Beispiel #1
0
 /// <summary>
 /// 创建并打开UI实体
 /// </summary>
 /// <param name="uIResource">UI资源标记</param>
 /// <param name="uITypeName">UI逻辑类型</param>
 /// <param name="uILogic">UI逻辑类对象</param>
 /// <param name="uIParent">UI的父级</param>
 /// <param name="args">UI打开的参数</param>
 /// <returns>加载协程</returns>
 private Coroutine CreateOpenUIEntity(UIResourceAttribute uIResource, string uITypeName, UILogicBase uILogic, Transform uIParent, params object[] args)
 {
     if (_defineUIAndEntitys.ContainsKey(uITypeName) && _defineUIAndEntitys[uITypeName] != null)
     {
         uILogic.UIEntity = Main.Clone(_defineUIAndEntitys[uITypeName], uIParent);
         uILogic.UIEntity.transform.SetAsLastSibling();
         uILogic.UIEntity.SetActive(true);
         uILogic.OnInit();
         uILogic.OnOpen(args);
         if (uILogic is UILogicResident)
         {
             uILogic.Cast <UILogicResident>().OnPlaceTop();
         }
         return(null);
     }
     else
     {
         return(Main.m_Resource.LoadPrefab(new PrefabInfo(uIResource), uIParent, null, (obj) =>
         {
             uILogic.UIEntity = obj;
             uILogic.UIEntity.transform.SetAsLastSibling();
             uILogic.UIEntity.SetActive(true);
             uILogic.OnInit();
             uILogic.OnOpen(args);
             if (uILogic is UILogicResident)
             {
                 uILogic.Cast <UILogicResident>().OnPlaceTop();
             }
         }, true));
     }
 }
Beispiel #2
0
            /// <summary>
            /// 预加载非常驻UI
            /// </summary>
            /// <param name="type">非常驻UI逻辑类</param>
            /// <param name="entity">UI实体</param>
            /// <returns>加载协程</returns>
            public Coroutine PreloadingTemporaryUI(Type type, GameObject entity)
            {
                if (_worldUIs.ContainsKey(type))
                {
                    UILogicBase ui = _worldUIs[type];

                    if (!ui.IsCreated)
                    {
                        if (entity != null)
                        {
                            ui.UIEntity = Instantiate(entity, _worldTemporaryPanel);
                            ui.UIEntity.SetLayerIncludeChildren(_worldUIRoot.gameObject.layer);
                            ui.OnInit();
                            return(null);
                        }
                        else
                        {
                            return(Main.m_Resource.LoadPrefab(new PrefabInfo(type.GetCustomAttribute <UIResourceAttribute>()), _worldTemporaryPanel, null, (obj) =>
                            {
                                ui.UIEntity = obj;
                                ui.UIEntity.SetLayerIncludeChildren(_worldUIRoot.gameObject.layer);
                                ui.OnInit();
                            }, true));
                        }
                    }
                }
                else
                {
                    throw new HTFrameworkException(HTFrameworkModule.UI, "预加载UI失败:UI对象 " + type.Name + " 并未存在!");
                }
                return(null);
            }
Beispiel #3
0
        /// <summary>
        /// 预加载常驻UI
        /// </summary>
        /// <param name="type">常驻UI逻辑类</param>
        /// <param name="entity">UI实体</param>
        /// <returns>加载协程</returns>
        public Coroutine PreloadingResidentUI(Type type, GameObject entity)
        {
            if (_worldUIs.ContainsKey(type))
            {
                UILogicBase ui = _worldUIs[type];

                if (ui.IsCreated)
                {
                    return(null);
                }

