BS 0.2.0 UI控件同步 / EP Unity.1 Diagram版本下的附属增强提案
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@@ -7,10 +7,9 @@ using UnityEngine;
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namespace Convention.WindowsUI.Variant
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{
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public class InspectorWindow : WindowsComponent, ISingleton<InspectorWindow>
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public class InspectorWindow : WindowsComponent
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{
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public static InspectorWindow instance { get; private set; }
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private RegisterWrapper<InspectorWindow> m_RegisterWrapper;
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private object target;
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[Setting] public bool IsWorkWithHierarchyWindow = true;
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@@ -32,11 +31,6 @@ namespace Convention.WindowsUI.Variant
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m_PropertiesWindow = GetComponent<PropertiesWindow>();
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}
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private void OnDestroy()
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{
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m_RegisterWrapper.Release();
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}
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private void Start()
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{
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if (m_WindowManager == null)
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@@ -44,7 +38,7 @@ namespace Convention.WindowsUI.Variant
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if (m_PropertiesWindow == null)
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m_PropertiesWindow = GetComponent<PropertiesWindow>();
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m_RegisterWrapper = new(() => { });
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Architecture.RegisterWithDuplicateAllow(typeof(InspectorWindow), this, () => { });
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instance = this;
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if (IsWorkWithHierarchyWindow == true)
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@@ -91,12 +85,12 @@ namespace Convention.WindowsUI.Variant
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}
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/// <summary>
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>Ӧ<EFBFBD><D3A6>tab
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/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Լ<EFBFBD><D4BC><EFBFBD>Ӧ<EFBFBD><D3A6>tab
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/// </summary>
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/// <param name="target"></param>
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/// <param name="item"></param>
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/// <returns><3E>Ƿ<EFBFBD><C7B7>봫<EFBFBD><EBB4AB><EFBFBD><EFBFBD>target<EFBFBD><EFBFBD>ͬ</returns>
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[return: When("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>target<EFBFBD>뱻<EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϊtarget<EFBFBD><EFBFBD>ʵ<EFBFBD><EFBFBD><EFBFBD><EFBFBD>ͬ")]
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/// <returns><3E>Ƿ<EFBFBD><C7B7>봫<EFBFBD><EBB4AB><EFBFBD>target<65><74>ͬ</returns>
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[return: When("<22><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>target<65>뱻<EFBFBD><EBB1BB><EFBFBD><EFBFBD>Ϊtarget<65><74>ʵ<EFBFBD><CAB5><EFBFBD><EFBFBD>ͬ")]
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public bool SetTarget([In] object target, [In, Opt] HierarchyItem item)
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{
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if (item != null && IsWorkWithHierarchyWindow)
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@@ -159,7 +153,6 @@ namespace Convention.WindowsUI.Variant
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m_currentEntries.Clear();
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}
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private static readonly Type[] IgnoreCutOffType = new Type[] {
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typeof(MonoAnyBehaviour),
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typeof(GameObject),
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typeof(MonoBehaviour),
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typeof(UnityEngine.Object),
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