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- --基础组件类
- BaseComponent = BaseComponent or BaseClass(EventDispatcher)
- local BaseComponent = BaseComponent
- function BaseComponent:__init(parent_transform)
- self.parent_transform = parent_transform
- end
-
- function BaseComponent:CreateGameObject(uiType,uiName)
- self.gameObject = UiFactory.createChild(self.parent_transform,uiType,uiName or uiType)
- if self.gameObject then
- self.transform = self.gameObject.transform
- self.cache_findChild = self.transform.Find
- self:LoadSuccess()
- if self.pos_x and self.pos_y then
- self:SetPosition(self.pos_x,self.pos_y)
- end
- end
- end
- --[[
- 获取子对象的transform
- 特别注意此方法是从根节点开始搜寻子对象 所以要写全路径 比如:"input/Text"
- ]]
- function BaseComponent:GetChild(name)
- if self.cache_findChild and self.transform then
- return self.cache_findChild(self.transform,name)
- end
- end
-
- --在子类中继承
- function BaseComponent:LoadSuccess()
- end
-
- function BaseComponent:SetVisible(b)
- self.gameObject:SetActive(b)
- end
-
- function BaseComponent:GetVisible()
- return self.gameObject.activeSelf
- end
-
- function BaseComponent:SetPosition(x, y)
- if self.transform then
- self.transform.anchoredPosition = Vector2(x, y)
- else
- self.pos_x,self.pos_y = x,y
- end
- end
-
- function BaseComponent:GetPosition()
- return self.transform.localPosition
- end
-
- function BaseComponent:__delete()
- self._use_delete_method = true
-
- if self.gameObject then
- destroy(self.gameObject)
- self.gameObject = nil
- end
- end
-
- function BaseComponent:GetChildren( names )
- GetChildren(self, names)
- end
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