道具栏增加悬停功能
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@ -280,7 +280,7 @@ MonoBehaviour:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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m_Material: {fileID: 0}
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m_Material: {fileID: 0}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_Color: {r: 1, g: 1, b: 1, a: 1}
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m_RaycastTarget: 1
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m_RaycastTarget: 0
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_RaycastPadding: {x: 0, y: 0, z: 0, w: 0}
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m_Maskable: 1
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m_Maskable: 1
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m_OnCullStateChanged:
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m_OnCullStateChanged:
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@ -502,6 +502,7 @@ GameObject:
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- component: {fileID: 323542383032252423}
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- component: {fileID: 323542383032252423}
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- component: {fileID: 6025220162707536696}
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- component: {fileID: 6025220162707536696}
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- component: {fileID: 3617749440597198166}
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- component: {fileID: 3617749440597198166}
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- component: {fileID: 5740481659040249477}
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m_Layer: 0
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m_Layer: 0
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m_Name: ItemPrefab
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m_Name: ItemPrefab
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m_TagString: Untagged
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m_TagString: Untagged
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@ -626,9 +627,23 @@ MonoBehaviour:
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m_Name:
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m_Name:
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m_EditorClassIdentifier:
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m_EditorClassIdentifier:
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MarkType: 0
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MarkType: 0
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CustomComponentName:
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CustomComponentName: ItemPrefab
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CustomComment:
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CustomComment:
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mComponentName: UnityEngine.UI.Button
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mComponentName: UnityEngine.UI.Button
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--- !u!114 &5740481659040249477
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MonoBehaviour:
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m_ObjectHideFlags: 0
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 1901611519389403572}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 456e447344348cf4680f6e09405e7b79, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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objs:
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- {fileID: 5478117157784657024}
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--- !u!1 &2685508885550636136
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--- !u!1 &2685508885550636136
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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37
Assets/Scripts/Item/MouseOverItem.cs
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37
Assets/Scripts/Item/MouseOverItem.cs
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@ -0,0 +1,37 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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public class MouseOverItem : MonoBehaviour, IPointerEnterHandler, IPointerExitHandler
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{
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public List<GameObject> objs;
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private void Awake()
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{
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SetItem(false);
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}
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public void OnPointerEnter(PointerEventData eventData)
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{
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SetItem(true);
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}
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public void OnPointerExit(PointerEventData eventData)
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{
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SetItem(false);
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}
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public void SetItem(bool isActive)
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{
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if (objs != null)
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{
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foreach (var obj in objs)
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{
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obj.SetActive(isActive);
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}
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}
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}
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}
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11
Assets/Scripts/Item/MouseOverItem.cs.meta
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11
Assets/Scripts/Item/MouseOverItem.cs.meta
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@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 456e447344348cf4680f6e09405e7b79
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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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@ -64,7 +64,6 @@ namespace QFramework.Example
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GameObject right = icon.transform.Find("Right").gameObject;
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GameObject right = icon.transform.Find("Right").gameObject;
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GameObject wrong = icon.transform.Find("Wrong").gameObject;
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GameObject wrong = icon.transform.Find("Wrong").gameObject;
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GameObject Selected = icon.transform.Find("Selected").gameObject;
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GameObject Selected = icon.transform.Find("Selected").gameObject;
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GameObject CurSelect = obj.transform.Find("CurSelect").gameObject;
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mResLoader.Add2Load(localImageUrl.ToNetImageResName(),
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mResLoader.Add2Load(localImageUrl.ToNetImageResName(),
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(bool success, IRes res) =>
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(bool success, IRes res) =>
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{
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{
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@ -76,7 +75,6 @@ namespace QFramework.Example
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Button btn = obj.GetComponent<Button>();
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Button btn = obj.GetComponent<Button>();
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btn.onClick.AddListener(() =>
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btn.onClick.AddListener(() =>
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{
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{
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CurSelect.gameObject.SetActive(true);
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if (answers != null)
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if (answers != null)
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{
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{
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if (answers.Contains(item.Name))
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if (answers.Contains(item.Name))
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@ -128,8 +126,6 @@ namespace QFramework.Example
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GameObject right = icon.Find("Right").gameObject;
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GameObject right = icon.Find("Right").gameObject;
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GameObject wrong = icon.Find("Wrong").gameObject;
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GameObject wrong = icon.Find("Wrong").gameObject;
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GameObject Selected = icon.Find("Selected").gameObject;
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GameObject Selected = icon.Find("Selected").gameObject;
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GameObject CurSelect = item.transform.Find("CurSelect").gameObject;
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CurSelect.SetActive(false);
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Selected.SetActive(true);
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Selected.SetActive(true);
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if (isRight)
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if (isRight)
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{
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{
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