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:
@@ -6,11 +6,10 @@ using UnityEngine.UI;
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namespace HotUpdate.UI
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{
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/// <summary>Walks a placeholder explorer over the camp painting and speaks only after a tap.</summary>
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/// <summary>Walks the camp guide over the camp painting and speaks only after a tap.</summary>
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public sealed class HomeExplorerPresenter : MonoBehaviour
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{
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const int Layer = 31;
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static readonly Color Key = new Color(0.07f, 0.02f, 0.09f, 1f);
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static readonly string[] Lines =
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{
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"喷泉今天的水声很好听。",
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@@ -26,6 +25,9 @@ namespace HotUpdate.UI
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UiPrefabLoader _loader;
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GameObject _stage;
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Camera _camera;
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RenderTexture _texture;
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RawImage _image;
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bool _booting;
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Transform _actor;
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RectTransform _button;
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RectTransform _bubble;
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@@ -41,30 +43,50 @@ namespace HotUpdate.UI
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void OnEnable()
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{
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_image = GetComponent<RawImage>();
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if (_image != null) _image.enabled = _camera != null;
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if (_camera != null) _camera.enabled = true;
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else StartCoroutine(Boot());
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else if (!_booting) StartCoroutine(Boot());
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}
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void OnDisable()
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{
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if (_camera != null) _camera.enabled = false;
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if (_image != null) _image.enabled = false;
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if (_bubble != null) _bubble.gameObject.SetActive(false);
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}
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void OnDestroy()
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{
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if (_button != null) _button.GetComponent<Button>().onClick.RemoveListener(Speak);
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if (_stage != null) Destroy(_stage);
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if (_camera != null && _camera.targetTexture != null)
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if (_image != null) _image.texture = null;
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if (_camera != null) _camera.targetTexture = null;
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if (_texture != null)
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{
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_camera.targetTexture.Release();
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Destroy(_camera.targetTexture);
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_texture.Release();
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Destroy(_texture);
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}
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if (_stage != null) Destroy(_stage);
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_loader?.Dispose();
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}
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IEnumerator Boot()
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{
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_booting = true;
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try { yield return BootCore(); }
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finally { _booting = false; }
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}
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IEnumerator BootCore()
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{
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// The serialized material makes the shader a real AssetBundle dependency.
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// Never display the opaque camera clear color when that dependency is unavailable.
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if (_image == null || _image.material == null || _image.material.shader == null ||
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_image.material.shader.name != "AIGame/HomeExplorerCutout" || !_image.material.shader.isSupported)
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{
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Debug.LogWarning("[HomeExplorer] Preview material unavailable; keeping the camp background visible.");
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yield break;
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}
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var root = transform.parent;
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_button = root.Find("Btn_Explorer") as RectTransform;
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_bubble = root.Find("Panel_ExplorerTalk") as RectTransform;
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@@ -73,9 +95,9 @@ namespace HotUpdate.UI
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yield return null;
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GameObject prefab = null;
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_loader = new UiPrefabLoader(null, "Assets/Bundles/Characters/Explorer");
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yield return _loader.LoadAsync("ExplorerSimple", loaded => prefab = loaded);
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if (prefab == null || _stage != null) yield break;
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_loader = new UiPrefabLoader(null, "Assets/Bundles/Characters/Human/CampGuideStudio");
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yield return _loader.LoadAsync("CampGuideStudio_Rigged", loaded => prefab = loaded);
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if (prefab == null || _stage != null || !isActiveAndEnabled) yield break;
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_stage = new GameObject("HomeExplorerStage");
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_stage.transform.position = new Vector3(40f, 0f, 0f);
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@@ -97,7 +119,8 @@ namespace HotUpdate.UI
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camGo.transform.SetParent(_stage.transform, false);
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_camera = camGo.AddComponent<Camera>();
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_camera.clearFlags = CameraClearFlags.SolidColor;
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_camera.backgroundColor = Key;
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// Read the shipped material: a hot-update DLL may run with an older Art bundle.
