| | |
| | | using UnityEngine; |
| | | using UnityEngine.UI; |
| | | using UnityEngine.EventSystems; |
| | | using Cysharp.Threading.Tasks; |
| | | |
| | | |
| | | |
| | |
| | | |
| | | return string.Join("/", names); |
| | | } |
| | | |
| | | /// <summary> |
| | | /// 强制刷新Layout,解决嵌套Layout和ContentSizeFitter的重叠问题 |
| | | /// </summary> |
| | | public static async UniTask ForceRefreshLayout(Transform _layout) |
| | | { |
| | | await UniTask.DelayFrame(2); |
| | | // 刷新所有Layout组件 |
| | | var layouts = _layout.GetComponentsInChildren<LayoutGroup>(true); |
| | | foreach (var layout in layouts) |
| | | { |
| | | LayoutRebuilder.ForceRebuildLayoutImmediate(layout.GetComponent<RectTransform>()); |
| | | } |
| | | await UniTask.DelayFrame(2); |
| | | // 刷新所有Layout组件 |
| | | foreach (var layout in layouts) |
| | | { |
| | | LayoutRebuilder.ForceRebuildLayoutImmediate(layout.GetComponent<RectTransform>()); |
| | | } |
| | | |
| | | } |
| | | |
| | | } |