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- using FairyGUI;
- using UnityEngine;
- using XGame.Framework.UI;
- namespace XGame.Framework.FGUI
- {
- public class FguiNested : IUINested
- { // fgui的dispose会先销毁GO再回调
- private GComponent _component;
- public GComponent Component => _component;
- public Transform Tr => _component?.displayObject?.gameObject?.transform ?? null;
- bool IUINested.IsActiveSelf => _component?.displayObject?.gameObject?.activeSelf ?? false;
- bool IUINested.IsActiveInHierarchy => _component?.displayObject?.gameObject?.activeInHierarchy ?? false;
- void IUINested.SetActive(bool isActive)
- {
- _component.displayObject.visible = isActive;
- }
- public FguiNested(GComponent component)
- {
- _component = component;
- }
- }
- }
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