf988429898fcc02e31f2770f
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timeCreated: 1681899230
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43
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelOption.cs
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43
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelOption.cs
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using System;
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using Sirenix.OdinInspector;
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namespace YIUIFramework
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{
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//不要修改值 否则已存在的界面会错误
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//只能新增 不允许修改
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[LabelText("界面选项")]
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[Flags]
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public enum EPanelOption
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{
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[LabelText("无")]
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None = 0,
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[LabelText("容器类界面")]
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Container = 1, //比如伤害飘字 此类界面如果做到panel层会被特殊处理 建议还是不要放到panel层
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[LabelText("永久缓存界面")]
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ForeverCache = 1 << 1, //永远不会被摧毁 与禁止关闭不同这个可以关闭 只是不销毁 也可相当于无限长的倒计时
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[LabelText("倒计时缓存界面")]
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TimeCache = 1 << 2, //被关闭后X秒之后在摧毁 否则理解摧毁
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[LabelText("禁止关闭的界面")]
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DisClose = 1 << 3, //是需要一直存在的你可以隐藏 但是你不能摧毁
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[LabelText("忽略返回 返回操作会跳过这个界面")]
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IgnoreBack = 1 << 4, //他的打开与关闭不会触发返回功能 堆栈功能
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}
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public static class PanelOptionExt
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{
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public static void Set(ref this EPanelOption owner, EPanelOption option)
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{
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owner |= option;
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}
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public static void Unset(ref this EPanelOption owner, EPanelOption option)
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{
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owner &= (~option);
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}
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}
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}
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelOption.cs.meta
vendored
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelOption.cs.meta
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fileFormatVersion: 2
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guid: cf78d918fc24422d9300f7508a6b9feb
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timeCreated: 1681898532
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25
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelStackOption.cs
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25
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelStackOption.cs
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using Sirenix.OdinInspector;
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namespace YIUIFramework
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{
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//不要修改值 否则已存在的界面会错误
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//只能新增 不允许修改
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/// <summary>
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/// Panel堆栈操作
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/// </summary>
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[LabelText("堆栈操作")]
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public enum EPanelStackOption
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{
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[LabelText("不操作 就叠加管理")]
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None = 0,
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[LabelText("显隐 不会触发动画")]
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Visible = 1,
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[LabelText("显隐 会触发动画")]
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VisibleTween = 2, //堆栈逻辑中没有关闭逻辑都是隐藏 一个会触发动画一个不会 这个会触发关闭动画
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[LabelText("省略 忽略 排除")]
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Omit = 3, //当他打开其他界面时 自己会被关闭 且不进入堆栈 自己被关闭时 会触发堆栈
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}
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}
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelStackOption.cs.meta
vendored
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EPanelStackOption.cs.meta
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fileFormatVersion: 2
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guid: a29970e8ab1145419ce0d9d7e630fc65
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timeCreated: 1681899358
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22
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewStackOption.cs
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22
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewStackOption.cs
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using Sirenix.OdinInspector;
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namespace YIUIFramework
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{
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//不要修改值 否则已存在的界面会错误
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//只能新增 不允许修改
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/// <summary>
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/// View堆栈操作
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/// </summary>
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[LabelText("堆栈操作")]
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public enum EViewStackOption
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{
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[LabelText("不操作 就叠加管理")]
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None = 0,
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[LabelText("显隐 不触发动画")]
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Visible = 1, //直接显影
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[LabelText("显隐 会触发动画")]
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VisibleTween = 2, //堆栈逻辑中没有关闭逻辑都是隐藏 一个会触发动画一个不会 这个会触发关闭动画
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}
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}
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewStackOption.cs.meta
vendored
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewStackOption.cs.meta
