更新UI相关指南文档 v1.1
修改内容: 1. UI事件绑定指南:新增事件绑定位置规范,强调防重复注册保护,新增SFUI_ScrollRect绑定模式 2. UI窗口开发指南:更新窗口创建流程示例,添加子组件开发示例 3. UI组件使用指南:添加防重复注册保护,新增列表绑定模式和子组件开发规范
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@@ -5,52 +5,67 @@
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### 1.1 窗口创建流程
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```csharp
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[HFAssetBundlePath(enHFLanguageRootFolder.ASSETS_GAME_GAMEHFRESOURCE, "UIWindows/Login/LoginWindow.prefab")]
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[HFUIWindowLayer(enHFUICanvasLayer.UIWindow, enHFUIWindowLayer.Dynamic, isIgnoreCloseByESC = false)]
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public class LoginWindow : AbsHFUIWindow
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[HFAssetBundlePath(enHFLanguageRootFolder.ASSETS_GAME_GAMEHFRESOURCE, "UIWindows/Bag/BagWindow.prefab")]
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[HFUIWindowLayer(enHFUICanvasLayer.UIWindow, enHFUIWindowLayer.Fixed, isIgnoreCloseByESC = false)]
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public class BagWindow : AbsHFUIWindow
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{
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// ========== UI组件 ==========
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private SFUI_Button BtnLogin;
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private SFUI_InputField InputName;
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private SFUI_InputField InputPassword;
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private SFUI_TextMeshProUGUI TxtTitle;
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private SFUI_Button BtnClose;
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private SFUI_ScrollRect BagListView;
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private BagTips tips;
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// ========== 数据 ==========
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private List<ItemInfo> m_items = new List<ItemInfo>();
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private ItemInfo m_select;
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protected override void OnRunAwake()
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{
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base.OnRunAwake();
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// 初始化UI组件引用(变量名与组件名保持一致)
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BtnLogin = FindUICtrlByName<SFUI_Button>("BtnLogin");
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InputName = FindUICtrlByName<SFUI_InputField>("InputName");
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InputPassword = FindUICtrlByName<SFUI_InputField>("InputPassword");
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TxtTitle = FindUICtrlByName<SFUI_TextMeshProUGUI>("TxtTitle");
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// ✅ 初始化UI组件引用
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BtnClose = FindUICtrlByName<SFUI_Button>("BtnClose");
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BagListView = FindUICtrlByName<SFUI_ScrollRect>("BagListView");
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tips = BindUI<BagTips, SFUI_Image>("BagTips");
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// 绑定按钮事件
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if (BtnLogin != null)
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{
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BtnLogin.OnAddClickListener += OnBtnLoginClick;
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}
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// ✅ 按钮事件绑定(带防重复注册保护)
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BtnClose.OnAddClickListener -= OnBtnClose;
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BtnClose.OnAddClickListener += OnBtnClose;
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// ✅ 列表绑定
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var itemPrefab = FindUICtrlByName<SFUI_Behaviour>("Item");
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BagListView.BindEvent(
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() => { return m_items.Count; },
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(idx) => { return itemPrefab.gameObject; },
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OnUpdateItem,
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(item) => { return item.gameObject.HFGetOrAddSimulateBehaviour<BagItemSlot>(); }
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);
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}
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protected override void OnOpen(Action _onOpenComplete)
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{
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base.OnOpen(_onOpenComplete);
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// 注册事件监听
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// ✅ 注册全局事件监听
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HFFunCatalogue.Event.TCEvent.AddListener<HFEvent_BagItemUpdate>(
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enHFCTCEvent.BagItemUpdate, OnBagItemUpdate);
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// ✅ 初始化数据
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RefreshBagItems();
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}
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protected override void OnClose(Action _onCloseComplete)
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{
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// 取消事件监听
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if (BtnLogin != null)
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{
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BtnLogin.OnAddClickListener -= OnBtnLoginClick;
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}
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// ✅ 取消全局事件监听
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HFFunCatalogue.Event.TCEvent.RemoveListener<HFEvent_BagItemUpdate>(
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enHFCTCEvent.BagItemUpdate, OnBagItemUpdate);
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// ✅ 清理资源
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tips.Clear();
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base.OnClose(_onCloseComplete);
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}
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private void OnBtnLoginClick(GameObject go)
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{
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// 处理登录逻辑
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}
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private void OnBtnClose(GameObject go) => CloseWindow();
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private void OnUpdateItem(SFUI_ScrollRectItem item) { /* 更新列表项 */ }
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private void RefreshBagItems() { /* 刷新背包数据 */ }
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}
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```
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@@ -58,18 +73,16 @@ public class LoginWindow : AbsHFUIWindow
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```csharp
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// 方式1:直接打开(无回调)
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HFFunCatalogue.UIManager.OpenWindow<LoginWindow>();
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HFFunCatalogue.UIManager.OpenWindow<BagWindow>();
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// 方式2:打开并获取窗口实例(推荐)
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HFFunCatalogue.UIManager.OpenWindow<LoginWindow>((win, args) => {
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// win: 打开的窗口实例
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// args: 传入的额外参数
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HFFunCatalogue.UIManager.OpenWindow<BagWindow>((win, args) => {
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Debug.Log("窗口打开完成");
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});
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// 方式3:带额外参数打开
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object[] extraArgs = new object[] { "param1", 123 };
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HFFunCatalogue.UIManager.OpenWindow<LoginWindow>((win, args) => {
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HFFunCatalogue.UIManager.OpenWindow<BagWindow>((win, args) => {
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// 使用窗口实例
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}, extraArgs);
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```