                if (entity != null)
                {
                    ui.UIEntity = Main.Clone(entity, _worldResidentPanel);
                    ui.UIEntity.SetLayerIncludeChildren(_worldUIRoot.gameObject.layer);
                    ui.OnInit();
                    return(null);
                }
                else
                {
                    return(Main.m_Resource.LoadPrefab(new PrefabInfo(type.GetCustomAttribute <UIResourceAttribute>()), _worldResidentPanel, null, (obj) =>
                    {
                        ui.UIEntity = obj;
                        ui.UIEntity.SetLayerIncludeChildren(_worldUIRoot.gameObject.layer);
                        ui.OnInit();
                    }, true));
                }
            }
            else
            {
                throw new HTFrameworkException(HTFrameworkModule.UI, string.Format("预加载UI失败:UI对象 {0} 并未存在!", type.Name));
            }
        }
Beispiel #4
0
 /// <summary>
 /// 创建UI实体
 /// </summary>
 /// <param name="uIResource">UI资源标记</param>
 /// <param name="uITypeName">UI逻辑类型</param>
 /// <param name="uILogic">UI逻辑类对象</param>
 /// <param name="uIParent">UI的父级</param>
 /// <returns>加载协程</returns>
 private Coroutine CreateUIEntity(UIResourceAttribute uIResource, string uITypeName, UILogicBase uILogic, Transform uIParent)
 {
     if (_defineUIAndEntitys.ContainsKey(uITypeName) && _defineUIAndEntitys[uITypeName] != null)
     {
         uILogic.UIEntity = Main.Clone(_defineUIAndEntitys[uITypeName], uIParent);
         uILogic.UIEntity.SetActive(false);
         uILogic.OnInit();
         return(null);
     }
     else
     {
         return(Main.m_Resource.LoadPrefab(new PrefabInfo(uIResource), uIParent, null, (obj) =>
         {
             uILogic.UIEntity = obj;
             uILogic.OnInit();
         }, true));
     }
 }
Beispiel #5
0
            /// <summary>
            /// 预加载非常驻UI
            /// </summary>
            /// <param name="type">非常驻UI逻辑类</param>
            /// <returns>加载协程</returns>
            public Coroutine PreloadingTemporaryUI(Type type)
            {
                if (_worldUIs.ContainsKey(type))
                {
                    UILogicBase ui = _worldUIs[type];

                    if (!ui.IsCreated)
                    {
                        return(Main.m_Resource.LoadPrefab(new PrefabInfo(type.GetCustomAttribute <UIResourceAttribute>()), _worldTemporaryPanel, null, (obj) =>
                        {
                            ui.UIEntity = obj;
                            ui.UIEntity.SetLayerIncludeChildren(_worldUIRoot.gameObject.layer);
                            ui.OnInit();
                        }, true));
                    }
                }
                else
                {
                    GlobalTools.LogError(string.Format("预加载UI失败:UI对象 {0} 并未存在!", type.Name));
                }
                return(null);
            }
Beispiel #6
0
        /// <summary>
        /// 预加载非常驻UI
        /// </summary>
        /// <param name="type">非常驻UI逻辑类</param>
        /// <returns>加载协程</returns>
        public Coroutine PreloadingTemporaryUI(Type type)
        {
            UIResourceAttribute attribute = type.GetCustomAttribute <UIResourceAttribute>();

            if (attribute != null)
            {
                switch (attribute.EntityType)
                {
                case UIType.Overlay:
                    if (_overlayUIs.ContainsKey(type))
                    {
                        UILogicBase ui = _overlayUIs[type];

                        if (!ui.IsCreated)
                        {
                            return(Main.m_Resource.LoadPrefab(new PrefabInfo(attribute), _overlayTemporaryPanel, null, (obj) =>
                            {
                                ui.UIEntity = obj;
                                ui.OnInit();
                            }, true));
                        }
                    }
                    else
                    {
                        GlobalTools.LogError(string.Format("预加载UI失败:UI对象 {0} 并未存在!", type.Name));
                    }
                    break;

                case UIType.Camera:
                    if (_cameraUIs.ContainsKey(type))
                    {
                        UILogicBase ui = _cameraUIs[type];

                        if (!ui.IsCreated)
                        {
                            return(Main.m_Resource.LoadPrefab(new PrefabInfo(attribute), _cameraTemporaryPanel, null, (obj) =>
                            {
                                ui.UIEntity = obj;
                                ui.OnInit();
                            }, true));
                        }
                    }
                    else
                    {
                        GlobalTools.LogError(string.Format("预加载UI失败:UI对象 {0} 并未存在!", type.Name));
                    }
                    break;

                case UIType.World:
                    if (_worldUIs.ContainsKey(attribute.WorldUIDomainName))
                    {
                        return(_worldUIs[attribute.WorldUIDomainName].PreloadingTemporaryUI(type));
                    }
                    else
                    {
                        GlobalTools.LogError(string.Format("预加载UI失败:UI对象 {0} 的域 {1} 并未存在!", type.Name, attribute.WorldUIDomainName));
                    }
                    break;
                }
            }
            return(null);
        }