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This commit is contained in:
@@ -27,7 +27,7 @@ class StateMachine {
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/**
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* 静态方法:获取唯一实例
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* @function
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* @returns {table}
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* @returns {StateMachine}
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*/
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function GetInstance() {
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if (!getroottable().rawin("__StateMachine__")) {
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@@ -12,5 +12,10 @@ Game/CharacterScript/Common/Rest.nut
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Game/CharacterScript/Common/Move.nut
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UI/ObjectClass/BaseNode.nut
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UI/ObjectClass/Actor.nut
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UI/ObjectClass/WindowNode.nut
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UI/ObjectClass/GameWindow.nut
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UI/ObjectClass/Sprite.nut
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UI/MainUI.nut
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main.nut
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@@ -5,18 +5,23 @@
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文件用途:主界面UI
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*/
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//主界面UI初始化回调
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function _MainUI_Enter_()
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{
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function _MainUI_Enter_(UI_Scene) {
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if (!_SYS_UI_SCENE_Instance_) _SYS_UI_SCENE_Instance_ = Actor(UI_Scene)
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local TestWindow = sq_CreaterWindow("测试窗口", GameWindow)
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TestWindow.ResetFoucus()
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local Sp = Sprite(
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"sprite/interface2/worldmap/step_2(area)/step_2(area)_bg.img",
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12
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)
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TestWindow.AddChild(Sp)
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}
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//主界面UI事件回调
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function _MainUI_HandleEvents_(event)
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{
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}
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function _MainUI_HandleEvents_(event) {}
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//主界面UI更新回调
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function _MainUI_Update_(deltaTime)
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{
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function _MainUI_Update_(deltaTime) {
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_Global_Windows_Logic_(deltaTime)
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}
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//主界面UI退出回调
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function _MainUI_Exit_()
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{
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}
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function _MainUI_Exit_() {}
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31
UI/ObjectClass/Actor.nut
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31
UI/ObjectClass/Actor.nut
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@@ -0,0 +1,31 @@
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/*
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文件名:Actor.nut
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路径:UI/ObjectClass/Actor.nut
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创建日期:2025-10-18 16:33
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文件用途:
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*/
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class Actor extends BaseNode {
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function _typeof() {
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return "Actor"
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}
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constructor(obj = null) {
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if (obj) {
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base.constructor(obj, false)
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} else {
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base.constructor(sq_CreateActor())
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}
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}
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function AddChild(Act) {
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sq_AddChild(this.C_Object, Act.C_Object)
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}
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function RemoveChild(Act) {
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sq_RemoveChild(this.C_Object, Act.C_Object)
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}
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function SetZOrder(Order){
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sq_SetZOrder(this.C_Object, Order);
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}
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}
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16
UI/ObjectClass/BaseNode.nut
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16
UI/ObjectClass/BaseNode.nut
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@@ -0,0 +1,16 @@
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/*
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文件名:BaseNode.nut
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路径:UI/ObjectClass/BaseNode.nut
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创建日期:2025-10-18 20:43
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文件用途:
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*/
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class BaseNode {
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/** @private */
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C_Object = null
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constructor(CObject, DestructFlag = true) {
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this.C_Object = CObject
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//析构对象
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if (DestructFlag) sq_RegisterDestruction(C_Object, this)
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}
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}
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87
UI/ObjectClass/GameWindow.nut
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87
UI/ObjectClass/GameWindow.nut
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@@ -0,0 +1,87 @@
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/*
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文件名:GameWindow.nut
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路径:UI/ObjectClass/GameWindow.nut
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创建日期:2025-10-18 20:58
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文件用途:游戏窗口类
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*/
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_SYS_UI_SCENE_Instance_ <- null
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_SYS_WINDOW_LIST_ <- []
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class GameWindow extends WindowNode {
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//窗口名称
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WindowName = "undefined"
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function _typeof() {
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return "GameWindow"
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}
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constructor(WindowName) {
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base.constructor()
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}
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function ResetFoucus() {
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SetVisible(true)
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//遍历全局窗口数组将自己移除重新添加在末尾
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foreach (Index, WindowObj in _SYS_WINDOW_LIST_) {
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if (WindowObj.WindowName == this.WindowName) {
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_SYS_WINDOW_LIST_.remove(Index)
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break
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}
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}
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_SYS_WINDOW_LIST_.append(this)
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SetZOrder(_SYS_WINDOW_LIST_.len())
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}
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function Proc(Dt) {
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}
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}
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/**
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*
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* @function