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_camera.backgroundColor = _image.material.GetColor("_Key");
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_camera.cullingMask = 1 << Layer;
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_camera.orthographic = true;
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_camera.orthographicSize = 1.45f;
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@@ -107,21 +130,11 @@ namespace HotUpdate.UI
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_camera.depth = -50;
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_camera.transform.localPosition = new Vector3(0.15f, 1.7f, -3.6f);
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_camera.transform.LookAt(_stage.transform.TransformPoint(0f, 0.7f, 0f));
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var rt = new RenderTexture(512, 512, 16, RenderTextureFormat.ARGB32);
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rt.Create();
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_camera.targetTexture = rt;
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var raw = gameObject.GetComponent<RawImage>() ?? gameObject.AddComponent<RawImage>();
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raw.texture = rt;
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raw.raycastTarget = false;
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raw.color = Color.white;
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var shader = Shader.Find("AIGame/HomeExplorerCutout");
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if (shader != null)
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{
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var material = new Material(shader);
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material.SetColor("_Key", Key);
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raw.material = material;
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}
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_texture = new RenderTexture(512, 512, 16, RenderTextureFormat.ARGB32);
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_texture.Create();
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_camera.targetTexture = _texture;
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_image.texture = _texture;
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_image.enabled = true;
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_bubble.gameObject.SetActive(false);
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if (!_hooked && _button != null)
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{
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@@ -38,7 +38,7 @@ namespace HotUpdate.UI
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ShowReconnect(false);
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foreach (var button in GetComponentsInChildren<Button>(true))
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{
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if (button == _reconnectBtn) continue;
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if (button == _reconnectBtn || button.name == "Btn_Explorer") continue;
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var key = button.name.StartsWith("Btn_Nav", StringComparison.Ordinal)
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? button.name.Substring(7)
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: button.name.StartsWith("Btn_", StringComparison.Ordinal) ? button.name.Substring(4) : null;
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@@ -0,0 +1,166 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.U2D;
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using UnityEngine.UI;
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using YooAsset;
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namespace HotUpdate.UI
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{
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/// <summary>移植 AtlasManager 的延迟绑定;所有平台异步加载,句柄随 UI 生命周期释放。</summary>
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public sealed class UiAtlasLoader : MonoBehaviour
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{
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private sealed class Entry
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{
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public bool Loading = true;
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public SpriteAtlas Atlas;
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public AssetHandle Handle;
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}
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private readonly Dictionary<string, Entry> _atlases = new Dictionary<string, Entry>(StringComparer.Ordinal);
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private readonly Dictionary<string, Sprite> _sprites = new Dictionary<string, Sprite>(StringComparer.Ordinal);
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private readonly Dictionary<Image, object> _imageRequests = new Dictionary<Image, object>();
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private ResourcePackage _preferredPackage;
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private bool _allowEditorFallback = true;
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private bool _disposed;
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public void Init(ResourcePackage preferredPackage = null, bool allowEditorFallback = true)
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{
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_preferredPackage = preferredPackage;
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_allowEditorFallback = allowEditorFallback;
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}
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private void Awake() { SpriteAtlasManager.atlasRequested += RequestAtlas; }
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private void RequestAtlas(string atlasName, Action<SpriteAtlas> callback)
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{
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// 只接管本项目的 UI 图集,不拦截字体或第三方图集。
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if (string.IsNullOrEmpty(atlasName) || !atlasName.StartsWith(UiAtlasPaths.AtlasNamePrefix, StringComparison.Ordinal)
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|| !atlasName.EndsWith("Atlas", StringComparison.Ordinal)
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|| atlasName.IndexOfAny(new[] { '/', '\\' }) >= 0) return;
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StartCoroutine(LoadAtPathAsync(UiAtlasPaths.AtlasRoot + "/" + atlasName + ".spriteatlas", callback));
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}
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public IEnumerator LoadAtlasAsync(string relativeFolder, Action<SpriteAtlas> onLoaded)
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{
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return LoadAtPathAsync(UiAtlasPaths.GetAtlasPath(relativeFolder), onLoaded);
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}
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private IEnumerator LoadAtPathAsync(string path, Action<SpriteAtlas> onLoaded)
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{
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if (_disposed) { onLoaded?.Invoke(null); yield break; }
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if (_atlases.TryGetValue(path, out var cached))
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{
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while (cached.Loading && !_disposed) yield return null;
