@zhongguo168a/yxeditor-common 0.0.39 → 0.0.40

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package/dist/index.d.ts CHANGED
@@ -1,4 +1,4 @@
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- import { HorizontalTextAlignment, VerticalTextAlignment, Scheduler, Prefab, Node as Node$1, ISchedulable, AssetManager, Asset, SpriteAtlas, Camera, Canvas, Vec2, Vec3, Vec4, Widget, UITransform, math } from 'cc';
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+ import { HorizontalTextAlignment, VerticalTextAlignment, Scheduler, Node, Prefab, ISchedulable, AssetManager, Asset, SpriteAtlas, Camera, Canvas, Vec2, Vec3, Vec4, Widget, UITransform, math } from 'cc';
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  interface IError {
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  isCancel(): boolean;
@@ -1061,10 +1061,10 @@ declare class UIObjectDict extends Dictionary<string, any | List> {
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  * 获取唯一的
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  * @param prefab
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  */
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- uniqueObject(prefab: Prefab): Node$1;
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+ uniqueObject(prefab: Prefab): Node;
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  removeObject(prefab: Prefab): void;
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  popObject(prefab: Prefab): any;
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- backObject(object: Node$1): void;
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+ backObject(object: Node): void;
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  protected getList(key: any): List;
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  }
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  declare var uidict: UIObjectDict;
@@ -1975,21 +1975,21 @@ declare class UIUtil {
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  * @param x
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  * @param y
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  */
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- hitTest(target: Node$1, x: number, y: number): boolean;
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- findNode(node: Node$1, name: string): Node$1;
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- walk(node: Node$1, f: (target: Node$1) => boolean): void;
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- _walk(node: Node$1, f: (target: Node$1) => boolean): boolean;
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+ hitTest(target: Node, x: number, y: number): boolean;
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+ findNode(node: Node, name: string): Node;
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+ walk(node: Node, f: (target: Node) => boolean): void;
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+ _walk(node: Node, f: (target: Node) => boolean): boolean;
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  }
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  declare const uiutil: UIUtil;
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  declare class WidgetAlign {
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- node: Node$1;
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- targetNode: Node$1;
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+ node: Node;
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+ targetNode: Node;
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  protected nodeWidget: Widget;
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  protected parentTransform: UITransform;
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  protected targetTransform: UITransform;
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  protected uipos: math.Vec3;
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- constructor(node: Node$1, targetNode: Node$1);
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+ constructor(node: Node, targetNode: Node);
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  topTop(distance?: number): void;
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  topBottom(distance?: number): void;
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  leftleft(distance?: number): void;
@@ -2002,41 +2002,41 @@ declare class WidgetUtil {
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  * @param parent 对齐的父节点
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  * @param distance
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  */
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- alignTop(node: Node$1, parent: Node$1, distance?: number): void;
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+ alignTop(node: Node, parent: Node, distance?: number): void;
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  /**
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  * 与目标顶对齐,node和target都必须在渲染树中
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  * @param node 需要修改的节点
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  * @param target 对齐目标
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  * @param distance
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  */
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- alignTopWorld(node: Node$1, target: Node$1, distance?: number): void;
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+ alignTopWorld(node: Node, target: Node, distance?: number): void;
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  /**
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  * 与目标顶对齐,node和target都必须在渲染树中
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  * @param node 需要修改的节点
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  * @param target 对齐目标
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  * @param distance
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  */
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- alignBottomWorld(node: Node$1, target: Node$1, distance?: number): void;
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+ alignBottomWorld(node: Node, target: Node, distance?: number): void;
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  /**
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  * 调整【node】的widget,对齐【targetNode】
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  * @param node
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  * @param targetNode
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  */
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- align(node: Node$1, targetNode: Node$1): WidgetAlign;
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+ align(node: Node, targetNode: Node): WidgetAlign;
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  /**
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  * 与目标右对齐
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  * @param node 需要修改的节点
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  * @param parent 对齐的父节点
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  * @param distance
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  */
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- alignLeft(node: Node$1, parent: Node$1, distance?: number): void;
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+ alignLeft(node: Node, parent: Node, distance?: number): void;
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  /**
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  * 与目标右对齐
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  * @param node 需要修改的节点
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  * @param target 对齐目标
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  * @param distance
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  */
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- alignLeftWorld(node: Node$1, target: Node$1, distance?: number): void;
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+ alignLeftWorld(node: Node, target: Node, distance?: number): void;
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  }
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  declare var widgetutil: WidgetUtil;
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