public static void LOAD_LAYOUT_ASYNC(LAYOUT_TYPE type, int renderOrder, LayoutAsyncDone callback) { CommandLayoutManagerLoadLayout cmd = mCommandSystem.newCmd <CommandLayoutManagerLoadLayout>(true, false); cmd.mLayoutType = type; cmd.mRenderOrder = renderOrder; cmd.mAsync = true; cmd.mCallback = callback; mCommandSystem.pushCommand(cmd, mLayoutManager); }
public override void init() { base.init(); mLayoutType = LAYOUT_TYPE.LT_MAX; mVisible = true; mResultLayout = null; mRenderOrder = 0; mAsync = false; mCallback = null; mParam = ""; }
public static void LOAD_UGUI_ASYNC(LAYOUT_TYPE type, int renderOrder, LayoutAsyncDone callback) { CommandLayoutManagerLoadLayout cmd = newCmd(out cmd, true, false); cmd.mLayoutType = type; cmd.mRenderOrder = renderOrder; cmd.mAsync = true; cmd.mCallback = callback; cmd.mIsNGUI = false; pushCommand(cmd, mLayoutManager); }
public GameLayout createLayout(LAYOUT_TYPE type, int renderOrder, bool async, LayoutAsyncDone callback, bool isNGUI, bool isScene) { if (mLayoutTypeList.ContainsKey(type)) { if (async && callback != null) { callback(mLayoutTypeList[type]); return(null); } else { return(mLayoutTypeList[type]); } } string name = getLayoutNameByType(type); string path = isNGUI ? CommonDefine.R_NGUI_PREFAB_PATH : CommonDefine.R_UGUI_PREFAB_PATH; GameObject layoutParent = isNGUI ? getNGUIRootObject() : getUGUIRootObject(); if (isScene) { layoutParent = null; } // 如果是异步加载则,则先加入列表中 if (async) { LayoutAsyncInfo info = new LayoutAsyncInfo(); info.mName = name; info.mType = type; info.mRenderOrder = renderOrder; info.mLayout = null; info.mLayoutObject = null; info.mIsNGUI = isNGUI; info.mIsScene = isScene; info.mCallback = callback; mLayoutAsyncList.Add(info.mName, info); bool ret = mResourceManager.loadResourceAsync <GameObject>(path + name, onLayoutPrefabAsyncDone, null, true); if (!ret) { logError("can not find layout : " + name); } return(null); } else { UnityUtility.instantiatePrefab(layoutParent, path + name); GameLayout layout = new GameLayout(); addLayoutToList(layout, name, type); layout.init(type, name, renderOrder, isNGUI, isScene); return(layout); } }
public override void init() { base.init(); mLayoutType = LAYOUT_TYPE.LT_MAX; mVisible = true; mResultLayout = null; mRenderOrder = 0; mAsync = false; mCallback = null; mParam = ""; mImmediatelyShow = false; mIsNGUI = true; mIsScene = false; }
public override void resetProperty() { base.resetProperty(); mCallback = null; mResultLayout = null; mLayoutID = LAYOUT.NONE; mOrderType = LAYOUT_ORDER.ALWAYS_TOP; mParam = null; mVisible = true; mAsync = false; mImmediatelyShow = false; mIsScene = false; mAlwaysTop = false; mRenderOrder = 0; }
//-------------------------------------------------------------------------------------------------------------------------------------------- // 布局 #region 布局 public static void LOAD_LAYOUT(int id, int renderOrder, LAYOUT_ORDER orderType, bool visible, bool immediately, string param, bool isScene, bool isAsync, LayoutAsyncDone callback) { CMD(out CommandLayoutManagerLoad cmd, true, false); cmd.mLayoutID = id; cmd.mVisible = visible; cmd.mRenderOrder = renderOrder; cmd.mOrderType = orderType; cmd.mAsync = isAsync; cmd.mImmediatelyShow = immediately; cmd.mParam = param; cmd.mIsScene = isScene; cmd.mCallback = callback; pushCommand(cmd, mLayoutManager); }
public static void LOAD_UGUI_ASYNC(int id, int renderOrder, LAYOUT_ORDER orderType, LayoutAsyncDone callback) { LOAD_LAYOUT(id, renderOrder, orderType, true, false, null, false, true, callback); }