Beispiel #1
0
    /// <summary>
    /// 显示UI
    /// </summary>
    /// <param name="name">UI名称</param>
    public T ShowUI <T>(string name) where T : UnityEngine.Component
    {
        T comp;

        if (_hideUIDic != null && _hideUIDic.ContainsKey(name))
        {
            MoveToShow <T>(name, out comp);
            return(comp);
        }

        if (_instantiatedDic == null)
        {
            _instantiatedDic = new Dictionary <string, GameObject>();
        }
        if (_popUI == null)
        {
            _popUI = new Stack <GameObject>();
        }

        GameObject go;

        go   = LoadUtility.InstantiateUIPrefabs(name, ShowCanvasGo.transform, false);
        comp = go.GetComponent <T>();
        _instantiatedDic.Add(name, go);
        PushUI(go);
        return(comp);
    }
Beispiel #2
0
    public void DoEnqueue(Queue <FloatTextPrefab> queue, string desc)
    {
        GameObject go = LoadUtility.InstantiateUIPrefabs(PrefabConst.FloatTextPrefab, UIManager.Instance.ShowCanvasGo.transform, true);

        go.GetComponent <FloatTextPrefab>().DescText.text = desc;
        queue.Enqueue(go.GetComponent <FloatTextPrefab>());

        MessageCenter.Instance.Send(MessageName.OnTellEnqueue);

        DoShowFT(go, 590f - 50 * (queue.Count - 1), 0.7f);
    }
Beispiel #3
0
    public void ShowUI(string name)
    {
        if (_hideUIDic != null && _hideUIDic.ContainsKey(name))
        {
            MoveToShow(name);
            return;
        }

        if (_instantiatedDic == null)
        {
            _instantiatedDic = new Dictionary <string, GameObject>();
        }
        if (_popUI == null)
        {
            _popUI = new Stack <GameObject>();
        }

        GameObject go;

        go = LoadUtility.InstantiateUIPrefabs(name, ShowCanvasGo.transform, false);
        _instantiatedDic.Add(name, go);
        PushUI(go);
    }