Ship the WeChat hot-update catalogs and the camp, TideWhale T2, UI atlas, and animation-lab work.

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
udx
2026-10-24 18:04:41 +08:00
co-authored by Cursor
parent 6ebc9401ce
commit 45e62132c8
1432 changed files with 2971856 additions and 2798 deletions
@@ -0,0 +1,84 @@
using System;
using System.Runtime.InteropServices;
using UnityEngine;
namespace AOT.UI
{
/// <summary>Offsets authored edge layouts while keeping full-screen backgrounds unchanged.</summary>
[DisallowMultipleComponent]
[RequireComponent(typeof(RectTransform))]
public sealed class UiSafeArea : MonoBehaviour
{
RectTransform _rect;
Vector2 _position;
bool _captured;
static readonly float[] NativeInsets = new float[4];
static int _frame = -1;
static Vector4 _insets;
static float _nextRead;
static int _width, _height;
#if UNITY_EDITOR
static Vector4? _preview;
public static void SetPreviewInsets(Vector4? value) { _preview = value; _frame = -1; }
#endif
#if UNITY_WEBGL && !UNITY_EDITOR
[DllImport("__Internal")] static extern int AIGame_GetUiSafeInsets([Out] float[] values);
#endif
void OnEnable()
{
_rect = (RectTransform)transform;
_position = _rect.anchoredPosition;
_captured = true;
Apply(CurrentInsets());
}
void OnDisable()
{
if (_captured && _rect != null) _rect.anchoredPosition = _position;
_captured = false;
}
void LateUpdate() => Apply(CurrentInsets());
void Apply(Vector4 inset)
{
if (!_captured || !(_rect.parent is RectTransform parent)) return;
Vector2 delta = Vector2.zero;
if (Mathf.Approximately(_rect.anchorMin.y, 1) && Mathf.Approximately(_rect.anchorMax.y, 1))
delta.y = -parent.rect.height * inset.w;
else if (Mathf.Approximately(_rect.anchorMin.y, 0) && Mathf.Approximately(_rect.anchorMax.y, 0))
delta.y = parent.rect.height * inset.y;
delta.x = parent.rect.width * (inset.x - inset.z) * .5f;
_rect.anchoredPosition = _position + delta;
}
public static Vector4 NormalizeSafeArea(int width, int height, Rect safe)
{
if (width <= 0 || height <= 0 || safe.width <= 0 || safe.height <= 0) return Vector4.zero;
return Clamp(new Vector4(safe.xMin / width, safe.yMin / height,
1f - safe.xMax / width, 1f - safe.yMax / height));
}
static Vector4 CurrentInsets()
{
if (_frame == Time.frameCount) return _insets;
_frame = Time.frameCount;
#if UNITY_EDITOR
if (_preview.HasValue) return _insets = Clamp(_preview.Value);
#endif
if (Time.unscaledTime < _nextRead && _width == Screen.width && _height == Screen.height) return _insets;
_width = Screen.width; _height = Screen.height;
_nextRead = Time.unscaledTime + .25f;
_insets = NormalizeSafeArea(Screen.width, Screen.height, Screen.safeArea);
#if UNITY_WEBGL && !UNITY_EDITOR
if (AIGame_GetUiSafeInsets(NativeInsets) != 0)
_insets = Vector4.Max(_insets, Clamp(new Vector4(NativeInsets[0], NativeInsets[1], NativeInsets[2], NativeInsets[3])));
#endif
return _insets;
}
static Vector4 Clamp(Vector4 value) => new Vector4(Valid(value.x), Valid(value.y), Valid(value.z), Valid(value.w));
static float Valid(float value) => float.IsNaN(value) || float.IsInfinity(value) ? 0 : Mathf.Clamp(value, 0, .35f);
}
}