(client) chore:Clean code
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@ -1,6 +1,6 @@
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using System;
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using UnityEngine;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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namespace Base
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@ -8,7 +8,7 @@ namespace Base
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// 定义渐变方向枚举
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[AddComponentMenu("UI/Effects/Gradient")]
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public enum Dir
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{
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{
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Horizontal, // 水平方向
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Vertical, // 垂直方向
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}
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@ -71,7 +71,7 @@ namespace Base
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}
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}
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}
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// 绘制垂直方向的渐变
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private void DrawVertical(VertexHelper vh, List<UIVertex> vertices, int count)
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{
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@ -1,8 +1,7 @@
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// C#
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using Managers; // 确保日志命名空间正确
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using System.Collections;
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using System.Collections.Generic; // 新增,用于List
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using Logging;
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using Managers; // 确保日志命名空间正确
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using TMPro;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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@ -18,7 +17,7 @@ namespace Base
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public GameObject loadingUI;
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// 假设 CustomProgressBar 是一个自定义组件,其 API 与原代码使用方式一致
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// 如果这里是 UnityEngine.UI.Image,需要完全改变 Progress 和 Opacity 的实现
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public Gradient progressBar; // 自定义进度条组件
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public Gradient progressBar; // 自定义进度条组件
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public TMP_Text describeText; // 描述文本
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public float duration = 0.5f; // 每个步骤的过渡时间
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@ -96,7 +95,7 @@ namespace Base
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// 在 Awake 中初始化管理器列表并注册,确保在 Start 之前完成
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_managersToLoad = new List<ILaunchManager>
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{
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new Logging.LoggerManagerWrapper(), // UnityLogger的包装器
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Logging.UnityLogger.Instance, // UnityLogger的包装器
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Managers.DefineManager.Instance,
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Managers.PackagesImageManager.Instance,
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Managers.TileManager.Instance,
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@ -187,7 +186,7 @@ namespace Base
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}
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}
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}
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/// <summary>
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/// 协程:按顺序加载所有管理器。
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/// </summary>
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@ -314,7 +313,7 @@ namespace Base
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SceneManager.LoadScene(scene);
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}
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}
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}
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@ -1,10 +1,8 @@
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Base
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{
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@ -72,7 +70,7 @@ namespace Base
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needUpdate = false;
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return;
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}
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if(_visibleWindows.Any(window => window.isInputOccupied))
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if (_visibleWindows.Any(window => window.isInputOccupied))
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return;
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foreach (var window in _allWindows)
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{
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@ -114,10 +112,10 @@ namespace Base
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// 显示目标窗口并更新缓存与暂停状态
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windowToShow.Show();
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var itick=windowToShow as ITickUI;
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var itick = windowToShow as ITickUI;
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if (itick != null)
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Base.Clock.AddTickUI(itick);
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needUpdate = true;
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}
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@ -202,7 +200,7 @@ namespace Base
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protected override void OnStart()
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{
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SceneManager.sceneLoaded += OnSceneLoaded;
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RegisterAllWindows();
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}
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