2025-12-19 14:44:14 +08:00
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2025-10-24 13:45:50 +08:00
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using Obfuz;
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/// <summary>
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/// UI Canvas 逻辑层级枚举
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/// 用于控制 UI 窗口的显示顺序和层级管理
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/// </summary>
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[ObfuzIgnore]
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public enum UICanvasLayer
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{
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// 必须连续,数值越大,层级越高
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None = 0,
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BackGround = 1, // 背景层 → UIBackGround Canvas
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Normal = 2, // 普通层级 → UINormal Canvas
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ForeGround = 3, // 前景层 → UIForeGround Canvas
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Tips = 4, // 提示层级 → UITips Canvas
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Guide = 5, // 新手引导层 → UIGuide Canvas
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System = 6, // 系统层(菊花、断线、错误等) → UISystem Canvas
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Max = 7 // 占位符(内部使用)
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}
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2025-12-23 13:05:47 +08:00
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/// <summary>
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/// UI 可见性策略:决定窗口打开/关闭时对其他窗口的影响
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/// </summary>
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[ObfuzIgnore]
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public enum UIVisibilityStrategy
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{
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None = 0, // 不影响其他窗口(Tips、HUD、普通弹窗)
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Occlusion = 1 // 隐藏下层窗口
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}
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2025-12-22 16:55:56 +08:00
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/// <summary>
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/// UI返回键策略类型
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/// </summary>
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[ObfuzIgnore]
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public enum UIBackStrategyType
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{
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CloseSelf = 0, // 默认:关闭自己
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PassThrough, // 忽略,向下传递
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Intercept, // 拦截返回键但什么都不做
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ShowExitConfirm // 弹出退出游戏确认
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}
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