更新UI组件命名规范:变量名与组件名保持一致
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@@ -7,15 +7,20 @@
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```csharp
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public class LoginWindow : AbsHFUIWindow
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{
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[SerializeField] private SFUI_Button btn_Login;
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private SFUI_Button BtnLogin;
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protected override void OnRunAwake()
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{
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base.OnRunAwake();
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// OnRunAwake: 初始化组件引用和按钮事件绑定(仅调用一次)
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btn_Login.OnAddClickListener += OnBtnLogin;
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btn_Login.OnAddEnterListener += OnBtnEnter;
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btn_Login.OnAddExitListener += OnBtnExit;
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BtnLogin = FindUICtrlByName<SFUI_Button>("BtnLogin");
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if (BtnLogin != null)
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{
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BtnLogin.OnAddClickListener += OnBtnLoginClick;
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BtnLogin.OnAddEnterListener += OnBtnLoginEnter;
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BtnLogin.OnAddExitListener += OnBtnLoginExit;
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}
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}
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protected override void OnOpen(Action _onOpenComplete)
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@@ -28,13 +33,21 @@ public class LoginWindow : AbsHFUIWindow
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protected override void OnClose(Action _onCloseComplete)
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{
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base.OnClose(_onCloseComplete);
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// OnClose: 移除CTC事件监听(每次关闭调用)
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HFFunCatalogue.Event.CTCEvent.RemoveListener<HFEvent_CTC_LoginResult>(
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enHFCTCEvent.LoginResult, OnLoginResult);
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// OnClose: 移除事件监听(每次关闭调用)
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if (BtnLogin != null)
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{
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BtnLogin.OnAddClickListener -= OnBtnLoginClick;
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BtnLogin.OnAddEnterListener -= OnBtnLoginEnter;
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BtnLogin.OnAddExitListener -= OnBtnLoginExit;
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}
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void OnBtnLogin(GameObject go)
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HFFunCatalogue.Event.CTCEvent.RemoveListener<HFEvent_CTC_LoginResult>(
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enHFCTCEvent.LoginResult, OnLoginResult);
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base.OnClose(_onCloseComplete);
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}
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void OnBtnLoginClick(GameObject go)
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{
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// 处理登录逻辑 - 使用框架标准调用方式
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HFEvent_CTC_Login evt = HFFunCatalogue.New<HFEvent_CTC_Login>();
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@@ -43,12 +56,12 @@ public class LoginWindow : AbsHFUIWindow
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evt.Dispatch();
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}
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void OnBtnEnter(GameObject go)
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void OnBtnLoginEnter(GameObject go)
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{
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// 鼠标进入
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}
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void OnBtnExit(GameObject go)
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void OnBtnLoginExit(GameObject go)
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{
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// 鼠标退出
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}
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@@ -9,10 +9,26 @@
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[HFUIWindowLayer(enHFUICanvasLayer.UIWindow, enHFUIWindowLayer.Dynamic, isIgnoreCloseByESC = false)]
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public class LoginWindow : 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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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
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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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// 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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}
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protected override void OnOpen(Action _onOpenComplete)
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@@ -23,8 +39,17 @@ public class LoginWindow : AbsHFUIWindow
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protected override void OnClose(Action _onCloseComplete)
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{
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base.OnClose(_onCloseComplete);
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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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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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}
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```
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@@ -107,14 +107,27 @@ void OnScrollValueChanged(Vector2 value)
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### 2.1 命名规则
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| 组件类型 | 前缀 | 示例 |
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|---------|------|-----|
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| SFUI_Button | btn | btn_Login |
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| SFUI_Text | txt | txt_Title |
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| SFUI_Image | img | img_Avatar |
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| SFUI_Toggle | toggle | toggle_Select |
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| SFUI_ScrollRect | scroll | scroll_Content |
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| SFUI_InputField | input | input_Name |
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变量名直接使用组件名,保持与 Unity 编辑器中组件名称一致。
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| 组件类型 | 示例 |
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|---------|-----|
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| SFUI_Button | BtnLogin |
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| SFUI_Text | TxtTitle |
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| SFUI_Image | ImgAvatar |
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| SFUI_Toggle | ToggleSelect |
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| SFUI_ScrollRect | ScrollContent |
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| SFUI_InputField | InputName |
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**命名约定**:
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- 变量名 = 组件名(保持完全一致)
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- 首字母大写,采用 PascalCase 命名风格
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**使用示例**:
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```csharp
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BtnLogin = FindUICtrlByName<SFUI_Button>("BtnLogin");
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TxtTitle = FindUICtrlByName<SFUI_Text>("TxtTitle");
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ImgAvatar = FindUICtrlByName<SFUI_Image>("ImgAvatar");
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```
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### 2.2 层级结构
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