修改工具包
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@@ -1,60 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 资源模块
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/// </summary>
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public class ModuleAssets<Data> : Module<ModuleAssets<Data>> {
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protected List<Data> datas = new List<Data>();
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/// <summary> 更改事件 </summary>
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public virtual event Action<ModuleAssets<Data>> OnChange;
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/// <summary> 数据列表 </summary>
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public virtual List<Data> Datas => datas;
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/// <summary> 数据计数 </summary>
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public virtual int Count => Datas.Count;
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/// <summary> 数据操作 </summary
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public virtual Data this[int index] => Datas[index];
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/// <summary> 添加数据 </summary>
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public virtual void Add(Data data) { Datas.Add(data); OnChange?.Invoke(this); }
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/// <summary> 添加数据 </summary>
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public virtual void Add(IList<Data> data) { Datas.AddRange(data); OnChange?.Invoke(this); }
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/// <summary> 删除数据 </summary>
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public virtual void Remove(Data data) { Datas.Remove(data); OnChange?.Invoke(this); }
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/// <summary> 清除数据 </summary>
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public virtual void Clear() { Datas.Clear(); OnChange?.Invoke(this); }
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/// <summary> 保存数据 </summary>
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public virtual void Save() { throw new NotImplementedException(); }
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/// <summary> 加载数据 </summary>
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public virtual void Load() { throw new NotImplementedException(); }
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/// <summary> 循环列表 </summary>
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public virtual void ForEach(Action<Data> action) => Datas.ForEach(action);
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}
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/// <summary>
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/// 资源模块工具
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/// </summary>
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public static class AssetsTool {
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/// <summary> 头尾循环标准化索引 </summary>
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public static Data LoopIndex<Data>(this ModuleAssets<Data> assets, int index) {
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return assets[LoopIndex(index, assets.Count)];
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}
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/// <summary> 头尾循环标准化索引 </summary>
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public static Data LoopIndex<Data>(this List<Data> list, int index) {
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return list[LoopIndex(index, list.Count)];
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}
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/// <summary> 头尾循环标准化索引 </summary>
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public static Data LoopIndex<Data>(this Data[] array, int index) {
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return array[LoopIndex(index, array.Length)];
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}
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/// <summary> 头尾循环标准化索引 </summary>
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public static int LoopIndex(int index, int maxIndex) {
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return index % maxIndex;
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}
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: f240e58226b9d1440b23f97be93c4f00
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,13 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 数据
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/// </summary>
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public abstract class ModuleData<T> where T : ModuleData<T> {
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/// <summary> 可视化对象 </summary>
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public ModulePrefab<T> visual;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: 6266364f7baf1e741b8951d0ae0a1608
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -1,26 +0,0 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 事件处理器
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/// </summary>
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public class ModuleHandle<Data> : Module<ModuleAssets<Data>> {
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/// <summary> 数据 </summary>
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protected Data value;
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/// <summary> 当前数据 </summary>
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public virtual Data Current => value;
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/// <summary> 当前数据是否有效 </summary>
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public virtual bool IsValid => Current != null;
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/// <summary> 改变当前数据 Event </summary>
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public virtual event Action<Data> OnChange;
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/// <summary> 改变当前数据 </summary>
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public virtual void Change() => OnChange?.Invoke(value);
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/// <summary> 改变当前数据 </summary>
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public virtual void Change(Data value) { this.value = value; Change(); }
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}
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}
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@@ -1,18 +0,0 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace MuHua {
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/// <summary>
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/// 数据预制件
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/// </summary>
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public abstract class ModulePrefab<T> : MonoBehaviour where T : ModuleData<T> {
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/// <summary> 关联的数据 </summary>
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protected T value;
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/// <summary> 关联的数据 </summary>
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public virtual T Value => value;
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/// <summary> 更新可视化内容 </summary>
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public virtual void UpdateVisual(T value) => this.value = value;
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}
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}
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@@ -1,11 +0,0 @@
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fileFormatVersion: 2
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guid: fa7816f4efcec004e99b05e88149b6a0
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -6,25 +6,7 @@ namespace MuHua {
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/// <summary>
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/// 数据可视化
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/// </summary>
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public class ModuleVisual<T> : ModuleSingle<ModuleVisual<T>> where T : ModuleData<T> {
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/// <summary> 生成空间 </summary>
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public Transform space;
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/// <summary> 数据预制件 </summary>
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public Transform prefab;
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/// <summary> 替换旧的 </summary>
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protected override void Awake() => Replace();
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/// <summary> 更新可视化内容 </summary>
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public virtual void UpdateVisual(T data) {
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Create(ref data.visual, prefab, space);
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data.visual.UpdateVisual(data);
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}
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/// <summary> 释放可视化内容 </summary>
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public virtual void ReleaseVisual(T data) {
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if (data.visual != null) { Destroy(data.visual.gameObject); }
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data.visual = null;
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}
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public class ModuleVisual {
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/// <summary> 创建可视化内容 </summary>
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public static void Create<Type>(ref Type value, Transform original, Transform parent) {
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if (value != null) { return; }
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@@ -37,5 +19,9 @@ namespace MuHua {
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temp.gameObject.SetActive(true);
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return temp;
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}
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/// <summary> 删除可视化内容 </summary>
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public static void Remove<Type>(Type visual) where Type : Component {
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if (visual != null) { GameObject.Destroy(visual.gameObject); }
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}
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}
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}
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@@ -0,0 +1,31 @@
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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/// <summary>
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/// 检测鼠标是否在UI上
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/// </summary>
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public class PointerOverUIObject : MonoBehaviour {
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private static bool isValid;
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public static bool IsValid => isValid;
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private void Update() {
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#if UNITY_STANDALONE
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//电脑平台
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isValid = EventSystem.current.IsPointerOverGameObject();
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#elif UNITY_WEBGL
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//WebGL平台
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isValid = EventSystem.current.IsPointerOverGameObject();
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#elif UNITY_ANDROID
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//安卓平台
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isValid = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
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#elif UNITY_IOS
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//苹果平台
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isValid = EventSystem.current.IsPointerOverGameObject(Input.GetTouch(0).fingerId);
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#endif
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}
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}
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+1
-1
@@ -1,5 +1,5 @@
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fileFormatVersion: 2
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||||
guid: 7e27b368a7807c74987bd3cb5287968a
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guid: cfb91cad7f01d164d9e35b15f9b2c7c8
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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