Merge branch 'master' into LouDi_Quan
This commit is contained in:
commit
faceaae3a8
@ -51,6 +51,7 @@ 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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answers: []
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answers: []
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bg: {fileID: 2575765536656914917}
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Scroll: {fileID: 3666318679728618663}
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Scroll: {fileID: 3666318679728618663}
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Content: {fileID: 8229723427790603414}
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Content: {fileID: 8229723427790603414}
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ItemPrefab: {fileID: 3266964766418377106}
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ItemPrefab: {fileID: 3266964766418377106}
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@ -869,6 +870,7 @@ GameObject:
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- component: {fileID: 4604846658045866225}
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- component: {fileID: 4604846658045866225}
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- component: {fileID: 7995524027316056123}
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- component: {fileID: 7995524027316056123}
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- component: {fileID: 2575765536656914917}
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- component: {fileID: 2575765536656914917}
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- component: {fileID: 7995406576721174090}
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m_Layer: 0
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m_Layer: 0
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m_Name: bg
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m_Name: bg
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m_TagString: Untagged
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m_TagString: Untagged
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@ -891,9 +893,9 @@ RectTransform:
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- {fileID: 9189599814967438796}
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- {fileID: 9189599814967438796}
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m_Father: {fileID: 4477385101412774245}
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m_Father: {fileID: 4477385101412774245}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
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m_AnchorMin: {x: 1, y: 0.5}
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m_AnchorMin: {x: 0, y: 0.5}
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m_AnchorMax: {x: 1, y: 0.5}
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m_AnchorMax: {x: 0, y: 0.5}
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m_AnchoredPosition: {x: -133, y: 0}
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m_AnchoredPosition: {x: 111.5, y: 0}
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m_SizeDelta: {x: 223, y: 653}
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m_SizeDelta: {x: 223, y: 653}
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m_Pivot: {x: 0.5, y: 0.5}
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m_Pivot: {x: 0.5, y: 0.5}
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--- !u!222 &7995524027316056123
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--- !u!222 &7995524027316056123
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@ -934,6 +936,22 @@ MonoBehaviour:
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m_FillOrigin: 0
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m_FillOrigin: 0
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m_UseSpriteMesh: 0
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m_UseSpriteMesh: 0
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m_PixelsPerUnitMultiplier: 1
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m_PixelsPerUnitMultiplier: 1
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--- !u!114 &7995406576721174090
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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: 3256755621147846471}
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m_Enabled: 1
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m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: 0d51f3a7c41ab0346b49ae50d456bece, type: 3}
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m_Name:
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m_EditorClassIdentifier:
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MarkType: 0
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CustomComponentName: bg
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CustomComment:
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mComponentName: UnityEngine.UI.Image
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--- !u!1 &3509989120642977392
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--- !u!1 &3509989120642977392
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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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@ -28,6 +28,7 @@ public class UIToolsAction : IAction
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string autoHide;
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string autoHide;
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string random;
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string random;
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string scrollSpeed;
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string scrollSpeed;
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string position;
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public static UIToolsAction Allocate(Dictionary<string, string> datas, System.Action onDelayFinish = null)
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public static UIToolsAction Allocate(Dictionary<string, string> datas, System.Action onDelayFinish = null)
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{
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{
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var retNode = mPool.Allocate();
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var retNode = mPool.Allocate();
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@ -48,6 +49,7 @@ public class UIToolsAction : IAction
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retNode.autoHide = datas.ContainsKey("autoHide") ? datas["autoHide"] : "";
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retNode.autoHide = datas.ContainsKey("autoHide") ? datas["autoHide"] : "";
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retNode.random = datas.ContainsKey("random") ? datas["random"] : "";
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retNode.random = datas.ContainsKey("random") ? datas["random"] : "";
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retNode.scrollSpeed = datas.ContainsKey("scrollSpeed") ? datas["scrollSpeed"] : "";
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retNode.scrollSpeed = datas.ContainsKey("scrollSpeed") ? datas["scrollSpeed"] : "";
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retNode.position = datas.ContainsKey("position") ? datas["position"] : "";
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return retNode;
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return retNode;
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}
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}
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@ -97,6 +99,7 @@ public class UIToolsAction : IAction
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{
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{
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data.autoHideResult = -1;
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data.autoHideResult = -1;
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}
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}
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data.position = position;
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UIKit.OpenPanelAsync<UITools>(uiData: data, canvasLevel: UILevel.PopUI).ToAction().StartGlobal(() => this.Finish());
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UIKit.OpenPanelAsync<UITools>(uiData: data, canvasLevel: UILevel.PopUI).ToAction().StartGlobal(() => this.Finish());
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}
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}
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5
Assets/Scripts/UI/UITools.Designer.cs
generated
5
Assets/Scripts/UI/UITools.Designer.cs
generated
@ -5,11 +5,13 @@ using QFramework;
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namespace QFramework.Example
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namespace QFramework.Example
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{
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{
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// Generate Id:5f777d12-69d4-455d-bef6-fb39dbeda60e
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// Generate Id:be7133cf-6b67-4ebc-b151-f39cadcba0d2
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public partial class UITools
