462 lines
16 KiB
C#
462 lines
16 KiB
C#
using Cysharp.Threading.Tasks;
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using DG.Tweening;
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using Framework;
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using PhxhSDK;
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using UnityEngine.UI;
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public abstract partial class UIWindow
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{
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/*
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╔═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════╗
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║ UIWindow 生命周期 (Lifecycle) ║
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╠═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
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║ ║
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║ 【生命周期流程】 ║
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║ 1. Load → UIManager.CreateWindow() 加载预制体 ║
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║ 2. Init → Init(data) 初始化UI组件 ║
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║ 3. Show → ShowWindow(data) 显示窗口 ║
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║ 4. Update → Update(dt) 每帧更新 ║
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║ 5. Refresh → Refresh(data) 刷新数据 ║
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║ 6. Close → CloseWindow(false) 关闭窗口(保留内存) ║
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║ 7. Destroy → CloseWindow(true) 销毁窗口(释放资源) ║
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║ ║
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║ 【核心虚方法】(子类可重写) ║
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║ • OnInit() - 初始化UI组件,绑定事件 ║
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║ • OnBeforeShow() - 显示前验证,返回false取消显示 ║
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║ • OnAfterShow() - 显示后处理,播放动画 ║
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║ • OnUpdate(dt) - 每帧更新(避免重度计算) ║
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║ • OnRefresh() - 刷新显示内容 ║
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║ • OnHide() - 隐藏时清理,暂停逻辑 ║
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║ • OnRelease() - 销毁时释放资源(重要:防止内存泄漏) ║
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║ ║
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║ 【注意事项】 ║
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║ ⚠️ 不要重写公共接口方法(Init, ShowWindow, Update等) ║
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║ ⚠️ 不要直接调用OnXxx虚方法,必须通过公共接口 ║
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║ ⚠️ CloseWindow(true)销毁窗口,CloseWindow(false)仅隐藏 ║
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║ ║
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╚═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
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*/
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#region Lifecycle Management
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/// <summary>
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/// 初始化窗口
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/// </summary>
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public void Init(object data = null)
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{
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try
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{
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OnBeforeInit(data);
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if (isInited)
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{
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DebugUtil.LogWarning("window : {0} already inited", WindowName);
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}
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else
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{
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DoInit();
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OnInit();
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isInited = true;
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}
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}
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catch (System.Exception e)
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{
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DebugUtil.LogError("window : {0} init window error: {1}\n===Stack===\n{2}\n======", WindowName, e.Message, e.StackTrace);
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}
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}
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/// <summary>
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/// 显示窗口
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/// </summary>
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public void ShowWindow(object data = null)
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{
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try
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{
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if (_isShow)
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{
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DebugUtil.LogWarning("window : {0} is show, can't show again", WindowName);
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}
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if (!OnBeforeShow(data))
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{
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DebugUtil.LogError("window : {0} on before show return false", WindowName);
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return;
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}
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DoShow();
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OnShow(data);
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if (gameObject is null)
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{
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DebugUtil.Log("UI已被销毁:{0}", WindowName);
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}
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else
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{
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gameObject.SetActive(true);
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}
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_isShow = true;
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OnAfterShow(data);
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bool isShowOpenAnim = IsShowOpenAnim;
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if (isShowOpenAnim)
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{
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AnimShow(() =>
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{
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//TODO
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EventManager.Instance.Send(EventManager.EventName.UIOpen, WindowName);
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}).Forget();
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}
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else
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{
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//OnAfterShow(data);
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EventManager.Instance.Send(EventManager.EventName.UIOpen, WindowName);
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}
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}
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catch (System.Exception e)
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{
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DebugUtil.LogError("window : {0} show window error: {1}\n===Stack===\n{2}\n======", WindowName, e.Message, e.StackTrace);
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}
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}
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/// <summary>
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/// 在显示前截图(如果需要)
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/// </summary>
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private void CaptureScreenshotIfNeeded()
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{
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var config = UIManager.Instance.GetWindowInfo(WindowName);
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if (config.NeedScreenshot)
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{
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var oldActive = gameObject.activeSelf;
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gameObject.SetActive(false);
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ScreenshotManager.Instance.CaptureScreenshot();
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gameObject.SetActive(oldActive);
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}
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}
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/// <summary>
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/// 自动设置模糊背景(如果需要)
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/// </summary>
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private void SetupBlurBackgroundIfNeeded()
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{
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var config = UIManager.Instance.GetWindowInfo(WindowName);
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if (!config.NeedScreenshot) return;
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// 查找约定的 GaussianBlurMask 节点