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@@ -80,12 +93,32 @@ HFFunCatalogue.UIManager.OpenWindow<LoginWindow>((win, args) => {
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### 2.1 生命周期方法
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| 方法 | 调用时机 | 说明 |
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|-----|---------|------|
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| `OnRunAwake` | 窗口创建时调用一次 | 初始化组件引用 |
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| `OnOpen` | 每次打开窗口时调用 | 注册事件、刷新数据 |
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| `OnClose` | 每次关闭窗口时调用 | 取消事件、清理资源 |
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| `OnDestroy` | 窗口销毁时调用 | 释放资源 |
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| 方法 | 调用时机 | 说明 | 推荐操作 |
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|-----|---------|------|---------|
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| `OnRunAwake` | 窗口创建时调用一次 | 初始化组件引用 | **绑定按钮事件、列表初始化** |
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| `OnOpen` | 每次打开窗口时调用 | 注册事件、刷新数据 | **注册全局TC事件、初始化数据** |
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| `OnClose` | 每次关闭窗口时调用 | 取消事件、清理资源 | **取消全局TC事件、清理UI状态** |
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| `OnDestroy` | 窗口销毁时调用 | 释放资源 | **释放非托管资源** |
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### 2.2 生命周期流程图
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```
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窗口创建
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↓
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OnRunAwake() ──→ 初始化组件、绑定按钮事件
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↓
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窗口打开(可多次)
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↓
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OnOpen() ──→ 注册TC事件、刷新数据
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↓
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窗口关闭(可多次)
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↓
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OnClose() ──→ 取消TC事件、清理资源
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↓
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窗口销毁
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↓
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OnDestroy() ──→ 释放资源
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```
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---
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@@ -100,7 +133,96 @@ HFFunCatalogue.UIManager.OpenWindow<LoginWindow>((win, args) => {
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| `isNeedMask` | 是否需要遮罩 | true |
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| `maskType` | 遮罩类型 | 半透明 |
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### 3.2 层叠配置
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```csharp
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[HFUIWindowLayer(enHFUICanvasLayer.UIWindow, enHFUIWindowLayer.Fixed, isIgnoreCloseByESC = false)]
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// ↑ Canvas层级 ↑ 窗口层级
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```
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---
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**版本**: v1.0
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## 四、子组件开发
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### 4.1 物品槽组件示例
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```csharp
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public class BagItemSlot : AbsHFUIWindow
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{
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private SFUI_Button Btn_Item;
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private SFUI_Image Img_Icon;
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private SFUI_TextMeshProUGUI Txt_Num;
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private Action<ItemInfo, int, Vector3> selectCallback;
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private ItemInfo item;
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private int m_index;
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protected override void OnRunAwake()
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{
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base.OnRunAwake();
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Btn_Item = FindUICtrlByName<SFUI_Button>("Btn_Item");
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Img_Icon = FindUICtrlByName<SFUI_Image>("Img_Icon");
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Txt_Num = FindUICtrlByName<SFUI_TextMeshProUGUI>("Txt_Num");
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Btn_Item.OnAddClickListener -= OnClick;
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Btn_Item.OnAddClickListener += OnClick;
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}
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public void SetData(ItemInfo item, ItemInfo nowSelect, int index, Action<ItemInfo, int, Vector3> onSelect)
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{
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this.item = item;
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this.m_index = index;
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this.selectCallback = onSelect;
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Img_Icon.HFSetItemIcon(item.ItemConfig.Resource);
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Txt_Num.text = item.Info.count.ToString();
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}
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private void OnClick(GameObject go)
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{
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selectCallback?.Invoke(item, m_index, go.transform.position);
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}
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}
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```
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### 4.2 提示框组件示例
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```csharp
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public class BagTips : AbsHFUIWindow
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{
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private SFUI_Image Img_ItemIcon;
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private SFUI_TextMeshProUGUI Txt_ItemName;
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private SFUI_TextMeshProUGUI Txt_ItemDesc;
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public ItemInfo Info { get; private set; }
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protected override void OnRunAwake()
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{
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base.OnRunAwake();
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Img_ItemIcon = FindUICtrlByName<SFUI_Image>("Img_ItemIcon");
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Txt_ItemName = FindUICtrlByName<SFUI_TextMeshProUGUI>("Txt_ItemName");
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Txt_ItemDesc = FindUICtrlByName<SFUI_TextMeshProUGUI>("Txt_ItemDesc");
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}
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public void SetData(ItemInfo item)
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{
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Info = item;
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Img_ItemIcon.HFSetItemIcon(item.ItemConfig.Resource);
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Txt_ItemName.text = item.ItemConfig.NameCN;
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Txt_ItemDesc.text = item.ItemConfig.DesLanguageCN;
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}
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public void Clear()
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{
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Info = null;
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Img_ItemIcon.HFClearSprite();
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Txt_ItemName.text = string.Empty;
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Txt_ItemDesc.text = string.Empty;
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}
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}
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```
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---
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**版本**: v1.1
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**适用范围**: GiftGameX项目业务开发人员
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