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[修复]1. 修复UI组的穿透设置
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Lines changed: 42 additions & 42 deletions

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Runtime/FairyGUIUIGroupHelper.cs

Lines changed: 42 additions & 42 deletions
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using FairyGUI;
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using GameFrameX.UI.Runtime;
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using UnityEngine;
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namespace GameFrameX.UI.FairyGUI.Runtime
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{
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/// <summary>
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/// FairyGUI界面组辅助器。
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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public sealed class FairyGUIUIGroupHelper : UIGroupHelperBase
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{
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/// <summary>
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/// 设置界面组深度。
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/// </summary>
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/// <param name="depth">界面组深度。</param>
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public override void SetDepth(int depth)
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{
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transform.localPosition = new Vector3(0, 0, depth * 100);
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}
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public override IUIGroupHelper Handler(Transform root, string groupName, string uiGroupHelperTypeName, IUIGroupHelper customUIGroupHelper)
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{
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GComponent component = new GComponent();
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GRoot.inst.AddChild(component);
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var comName = groupName;
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component.displayObject.name = comName;
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component.gameObjectName = comName;
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component.name = comName;
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component.AddRelation(GRoot.inst, RelationType.Width);
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component.AddRelation(GRoot.inst, RelationType.Height);
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component.MakeFullScreen();
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return GameFrameX.Runtime.Helper.CreateHelper(component.displayObject.gameObject, uiGroupHelperTypeName, (UIGroupHelperBase)customUIGroupHelper, 0);
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}
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}
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// GameFrameX 组织下的以及组织衍生的项目的版权、商标、专利和其他相关权利均受相应法律法规的保护。使用本项目应遵守相关法律法规和许可证的要求。
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//
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// 本项目主要遵循 MIT 许可证和 Apache 许可证(版本 2.0)进行分发和使用。许可证位于源代码树根目录中的 LICENSE 文件。
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//
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// 不得利用本项目从事危害国家安全、扰乱社会秩序、侵犯他人合法权益等法律法规禁止的活动!任何基于本项目二次开发而产生的一切法律纠纷和责任,我们不承担任何责任!
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using FairyGUI;
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using GameFrameX.UI.Runtime;
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using UnityEngine;
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namespace GameFrameX.UI.FairyGUI.Runtime
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{
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/// <summary>
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/// FairyGUI界面组辅助器。
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/// </summary>
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[UnityEngine.Scripting.Preserve]
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public sealed class FairyGUIUIGroupHelper : UIGroupHelperBase
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{
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/// <summary>
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/// 设置界面组深度。
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/// </summary>
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/// <param name="depth">界面组深度。</param>
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public override void SetDepth(int depth)
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{
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transform.localPosition = new Vector3(0, 0, depth * 100);
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}
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public override IUIGroupHelper Handler(Transform root, string groupName, string uiGroupHelperTypeName, IUIGroupHelper customUIGroupHelper)
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{
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GComponent component = new GComponent();
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GRoot.inst.AddChild(component);
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var comName = groupName;
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component.displayObject.name = comName;
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component.gameObjectName = comName;
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component.name = comName;
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component.opaque = false;
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component.AddRelation(GRoot.inst, RelationType.Width);
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component.AddRelation(GRoot.inst, RelationType.Height);
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component.MakeFullScreen();
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return GameFrameX.Runtime.Helper.CreateHelper(component.displayObject.gameObject, uiGroupHelperTypeName, (UIGroupHelperBase)customUIGroupHelper, 0);
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}
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}
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}

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