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using System;
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using System.Collections.Generic;
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using System.Threading.Tasks;
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.UI;
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#if HotUpdate
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using YooAsset;
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#endif
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namespace Stary.Evo.UIFarme
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{
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public interface IBaseRenderPanel : IController
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{
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/// <summary>
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/// UI信息
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/// </summary>
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string UIName { get; set; }
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/// <summary>
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/// 绑定这个面板的实例
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/// </summary>
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void Initialize(GameObject panelGo);
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/// <summary>
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/// 绑定这个面板的实例
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/// </summary>
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Task InitializeAsync(GameObject panelGo);
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/// <summary>
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/// 初始化面板管理器
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/// </summary>
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/// <param name="panelManager"></param>
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void Initialize(ISpriteRenderSystem sysytem);
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/// <summary>
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/// 初始化面板管理器
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/// </summary>
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/// <param name="panelManager"></param>
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Task InitializeAsync(ISpriteRenderSystem sysytem);
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/// <summary>
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/// 虚方法,UI进入时执行的操作,只会执行一次
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/// </summary>
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void OnEnter(Action complete = null);
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/// <summary>
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/// 虚方法,UI退出时执行的操作,只会执行一次
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/// </summary>
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void OnExit(float delay = 0f);
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void OnDestroy();
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/// <summary>
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/// 生成/获取一个UI对象
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/// </summary>
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/// <param name="type">ui信息</param>
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/// <returns></returns>
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Task<GameObject> CreatePanel(string packageName, string panelName);
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/// <summary>
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/// 销毁一个Ui对象
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/// </summary>
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/// <param name="type"></param>
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void DestoryUI();
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void SetPanelParent(Transform parent);
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}
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/// <summary>
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///所有UI面板的父类,包含UI面板的状态信息
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/// </summary>
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public abstract class BaseRenderPanel : IBaseRenderPanel
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{
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/// <summary>
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/// UI信息
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/// </summary>
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public string UIName { get; set; }
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public abstract UITweenType TweenType { get; }
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/// <summary>
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/// 面板管理器
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/// </summary>
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protected ISpriteRenderSystem PanelSystem { get; private set; }
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/// <summary>
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/// 生成的父物体
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/// </summary>
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protected Transform panelParent { get; private set; }
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/// <summary>
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/// 缓存该面板所有的SpriteRenderer
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/// </summary>
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private Dictionary<string, SpriteRenderer> spriteRendererDict;
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protected GameObject activePanel { get; private set; }
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protected void Awake()
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{
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spriteRendererDict = new Dictionary<string, SpriteRenderer>();
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}
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public virtual void Initialize(GameObject panelGo)
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{
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activePanel = panelGo;
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SpriteRenderer[] spriteRenderers = activePanel.GetComponentsInChildren<SpriteRenderer>(true);
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foreach (SpriteRenderer item in spriteRenderers)
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{
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spriteRendererDict[item.name] = item;
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}
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}
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public virtual Task InitializeAsync(GameObject panelGo)
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{
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Initialize(panelGo);
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return Task.CompletedTask;
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}
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public virtual void Initialize(ISpriteRenderSystem sysytem)
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{
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PanelSystem = sysytem;
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}
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public virtual Task InitializeAsync(ISpriteRenderSystem sysytem)
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{
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Initialize(sysytem);
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return Task.CompletedTask;
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}
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public virtual void OnEnter(Action complete = null)
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{
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activePanel.SetActive(true);
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SetCanvasGroupTween(1f, complete);
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}
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public virtual void OnExit(float delay = 0f)
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{
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SetCanvasGroupTween(0f, () => { activePanel.SetActive(false); });
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}
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public virtual void OnDestroy()
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{
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DestoryUI();
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}
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public async Task<GameObject> CreatePanel(string packageName, string panelName)
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{
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if (panelParent == null)
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{
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Debug.LogWarning($"UnityEvo:parent为空,{panelName}自动设置为root节点下,请检查是否正确!!!!!");
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}
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if (this.activePanel != null)
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{
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return activePanel.gameObject;
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}
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#if HotUpdate
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AssetHandle handle = null;
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if (packageName == null)
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{
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handle = YooAssets.LoadAssetAsync<GameObject>(panelName);
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}
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else
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{
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var package = YooAssets.TryGetPackage(packageName);
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if (package == null)
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{
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handle = YooAssets.LoadAssetAsync<GameObject>(panelName);
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}
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else
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{
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handle = package.LoadAssetAsync<GameObject>(panelName);
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}
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}
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await handle.Task;
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activePanel = GameObject.Instantiate(handle.AssetObject as GameObject, panelParent);
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#else
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GameObject handle = Resources.Load<GameObject>(panelName);
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activePanel = GameObject.Instantiate(handle, panelParent);
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#endif
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activePanel.name = this.GetType().Name;
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return activePanel;
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}
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public void DestoryUI()
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{
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if (activePanel != null)
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{
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GameObject.Destroy(activePanel);
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PanelSystem.Get_Dic().Remove(this.GetType().Name);
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}
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}
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public void SetPanelParent(Transform parent)
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{
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panelParent = parent;
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}
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private void SetCanvasGroup(float alpha)
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{
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foreach (var spriteRenderer in spriteRendererDict)
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{
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Color c = spriteRenderer.Value.color;
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c.a = alpha;
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spriteRenderer.Value.color = c;
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}
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}
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private void SetCanvasGroupTween(float alpha, Action complete = null)
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{
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// 创建一个新的序列
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Sequence sequence = DOTween.Sequence();
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foreach (var spriteRenderer in spriteRendererDict)
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{
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if (TweenType == UITweenType.None)
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{
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Color c = spriteRenderer.Value.color;
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c.a = alpha;
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spriteRenderer.Value.color = c;
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}
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else if (TweenType == UITweenType.Fade)
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{
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sequence.Join(spriteRenderer.Value.DOFade(alpha, 1f));
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}
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else if (TweenType == UITweenType.Yoyo)
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{
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sequence.Join(spriteRenderer.Value.DOFade(alpha, 1f)
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.SetLoops(-1, LoopType.Yoyo));
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}
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}
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if (TweenType == UITweenType.None)
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{
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complete?.Invoke();
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}
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else
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{
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sequence.OnComplete(() => complete?.Invoke());
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}
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}
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public IArchitecture GetArchitecture()
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{
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return PanelSystem.GetArchitecture();
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}
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public enum UITweenType
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{
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/// <summary>
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/// 无动画
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/// </summary>
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None,
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/// <summary>
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/// 淡入淡出
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/// </summary>
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Fade,
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/// <summary>
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/// 循环播放
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/// </summary>
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Loop,
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/// <summary>
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/// 往返播放
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/// </summary>
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Yoyo,
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}
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}
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}
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