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var blurTransform = transform.Find("GaussianBlurMask");
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if (blurTransform != null)
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{
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var blurMask = blurTransform.GetComponent<UnityEngine.UI.RawImage>();
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if (blurMask != null)
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{
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blurMask.texture = ScreenshotManager.Instance.GetScreenTexture2D();
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blurMask.gameObject.SetActive(true);
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}
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}
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}
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/// <summary>
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/// 更新入口,界面打开的时候更新
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/// </summary>
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public void Update(float dt)
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{
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try
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{
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_notchScreenAdapter?.UpdateCheck();
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OnUpdate(dt);
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}
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catch (System.Exception e)
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{
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DebugUtil.LogError("window : {0} update window error: {1}\n===Stack===\n{2}\n======", WindowName, e.Message, e.StackTrace);
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}
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}
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/// <summary>
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/// 刷新窗口数据
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/// </summary>
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public void Refresh(object data)
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{
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try
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{
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if (isInited)
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{
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OnRefresh(data);
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}
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else
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{
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DebugUtil.LogError("window : {0} not inited", WindowName);
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}
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}
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catch (System.Exception e)
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{
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DebugUtil.LogError("window : {0} refresh with data error: {1}\n===Stack===\n{2}\n======", WindowName, e.Message, e.StackTrace);
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}
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}
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/// <summary>
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/// 关闭窗口
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/// destroy = false: 关闭但保留内存(快速重开)
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/// destroy = true: 销毁并释放资源
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/// </summary>
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public async void CloseWindow(bool destroy)
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{
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try
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{
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// 如果窗口已关闭
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if (!_isShow)
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{
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// 如果不需要销毁,直接返回
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if (!destroy)
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{
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DebugUtil.LogWarning("window : {0} is already closed", WindowName);
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return;
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}
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// 如果需要销毁,跳过关闭逻辑,直接执行销毁
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DebugUtil.LogG($"窗口已关闭,直接销毁UI:{WindowName}");
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IsClosing = true;
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UIManager.Instance.RemoveWindow(mWindowName);
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DoDestroy();
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IsClosing = false;
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return;
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}
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IsClosing = true;
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// 1. 获取窗口配置
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var config = UIManager.Instance.GetWindowInfo(WindowName);
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// 2. 可见性管理(由 UIWindowVisibilityManager 根据配置决定是否处理)
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UIWindowVisibilityManager.Instance.HandleVisibilityOnClose(this, config.VisibilityStrategy);
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// 3. 相机管理(在可见性管理之后处理)
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UIWindowCameraManager.Instance.HandleCameraOnClose(this);
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// 4. 隐藏逻辑
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OnHide();
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gameObject?.SetActive(false);
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_isShow = false;
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EventManager.Instance.Send(EventManager.EventName.UIHide, WindowName);
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// 5. 播放关闭动画
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bool isShowCloseAnim = IsShowOpenAnim;
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if (isShowCloseAnim)
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{
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UIManager.Instance.BlockUIForCloseOperation();
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await AnimHide(() =>
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{
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// 动画播放完毕后的回调
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if (destroy)
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{
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DoDestroy();
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UIManager.Instance.RemoveWindow(mWindowName);
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}
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IsClosing = false;
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});
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}
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else
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{
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// 7. 如果需要销毁(无动画情况)
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if (destroy)
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{
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DoDestroy();
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UIManager.Instance.RemoveWindow(mWindowName);
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}
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IsClosing = false;
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}
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}
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catch (System.Exception e)
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{
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DebugUtil.LogError("window : {0} close window error: {1}\n===Stack===\n{2}\n======", WindowName, e.Message, e.StackTrace);
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}
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}
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#endregion
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#region User Interaction
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#endregion
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#region Internal Implementation
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/// <summary>
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/// 恢复主相机状态(已废弃,由 UIWindowCameraManager 统一管理)
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/// </summary>
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[System.Obsolete("RestoreMainCamera已废弃,相机状态由 UIWindowCameraManager 统一管理")]
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private void RestoreMainCamera()
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{
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// 相机管理逻辑已移至 UIWindowCameraManager.HandleCameraOnClose
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// 保留此方法以防止破坏性更改
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}
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/// <summary>
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/// 执行基础初始化
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/// </summary>
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private void DoInit()