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* @param {any} WindowName
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* @param {GameWindow} WindowClass
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* @returns {any}
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*/
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function sq_CreaterWindow(WindowName, WindowClass) {
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foreach (idx, val in _SYS_WINDOW_LIST_) {
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if (val.WindowName == WindowName) return val;
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}
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local NewWindow = WindowClass(WindowName);
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getroottable()._SYS_WINDOW_LIST_.push(NewWindow);
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return NewWindow;
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}
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/**
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*
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* @function
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* @param {float} Dt
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* @returns {void}
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*/
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function _Global_Windows_Logic_(Dt) {
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if (_SYS_UI_SCENE_Instance_) {
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for (local i = 0; i < _SYS_WINDOW_LIST_.len(); i++) {
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local Window = _SYS_WINDOW_LIST_[i]
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//如果窗口不可见并且 处于演出状态
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if (!Window.Visible && Window.PerformanceState) {
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Window.PerformanceState = false
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_SYS_UI_SCENE_Instance_.RemoveChild(Window)
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if (Window.DestroyFlag) {
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_SYS_WINDOW_LIST_.remove(i);
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i--;
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}
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} else if (Window.Visible && !Window.PerformanceState) {
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_SYS_UI_SCENE_Instance_.AddChild(Window)
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Window.PerformanceState = true;
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}
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//无论窗口是否显示都需要调用Proc
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Window.Proc(Dt);
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}
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}
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}
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15
UI/ObjectClass/Sprite.nut
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15
UI/ObjectClass/Sprite.nut
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@@ -0,0 +1,15 @@
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/*
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文件名:Sprite.nut
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路径:UI/ObjectClass/Sprite.nut
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创建日期:2025-10-18 19:51
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文件用途:精灵类
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*/
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class Sprite extends Actor {
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function _typeof() {
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return "Sprite"
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}
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constructor(ImgPath, Idx) {
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base.constructor(sq_CreateSprite(ImgPath, Idx))
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}
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}
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43
UI/ObjectClass/WindowNode.nut
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43
UI/ObjectClass/WindowNode.nut
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@@ -0,0 +1,43 @@
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/*
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文件名:WindowNode.nut
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路径:UI/ObjectClass/WindowNode.nut
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创建日期:2025-10-18 20:54
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文件用途:窗口节点类
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*/
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class WindowNode extends Actor {
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//演出状态
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PerformanceState = false;
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//子控件
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Childrens = null;
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//刷新函数
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UpdateFunc = null;
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//是否可见
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Visible = true;
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//宽度
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Width = null;
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//高度
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Height = null;
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//销毁Flag
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DestroyFlag = false;
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function _typeof() {
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return "WindowNode"
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}
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constructor() {
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base.constructor()
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//子控件list初始化
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Childrens = []
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}
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function SetVisible(Flag) {
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Visible = Flag
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}
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function AddChild(Act) {
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base.AddChild(Act)
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Childrens.push(Act)
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}
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}
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@@ -31,5 +31,20 @@
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},
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"UI/MainUI.nut": {
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"description": "UI入口"
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},
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"UI/ObjectClass": {
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"description": "对象类"
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},
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"UI/ObjectClass/Actor.nut": {
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"description": "演员类"
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},
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"UI/ObjectClass/Sprite.nut": {
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"description": "精灵类"
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},
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"UI/ObjectClass/BaseNode.nut": {
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"description": "基础节点"
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},
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"UI/ObjectClass/WindowNode.nut": {
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"description": "窗口节点"
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}
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}
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@@ -81,9 +81,7 @@ function sq_SetVars(C_Object, Name, Type, Value) {}
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* @param {any} C_Object
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* @returns {void}
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*/
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function sq_GetDirection(C_Object) {
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}
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function sq_GetDirection(C_Object) {}
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/**
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*
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* @function
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@@ -92,3 +90,10 @@ function sq_GetDirection(C_Object) {
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* @returns {void}
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*/
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function sq_SetDirection(C_Object, Dir) {}
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function sq_CreateActor() {}
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function sq_RegisterDestruction(a,b) {}
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function sq_CreateSprite(a,b) {}
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function sq_AddChild(a,b){}
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function sq_RemoveChild(a,b){}
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function sq_SetZOrder(a,b){}
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