[删除]1. 删除优先级字段
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@ -24,7 +24,7 @@ namespace GameFrameX.UI.Editor
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private SerializedProperty m_InstanceAutoReleaseInterval = null;
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private SerializedProperty m_InstanceCapacity = null;
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private SerializedProperty m_InstanceExpireTime = null;
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private SerializedProperty m_InstancePriority = null;
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// private SerializedProperty m_InstancePriority = null;
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private SerializedProperty m_InstanceRoot = null;
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private SerializedProperty m_UIGroups = null;
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@ -88,6 +88,7 @@ namespace GameFrameX.UI.Editor
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}
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}
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/*
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int instancePriority = EditorGUILayout.DelayedIntField("Instance Priority", m_InstancePriority.intValue);
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if (instancePriority != m_InstancePriority.intValue)
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{
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@ -99,7 +100,7 @@ namespace GameFrameX.UI.Editor
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{
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m_InstancePriority.intValue = instancePriority;
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}
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}
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}*/
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EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
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{
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@ -144,7 +145,7 @@ namespace GameFrameX.UI.Editor
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m_InstanceAutoReleaseInterval = serializedObject.FindProperty("m_InstanceAutoReleaseInterval");
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m_InstanceCapacity = serializedObject.FindProperty("m_InstanceCapacity");
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m_InstanceExpireTime = serializedObject.FindProperty("m_InstanceExpireTime");
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m_InstancePriority = serializedObject.FindProperty("m_InstancePriority");
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// m_InstancePriority = serializedObject.FindProperty("m_InstancePriority");
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m_InstanceRoot = serializedObject.FindProperty("m_InstanceRoot");
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m_UIGroups = serializedObject.FindProperty("m_UIGroups");
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@ -38,10 +38,10 @@ namespace GameFrameX.UI.Runtime
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/// </summary>
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float InstanceExpireTime { get; set; }
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/// <summary>
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/*/// <summary>
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/// 获取或设置界面实例对象池的优先级。
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/// </summary>
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int InstancePriority { get; set; }
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int InstancePriority { get; set; }*/
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/// <summary>
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/// 打开界面成功事件。
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@ -53,15 +53,16 @@ namespace GameFrameX.UI.Runtime
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/// </summary>
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event EventHandler<OpenUIFormFailureEventArgs> OpenUIFormFailure;
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/*
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/// <summary>
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/// 打开界面更新事件。
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/// </summary>
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// event EventHandler<OpenUIFormUpdateEventArgs> OpenUIFormUpdate;
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event EventHandler<OpenUIFormUpdateEventArgs> OpenUIFormUpdate;
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/// <summary>
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/// 打开界面时加载依赖资源事件。
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/// </summary>
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// event EventHandler<OpenUIFormDependencyAssetEventArgs> OpenUIFormDependencyAsset;
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event EventHandler<OpenUIFormDependencyAssetEventArgs> OpenUIFormDependencyAsset;*/
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/// <summary>
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/// 关闭界面完成事件。
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@ -95,14 +95,14 @@ namespace GameFrameX.UI.Runtime
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set { m_InstancePool.ExpireTime = value; }
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}
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/// <summary>
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/*/// <summary>
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/// 获取或设置界面实例对象池的优先级。
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/// </summary>
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public int InstancePriority
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{
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get { return m_InstancePool.Priority; }
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set { m_InstancePool.Priority = value; }
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}
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}*/
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/// <summary>
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/// 打开界面成功事件。
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@ -46,7 +46,7 @@ namespace GameFrameX.UI.Runtime
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[SerializeField] private float m_InstanceExpireTime = 60f;
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[SerializeField] private int m_InstancePriority = 0;
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// [SerializeField] private int m_InstancePriority = 0;
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[SerializeField] private Transform m_InstanceRoot = null;
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@ -95,6 +95,7 @@ namespace GameFrameX.UI.Runtime
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set { m_UIManager.InstanceExpireTime = m_InstanceExpireTime = value; }
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}
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/*
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/// <summary>
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/// 获取或设置界面实例对象池的优先级。
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/// </summary>
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@ -102,7 +103,7 @@ namespace GameFrameX.UI.Runtime
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{
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get { return m_UIManager.InstancePriority; }
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set { m_UIManager.InstancePriority = m_InstancePriority = value; }
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}
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}*/
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/// <summary>
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/// 游戏框架组件初始化。
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@ -165,7 +166,7 @@ namespace GameFrameX.UI.Runtime
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m_UIManager.InstanceAutoReleaseInterval = m_InstanceAutoReleaseInterval;
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m_UIManager.InstanceCapacity = m_InstanceCapacity;
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m_UIManager.InstanceExpireTime = m_InstanceExpireTime;
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m_UIManager.InstancePriority = m_InstancePriority;
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// m_UIManager.InstancePriority = m_InstancePriority;
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UIFormHelperBase uiFormHelper = Helper.CreateHelper(m_UIFormHelperTypeName, m_CustomUIFormHelper);
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if (uiFormHelper == null)
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