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public partial class UITools
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{
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{
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public const string Name = "UITools";
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public const string Name = "UITools";
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[SerializeField]
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public UnityEngine.UI.Image bg;
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[SerializeField]
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[SerializeField]
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public UnityEngine.UI.ScrollRect Scroll;
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public UnityEngine.UI.ScrollRect Scroll;
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[SerializeField]
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[SerializeField]
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@ -21,6 +23,7 @@ namespace QFramework.Example
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protected override void ClearUIComponents()
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protected override void ClearUIComponents()
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{
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{
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bg = null;
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Scroll = null;
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Scroll = null;
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Content = null;
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Content = null;
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ItemPrefab = null;
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ItemPrefab = null;
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@ -25,6 +25,7 @@ namespace QFramework.Example
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public float autoHideResult = -1;
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public float autoHideResult = -1;
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public bool random = false;
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public bool random = false;
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public float scrollSpeed = 25;
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public float scrollSpeed = 25;
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public string position;
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}
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}
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public partial class UITools : UIPanel
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public partial class UITools : UIPanel
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{
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{
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@ -140,6 +141,35 @@ namespace QFramework.Example
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}
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}
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mResLoader.LoadAsync();
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mResLoader.LoadAsync();
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Scroll.verticalNormalizedPosition = 1;
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Scroll.verticalNormalizedPosition = 1;
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switch (mData.position)
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{
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case "left":
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// 将锚点设为父容器的右侧中间(Middle-Right)
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bg.rectTransform.anchorMin = new Vector2(0, 0.5f); // 左下锚点(右侧)
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bg.rectTransform.anchorMax = new Vector2(0, 0.5f); // 右上锚点(右侧)
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// 将位置偏移归零(相对于锚点)
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bg.rectTransform.anchoredPosition = Vector2.zero;
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// 可选:设置轴心点为右侧中点(影响缩放/旋转中心)
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bg.rectTransform.pivot = new Vector2(0, 0.5f);
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break;
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case "right":
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default:
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// 将锚点设为父容器的右侧中间(Middle-Right)
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bg.rectTransform.anchorMin = new Vector2(1, 0.5f); // 左下锚点(右侧)
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bg.rectTransform.anchorMax = new Vector2(1, 0.5f); // 右上锚点(右侧)
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// 将位置偏移归零(相对于锚点)
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bg.rectTransform.anchoredPosition = Vector2.zero;
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// 可选:设置轴心点为右侧中点(影响缩放/旋转中心)
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bg.rectTransform.pivot = new Vector2(1, 0.5f);
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break;
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}
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}
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}
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public void SetSelected(GameObject item, bool isRight)
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public void SetSelected(GameObject item, bool isRight)
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@ -580,6 +580,11 @@ namespace XMLTool
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{
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{
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act.args.Add("scrollSpeed", scrollSpeed.Value);
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act.args.Add("scrollSpeed", scrollSpeed.Value);
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}
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}
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var position = action.Attribute("position");
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if (position != null)
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{
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act.args.Add("position", position.Value);
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}
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newAction = act;
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newAction = act;
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}
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}
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break;
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break;
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@ -31,7 +31,8 @@
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autoHide =-1 则点击结束 否则 等待对应时间后自动结束
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autoHide =-1 则点击结束 否则 等待对应时间后自动结束
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totalScore 是配合wrongScore的用于初始化一个分数 然后选择扣分
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totalScore 是配合wrongScore的用于初始化一个分数 然后选择扣分
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random 是否打乱devices的顺序
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random 是否打乱devices的顺序
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scrollSpeed 鼠标滚轮的滑动速度-->
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scrollSpeed 鼠标滚轮的滑动速度
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position left/right 可以让道具栏在左侧或者右侧-->
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<Action type="UITools" devices="道具名字1" answers="正确道具"
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<Action type="UITools" devices="道具名字1" answers="正确道具"
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setActive="true"
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setActive="true"
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rightLabel="提示:器械选择正确。"
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rightLabel="提示:器械选择正确。"
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@ -44,7 +45,8 @@
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scoreStepName="手术准备器械选择"
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scoreStepName="手术准备器械选择"
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autoHide="-1"
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autoHide="-1"
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random="true"
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random="true"
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scrollSpeed="25"></Action>
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scrollSpeed="25"
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position="right"></Action>
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<!--物体点位选择 物体的中心点-->
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<!--物体点位选择 物体的中心点-->
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<Action type="PointQuestion" value="路径1,路径2"></Action>
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<Action type="PointQuestion" value="路径1,路径2"></Action>
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