修复一个神经bug
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@ -2,14 +2,15 @@
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using System.Collections.Generic;
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using System.Reflection;
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using AlicizaX.Editor;
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using AlicizaX.UI;
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using AlicizaX.UI.Runtime;
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using UnityEditor;
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using UnityEngine;
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namespace AlicizaX.UI
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namespace AlicizaX.UI111
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{
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[CustomEditor(typeof(HotkeyBindComponent))]
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public class HotkeyBindComponentInspector : GameFrameworkInspector
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public class HotkeyBindComponentInspector : UnityEditor.Editor
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{
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private SerializedProperty hotButtonsProp;
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private HotkeyBindComponent _target;
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@ -24,7 +25,7 @@ namespace AlicizaX.UI
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{
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serializedObject.Update();
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// 🔸 检查是否缺少 UIHolderObjectBase
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var holder = _target.GetComponent<UIHolderObjectBase>();
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if (holder == null)
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{
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@ -98,9 +99,11 @@ namespace AlicizaX.UI
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.GetField("hotButtons", BindingFlags.NonPublic | BindingFlags.Instance)
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?.SetValue(_target, valiedHotkeys.ToArray());
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var collectMethod = target.GetType().GetMethod("CollectUXHotkeys", BindingFlags.NonPublic | BindingFlags.Instance);
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collectMethod.Invoke(target, null);
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EditorUtility.SetDirty(_target);
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serializedObject.Update();
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Debug.Log($"[HotkeyBindComponent] 已找到 {uxHotkeys.Length} 个 UXHotkey 组件并绑定。");
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}
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}
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@ -4,7 +4,7 @@ using UnityEngine;
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namespace AlicizaX.UI
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{
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[DisallowMultipleComponent]
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// [DisallowMultipleComponent]
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public class HotkeyBindComponent : MonoBehaviour
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{
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private UIHolderObjectBase _holderObjectBase;
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@ -21,8 +21,8 @@ namespace AlicizaX.UI
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_holderObjectBase.OnWindowShowEvent -= BindHotKeys;
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_holderObjectBase.OnWindowClosedEvent -= UnBindHotKeys;
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}
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[SerializeField]
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private UXHotkeyButton[] hotButtons;
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[SerializeField] private UXHotkeyButton[] hotButtons;
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internal void BindHotKeys()
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{
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@ -32,6 +32,14 @@ namespace AlicizaX.UI
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}
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}
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#if UNITY_EDITOR
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[ContextMenu("Bind HotKeys")]
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private void CollectUXHotkeys()
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{
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hotButtons = gameObject.GetComponentsInChildren<UXHotkeyButton>(true);
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}
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#endif
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internal void UnBindHotKeys()
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{
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for (int i = 0; i < hotButtons.Length; i++)
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