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using FairyGUI;
using System;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
namespace ET
{
[ChildType(typeof(FUI))]
public class FUI: Entity, IAwake<GObject>, IDestroy
{
public GObject GObject;
public string Name
{
get
{
if (GObject == null)
{
return string.Empty;
}
return GObject.name;
}
set
{
if (GObject == null)
{
return;
}
GObject.name = value;
}
}
public bool Visible
{
get
{
if (GObject == null)
{
return false;
}
return GObject.visible;
}
set
{
if (GObject == null)
{
return;
}
GObject.visible = value;
}
}
public bool IsComponent
{
get
{
return GObject is GComponent;
}
}
public bool IsRoot
{
get
{
return GObject is GRoot;
}
}
public bool IsEmpty
{
get
{
return GObject == null;
}
}
public Dictionary<string, FUI> FUIChildren = new Dictionary<string, FUI>();
public bool isFromFGUIPool = false;
}
}