(client) feat:UI更新 chore:LogUI性能更好,并且修复反复打开Log消失的bug,删除部分非预期的警告

This commit is contained in:
m0_75251201
2025-08-30 00:26:27 +08:00
parent 34abe845b1
commit 7252698764
58 changed files with 4849 additions and 508 deletions

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@ -84,7 +84,7 @@ namespace UI
}
// 尝试将新的实体转换为角色类型。
Character newCharacter = entity as Character;
var newCharacter = entity as Character;
if (newCharacter != null)
{
focusedEntity = newCharacter;
@ -151,11 +151,11 @@ namespace UI
return;
}
int requiredUIs = focusedEntity.Inventory.Capacity;
int currentUIPoolSize = itemUIPool.Count; // 当前对象池中 ItemUI 实例的总数。
var requiredUIs = focusedEntity.Inventory.Capacity;
var currentUIPoolSize = itemUIPool.Count; // 当前对象池中 ItemUI 实例的总数。
// 遍历所有必要的物品槽位,复用对象池中的 ItemUI或在不足时创建新的 ItemUI。
for (int i = 0; i < requiredUIs; i++)
for (var i = 0; i < requiredUIs; i++)
{
ItemUI itemUI;
if (i < currentUIPoolSize)
@ -178,7 +178,7 @@ namespace UI
}
// 如果库存槽位数量减少,禁用对象池中多余的 ItemUI 实例。
for (int i = requiredUIs; i < currentUIPoolSize; i++)
for (var i = requiredUIs; i < currentUIPoolSize; i++)
{
if (itemUIPool[i] != null && itemUIPool[i].gameObject != null)
{
@ -213,9 +213,9 @@ namespace UI
return;
}
for (int i = 0; i < itemUIPool.Count; i++)
for (var i = 0; i < itemUIPool.Count; i++)
{
ItemUI itemUI = itemUIPool[i];
var itemUI = itemUIPool[i];
if (itemUI != null && itemUI.gameObject != null)
{
// 只有在 ItemUI 激活状态下才设置其选中状态避免对禁用UI的操作
@ -239,12 +239,12 @@ namespace UI
return;
}
float scrollInput = Input.GetAxis("Mouse ScrollWheel");
var scrollInput = Input.GetAxis("Mouse ScrollWheel");
if (scrollInput != 0) // 检测到滚轮输入
{
int currentSelection = focusedEntity.CurrentSelected;
int inventoryCapacity = focusedEntity.Inventory.Capacity;
var currentSelection = focusedEntity.CurrentSelected;
var inventoryCapacity = focusedEntity.Inventory.Capacity;
if (scrollInput > 0) // 滚轮向上,选择前一个
{