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fileFormatVersion: 2
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guid: 50190b79766b448fa10788008b2c7ee1
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timeCreated: 1683886374
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16
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewType.cs
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16
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewType.cs
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using Sirenix.OdinInspector;
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namespace YIUIFramework
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{
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//不要修改值 否则已存在的界面会错误
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//只能新增 不允许修改
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[LabelText("层级类型")]
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public enum EViewWindowType
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{
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[LabelText("窗口")]
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View = 0,
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[LabelText("弹窗")]
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Popup = 1,
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}
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}
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewType.cs.meta
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EViewType.cs.meta
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fileFormatVersion: 2
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guid: 50c1d3f3ceaf45e4bbb2a67023008273
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timeCreated: 1683887706
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74
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EWindowTweenOption.cs
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74
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EWindowTweenOption.cs
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using System;
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using Sirenix.OdinInspector;
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namespace YIUIFramework
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{
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//不要修改值 否则已存在的界面会错误
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//只能新增 不允许修改
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[LabelText("窗口选项")]
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[Flags]
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public enum EWindowOption
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{
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[LabelText("无")]
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None = 0,
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/// 当打开的参数不一致时
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/// 是否可以使用基础Open
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/// 如果允许 别人调用open了一个不存在的Open参数时
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/// 也可以使用默认的open打开界面 则你可以改为true
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[LabelText("参数不一致时 可以使用基础Open")]
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CanUseBaseOpen = 1,
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[LabelText("禁止使用ParamOpen")]
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BanParamOpen = 1 << 1, //paramOpen 是obj参数形式的Open
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[LabelText("我有其他IOpen时 允许用open")]
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HaveIOpenAllowOpen = 1 << 2, //默认情况下如果你有IOpen接口 就必须强制使用这个接口打开
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[LabelText("先开")]
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FirstOpen = 1 << 3, // 默认后开 (如果先开: 当前UI先播放动画然后关闭其他UI 否则 其他UI先关闭 当前UI后打开)
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[LabelText("后关")]
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LastClose = 1 << 4, // 默认先关 (自己再打开其他 如果后关: 先打开其他 再关闭自己 这个时候大概率是看不到自己的关闭动画的)
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[LabelText("禁止动画")]
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BanTween = 1 << 10, //所有开关动画都会被跳过
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[LabelText("打开动画不可重复播放")]
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BanRepetitionOpenTween = 1 << 11, //生命周期内 打开动画只可以播放一次
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[LabelText("关闭动画不可重复播放")]
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BanRepetitionCloseTween = 1 << 12, //生命周期内 关闭动画只可以播放一次
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[LabelText("不等待打开动画")]
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BanAwaitOpenTween = 1 << 13, //这个影响的是打开动画之后的回调时机
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[LabelText("不等待关闭动画")]
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BanAwaitCloseTween = 1 << 14, //要动画完毕过后才会收到close回调 如果跳过就会立马收到
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[LabelText("我关闭时跳过其他的打开动画")]
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SkipOtherOpenTween = 1 << 15, //我关闭时 其他的界面直接打开不需要播放动画
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[LabelText("我打开时跳过其他的关闭动画")]
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SkipOtherCloseTween = 1 << 16, //我打开时 其他的界面直接关闭不需要播放动画
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[LabelText("Home时 跳过我自己的打开动画")]
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SkipHomeOpenTween = 1 << 17, //被Home的界面直接打开 不播放动画
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[LabelText("播放动画时 可以操作")]
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AllowOptionByTween = 1 << 18, //默认播放动画的时候是不能操作UI的 不然容易出问题
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}
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public static class WindowOptionOptionExt
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{
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public static void Set(ref this EWindowOption owner, EWindowOption option)
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{
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owner |= option;
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}
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public static void Unset(ref this EWindowOption owner, EWindowOption option)
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{
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owner &= (~option);
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}
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}
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}
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EWindowTweenOption.cs.meta
vendored
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3
UnityGame/Assets/Scripts/ThirdParty/YIUIFramework/Panel/Code/Enum/EWindowTweenOption.cs.meta
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@@ -0,0 +1,3 @@
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fileFormatVersion: 2
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guid: 2582d3c00b6e47a683d7b4ef29245d7c
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timeCreated: 1688635736
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