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if (!_disposed) onLoaded?.Invoke(cached.Atlas);
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yield break;
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}
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var entry = new Entry();
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_atlases.Add(path, entry);
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var packages = new List<ResourcePackage>();
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if (_preferredPackage != null) packages.Add(_preferredPackage);
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if (YooAssets.IsInitialized)
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foreach (string name in new[] { "Art", "DefaultPackage" })
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if (YooAssets.TryGetPackage(name, out var package) && !packages.Contains(package)) packages.Add(package);
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try
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{
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foreach (var package in packages)
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{
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if (package.InitializeStatus != EOperationStatus.Succeeded || !package.IsLocationValid(path)) continue;
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entry.Handle = package.LoadAssetAsync<SpriteAtlas>(path);
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yield return entry.Handle;
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if (_disposed) yield break;
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if (entry.Handle.Status == EOperationStatus.Succeeded)
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{
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entry.Atlas = entry.Handle.GetAssetObject<SpriteAtlas>();
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if (entry.Atlas != null) break;
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}
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entry.Handle.Release();
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entry.Handle = null;
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}
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#if UNITY_EDITOR
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if (entry.Atlas == null && _allowEditorFallback)
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entry.Atlas = UnityEditor.AssetDatabase.LoadAssetAtPath<SpriteAtlas>(path);
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#endif
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}
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finally
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{
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entry.Loading = false;
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// 失败不留缓存,允许资源包就绪后重试。
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if (entry.Atlas == null && !_disposed)
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{
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entry.Handle?.Release();
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entry.Handle = null;
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_atlases.Remove(path);
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}
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}
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if (_disposed) yield break;
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if (entry.Atlas == null) Debug.LogWarning("[UIAtlas] Atlas unavailable: " + path);
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onLoaded?.Invoke(entry.Atlas);
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}
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public IEnumerator WaitForPending()
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{
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while (!_disposed)
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{
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bool pending = false;
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foreach (var entry in _atlases.Values) pending |= entry.Loading;
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if (!pending) yield break;
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yield return null;
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}
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}
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public IEnumerator LoadSpriteAsync(string relativeFolder, string spriteName, Action<Sprite> onLoaded)
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{
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if (string.IsNullOrEmpty(spriteName) || _disposed) { onLoaded?.Invoke(null); yield break; }
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string key = UiAtlasPaths.GetAtlasPath(relativeFolder) + "|" + spriteName;
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if (_sprites.TryGetValue(key, out var sprite) && sprite != null)
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{
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onLoaded?.Invoke(sprite);
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yield break;
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}
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SpriteAtlas atlas = null;
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yield return LoadAtlasAsync(relativeFolder, loaded => atlas = loaded);
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if (_disposed) yield break;
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if (atlas != null)
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{
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// GetSprite 创建的克隆需缓存并在销毁时释放。
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if (!_sprites.TryGetValue(key, out sprite) || sprite == null)
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{
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sprite = atlas.GetSprite(spriteName);
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if (sprite != null) _sprites[key] = sprite;
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}
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}
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if (sprite == null) Debug.LogWarning($"[UIAtlas] Sprite unavailable: {relativeFolder}/{spriteName}");
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onLoaded?.Invoke(sprite);
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}
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public IEnumerator SetSpriteAsync(Image image, string relativeFolder, string spriteName, Action<Sprite> onLoaded = null)
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{
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if (image == null || _disposed) yield break;
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var request = new object();
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_imageRequests[image] = request;
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Sprite sprite = null;
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yield return LoadSpriteAsync(relativeFolder, spriteName, loaded => sprite = loaded);
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// 同一个 Image 后来的请求优先,旧请求不能覆盖新图片。
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if (_disposed || !_imageRequests.TryGetValue(image, out var current) || current != request) yield break;
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_imageRequests.Remove(image);
