Beispiel #1
0
        /// <summary>
        /// 卸载模块
        /// </summary>
        /// <param name="moduleName"></param>
        private void UnloadModule(string moduleName)
        {
            if (!_uiModules.ContainsKey(moduleName))
            {
                Debug.LogError("当前模块不存在,无法卸载...");
                return;
            }

            //获取该模块
            UIModuleBase moduleBase = _uiModules[moduleName];

            //从字典里移除
            _uiModules.Remove(moduleName);
            //将该对象销毁
            Object.Destroy(moduleBase.gameObject);
        }
Beispiel #2
0
 /// <summary>
 /// 加载模块
 /// </summary>
 /// <param name="moduleName"></param>
 private void LoadModule(string moduleName, Vector2 anchoredPosition)
 {
     //如果字典中根本没有该模块,或字典里该模块的值为空
     if (!_uiModules.ContainsKey(moduleName) ||
         _uiModules[moduleName] == null)
     {
         //通过模块名称获取对应的资源路径
         string panelPath = UIConfigurationManager.GetInstance().GetPanelPrefabPathByName(moduleName);
         //加载预设体,并生成对应的对象
         GameObject module = PrefabManager.GetInstance().CreateGameObjectByPrefab(panelPath,
                                                                                  _canvas, anchoredPosition);
         //修改模块的名称,去掉(Clone)
         module.name = moduleName;
         //获取模块组件
         UIModuleBase moduleBase = module.GetComponent <UIModuleBase>();
         //添加到字典里
         _uiModules[moduleName] = moduleBase;
     }
 }
Beispiel #3
0
 /// <summary>
 /// 控制器启动
 /// </summary>
 /// <param name="module"></param>
 public virtual void ControllerStart(UIModuleBase module)
 {
     _module = module;
 }