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{
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_isShow = false;
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var metaInfo = UIManager.Instance.GetWindowInfo(WindowName);
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IsShowOpenAnim = metaInfo.IsAutoAnim;
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BackStrategy = UIBackStrategyFactory.CreateStrategy(metaInfo.BackStrategyType);
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AutoBindField();
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InitScreenAdaption();
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BindDefaultCloseButtons();
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BindDefaultHomeButtons();
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BindDefaultBackButtons();
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}
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/// <summary>
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/// 执行显示逻辑
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/// </summary>
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private void DoShow()
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{
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// 🎯 在显示前截图(如果需要)
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CaptureScreenshotIfNeeded();
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// 🎯 自动设置模糊背景(如果需要)
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SetupBlurBackgroundIfNeeded();
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// 🎯 相机管理(在窗口显示后处理)
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var config = UIManager.Instance.GetWindowInfo(WindowName);
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UIWindowVisibilityManager.Instance.HandleVisibilityOnOpen(this, config.VisibilityStrategy);
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UIWindowCameraManager.Instance.HandleCameraOnOpen(this);
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}
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/// <summary>
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/// 执行销毁逻辑
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/// </summary>
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private void DoDestroy()
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{
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DebugUtil.LogG($"DoDestroy:{WindowName}");
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// 如果窗口还在显示状态,先调用 OnHide
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if (_isShow)
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{
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OnHide();
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_isShow = false;
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}
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// 确保 GameObject 隐藏
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if (gameObject != null)
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{
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gameObject.SetActive(false);
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}
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// 发送隐藏事件
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EventManager.Instance.Send(EventManager.EventName.UIHide, WindowName);
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// 资源释放
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if (gameObject)
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{
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if (isInited)
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{
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OnRelease();
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DoRelease();
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isInited = false;
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}
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if (UIManager.Instance.UIWindowObjDic.ContainsKey(gameObject))
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{
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UIManager.Instance.UIWindowObjDic.Remove(gameObject);
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}
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UnityEngine.Object.Destroy(gameObject);
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}
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// 卸载资源
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AssetManager.Instance.Unload(string.Format(UIManager.UI_PREFAB_PATH, mWindowName), true);
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gameObject = null;
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}
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/// <summary>
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/// 基础资源释放
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/// </summary>
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private void DoRelease()
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{
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EventManager.Instance.Send(EventManager.EventName.UIDestroy, WindowName);
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UnLoad();
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_openAnimSeq?.Kill();
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_assetReferenceManager?.Dispose();
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_assetReferenceManager = null;
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_notchScreenAdapter = null;
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_graphicRaycasterManager = null;
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}
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#endregion
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#region Virtual Methods
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// Init Phase
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/// <summary>
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/// 初始化前预处理(已废弃,建议使用OnInit)
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/// </summary>
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[System.Obsolete("OnBeforeInit已废弃,请使用OnInit方法替代。OnInit提供更清晰的初始化流程和更好的代码组织。")]
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protected virtual void OnBeforeInit(object data = null){}
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/// <summary>
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/// UI初始化
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/// </summary>
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protected virtual void OnInit(){}
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/// <summary>
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/// 自动绑定字段
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/// </summary>
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protected virtual void AutoBindField(){}
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// Show Phase
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/// <summary>
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/// 显示前检查(返回false可取消显示)
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/// </summary>
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protected virtual bool OnBeforeShow(object data)
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{
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return true;
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}
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/// <summary>
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/// 显示时处理(已废弃,建议使用OnAfterShow)
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/// </summary>
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[System.Obsolete("OnShow已废弃,请使用OnAfterShow方法替代。OnAfterShow在窗口完全显示后调用,提供更稳定的显示时机。")]
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protected virtual void OnShow(object data){}
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/// <summary>
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/// 显示后处理
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/// </summary>
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protected virtual void OnAfterShow(object data){}
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/// <summary>
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/// 每帧更新
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/// </summary>
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protected virtual void OnUpdate(float dt){}
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// Refresh Phase
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/// <summary>
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/// 数据刷新
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/// </summary>
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protected virtual void OnRefresh(object data) {}
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// Hide Phase
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/// <summary>
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/// 隐藏时处理
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/// </summary>
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protected virtual void OnHide(){}
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// Release Phase
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/// <summary>
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/// 资源释放
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/// </summary>
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protected virtual void OnRelease(){}
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#endregion
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}
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