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if (image == null) yield break;
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image.sprite = sprite;
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onLoaded?.Invoke(sprite);
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}
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private void OnDestroy()
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{
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_disposed = true;
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SpriteAtlasManager.atlasRequested -= RequestAtlas;
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StopAllCoroutines();
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foreach (var sprite in _sprites.Values) if (sprite != null) Destroy(sprite);
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_sprites.Clear();
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foreach (var entry in _atlases.Values) entry.Handle?.Release();
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_atlases.Clear();
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_imageRequests.Clear();
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 870697deb9d62e74f9f7ed8fde8e0b6e
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,44 @@
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using System;
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namespace HotUpdate.UI
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{
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/// <summary>编辑器生成与运行时加载共用的目录约定。</summary>
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public static class UiAtlasPaths
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{
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public const string TextureRoot = "Assets/Bundles/UI/Texture";
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public const string AtlasRoot = "Assets/Bundles/UI/Atlas";
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public const string AtlasNamePrefix = "UI_";
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public static bool IsTexturePath(string path)
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{
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return path != null && path.Replace('\\', '/').StartsWith(TextureRoot + "/", StringComparison.Ordinal);
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}
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public static string GetAtlasName(string relativeFolder)
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{
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if (relativeFolder == null) throw new ArgumentNullException(nameof(relativeFolder));
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relativeFolder = relativeFolder.Replace('\\', '/').Trim('/');
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if (relativeFolder.Length == 0) return AtlasNamePrefix + "__RootAtlas";
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foreach (string segment in relativeFolder.Split('/'))
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if (segment.Length == 0 || segment == "." || segment == "..")
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throw new ArgumentException("Invalid UI texture folder: " + relativeFolder);
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// 转义下划线与路径分隔符,避免 A/B 与 A_B 生成同名图集。
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return AtlasNamePrefix + relativeFolder.Replace("_", "_u").Replace("/", "_s") + "Atlas";
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}
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public static string GetAtlasPath(string relativeFolder)
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{
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return AtlasRoot + "/" + GetAtlasName(relativeFolder) + ".spriteatlas";
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}
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public static string GetAtlasPathForTexture(string texturePath)
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{
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texturePath = texturePath?.Replace('\\', '/');
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if (!IsTexturePath(texturePath)) throw new ArgumentException("Not a UI texture: " + texturePath);
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int lastSlash = texturePath.LastIndexOf('/');
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string folder = lastSlash == TextureRoot.Length ? "" :
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texturePath.Substring(TextureRoot.Length + 1, lastSlash - TextureRoot.Length - 1);
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return GetAtlasPath(folder);
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 656fa5a10dcc5f34587fa2724fd61993
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -15,6 +15,7 @@ namespace HotUpdate.UI
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readonly Dictionary<string, GameObject> _opened = new Dictionary<string, GameObject>(StringComparer.Ordinal);
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Transform _root;
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UiPrefabLoader _loader;
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public UiAtlasLoader Atlases { get; private set; }
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readonly HashSet<string> _loading = new HashSet<string>(StringComparer.Ordinal);
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public string Theme { get; private set; } = UiThemeCatalog.Candy;
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@@ -23,6 +24,9 @@ namespace HotUpdate.UI
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Instance = this;
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_root = root;
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_loader = loader ?? new UiPrefabLoader();
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Atlases = GetComponent<UiAtlasLoader>();
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if (Atlases == null) Atlases = gameObject.AddComponent<UiAtlasLoader>();
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Atlases.Init(_loader.PreferredPackage);
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Theme = UiThemeCatalog.Normalize(theme);
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}
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@@ -62,6 +66,7 @@ namespace HotUpdate.UI
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if (siblingIndex >= 0)
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go.transform.SetSiblingIndex(siblingIndex);
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_opened[prefabName] = go;
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yield return Atlases.WaitForPending();
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onOpened?.Invoke(go);
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}
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@@ -18,6 +18,8 @@ namespace HotUpdate.UI
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readonly List<AssetHandle> _handles = new List<AssetHandle>();
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bool _disposed;
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public ResourcePackage PreferredPackage => _preferredPackage;
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public UiPrefabLoader(ResourcePackage preferredPackage = null, string folder = PrefabFolder)
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{
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_preferredPackage = preferredPackage;
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Reference in New Issue
Block a user