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using UILib;
using UnityEngine;
using System;
public class XUIPanel : XUIObject, IXUIPanel
{
protected override void OnAwake()
{
base.OnAwake();
if (null == m_uiPanel)
{
m_uiPanel = GetComponent<UIPanel>();
if (null == m_uiPanel)
{
Debug.LogError("null == m_uiPanel");
}
}
m_uiPanel.onClipMove += OnMove;
}
public void OnMove(UIPanel panel)
{
if (onMoveDel != null) onMoveDel();
}
public void SetSize(float width, float height)
{
Vector4 origin = m_uiPanel.baseClipRegion;
m_uiPanel.baseClipRegion = new Vector4(origin.x, origin.y, width, height);
}
public void SetCenter(float width, float height)
{
Vector4 origin = m_uiPanel.baseClipRegion;
m_uiPanel.baseClipRegion = new Vector4(width, height, origin.x, origin.y);
}
public Vector4 GetBaseRect()
{
return m_uiPanel.baseClipRegion;
}
public void SetAlpha(float a)
{
m_uiPanel.alpha = a;
}
public float GetAlpha()
{
return m_uiPanel.alpha;
}
public void SetDepth(int d)
{
m_uiPanel.depth = d;
}
public int GetDepth()
{
return m_uiPanel.depth;
}
public Vector2 offset
{
get
{
return m_uiPanel.clipOffset;
}
set
{
m_uiPanel.clipOffset = value;
}
}
public bool IsVisible(GameObject go)
{
return m_uiPanel.IsVisible(go.GetComponent<UIWidget>());
}
public Vector4 ClipRange
{
get
{
return m_uiPanel.baseClipRegion;
}
set
{
m_uiPanel.baseClipRegion = value;
}
}
public Vector2 softness
{
get
{
return m_uiPanel.clipSoftness;
}
set
{
m_uiPanel.clipSoftness = value;
}
}
public UIPanel m_uiPanel = null;
public Action onMoveDel { get; set; }
public Component UIComponent { get { return m_uiPanel; } }
public static IXUIPanel GetPanel(UIPanel panel)
{
if (panel == null)
return null;
XUIPanel xPanel = panel.GetComponent<XUIPanel>();
if (xPanel == null)
{
xPanel = panel.gameObject.AddComponent<XUIPanel>();
}
return xPanel;
}
}
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