Example #1
0
    /// <summary>
    /// 协同打开UI。
    /// </summary>
    /// <returns>The callback open UI.</returns>
    private IEnumerator <int> AyncCallbackOpenUI()
    {
        UIInfoData uiInfoData = null;

        UnityEngine.Object prefab   = null;
        GameObject         uiObject = null;

        if (stackOpenUI != null && stackOpenUI.Count > 0)
        {
            do
            {
                uiInfoData = stackOpenUI.Pop();
                prefab     = Singleton <ResourceManager> .Instance.LoadPrefab(uiInfoData.Path);

                if (prefab != null)
                {
                    uiObject = NGUITools.AddChild(Game.Instance.UiRoot, prefab as GameObject);
                    GUIBase baseUi = uiObject.GetComponent <GUIBase>();
                    if (baseUi != null)
                    {
                        baseUi.SetUIWhenOpening(uiInfoData.UIObjParams);
                    }
                    allOpenUIDic.Add(uiInfoData.UIKey, uiObject);
                }
            } while (stackOpenUI.Count > 0);
        }
        yield return(0);
    }
Example #2
0
        public bool ShowUI(UIInfoData infoData, OnOpenUIDelegate delOpenUI = null, object param = null)
        {
            //已经显示了
            if (UILayerManager.Instance.IsUIShow(infoData))
            {
                Debug.Log("ShowUI :" + infoData.name + " already showed!");
                return(true);
            }

            int refCount = AddLoadDicRefCount(infoData.name);

            //已经在加载
            if (refCount > 1)
            {
                return(true);
            }

            //从缓存里面找,如果找到了,则直接进行显示
            if (UILayerManager.Instance.IsConatain(infoData))
            {
                Debug.Log("ShowUI :" + infoData.name + " already exist!");
                GameObject uiGameObject = UILayerManager.Instance.GetUI(infoData);
                DoAddUI(infoData, uiGameObject, delOpenUI, param);
                return(true);
            }

            m_Instance.LoadUI(infoData, delOpenUI, param);
            return(true);
        }
Example #3
0
        private IEnumerator <int> asyncLoadData()
        {
            UIInfoData uiInfoData = null;

            UnityEngine.Object prefabObj = null;
            GameObject         uiObj     = null;

            if (stackOpenUIs != null && stackOpenUIs.Count > 0)
            {
                do
                {
                    uiInfoData = stackOpenUIs.Pop();
                    //prefabObj = Resources.Load(uiInfoData.Path);
                    prefabObj = ResManager.Instance.Load(uiInfoData.Path);
                    if (prefabObj != null)
                    {
                        uiObj = GameObject.Instantiate(prefabObj) as GameObject;
                        BaseUI baseUI = uiObj.GetComponent <BaseUI>();
                        if (baseUI == null)
                        {
                            baseUI = uiObj.AddComponent(uiInfoData.Scripts) as BaseUI;
                        }
                        if (null != baseUI)
                        {
                            baseUI.SetUIWhenOPening(uiInfoData.UIparams);
                        }
                        dicOpenUIs.Add(uiInfoData.UIType, uiObj);
                    }
                }while (stackOpenUIs.Count > 0);
            }
            yield return(0);
        }
Example #4
0
        public virtual ShowUIResult ShowUI(UIInfoData uiData, GameObject curWindow)
        {
            ShowUIResult result = ShowUIResult.ErrorNotShowed;

            if (addedUIs.ContainsKey(uiData.name))
            {
                if (addedUIs[uiData.name].activeSelf == false)
                {
                    addedUIs[uiData.name].SetActive(true);
                    result = ShowUIResult.ShowedFromDeactive;
                }
                else
                {
                    result = ShowUIResult.ShowedDuplicate;
                }
            }
            else
            {
                GameObject newWindow = GameObject.Instantiate(curWindow, Vector3.zero, Quaternion.identity, attachedParent) as GameObject;

                if (null != newWindow)
                {
                    newWindow.transform.localScale = Vector3.one;
                    addedUIs.Add(uiData.name, newWindow);
                    result = ShowUIResult.ShowedFromNotExist;
                }
            }

            return(result);
        }
Example #5
0
    private IEnumerator <int> AsyncLoadData()
    {
        UIInfoData uiInfoData = null;

        UnityEngine.Object prefab = null;
        GameObject         uiObj  = null;

        if (stackOpenUIs != null && stackOpenUIs.Count > 0)
        {
            do
            {
                uiInfoData = stackOpenUIs.Pop();
                prefab     = Resources.Load(uiInfoData.Path);
                if (null != prefab)
                {
                    uiObj = MonoBehaviour.Instantiate(prefab) as GameObject;
                    BaseUI baseUI = uiObj.GetComponent <BaseUI>();
                    if (null != baseUI)
                    {
                        baseUI.SetUIWhenOpening();
                    }
                    else
                    {
                        baseUI = uiObj.AddComponent(uiInfoData.ScriptType) as BaseUI;
                    }
                    dicOpenUIs.Add(uiInfoData.UIType, uiObj);
                }
            } while (stackOpenUIs.Count > 0);
        }
        yield return(0);
    }
Example #6
0
        private IEnumerator <int> AsyncLoadData()
        {
            UIInfoData _uiInfoData = null;

            UnityEngine.Object _prefabObj = null;
            GameObject         _uiObject  = null;

            if (stackOpenUIs != null && stackOpenUIs.Count > 0)
            {
                do
                {
                    _uiInfoData = stackOpenUIs.Pop();
                    _prefabObj  = Resources.Load(_uiInfoData.Path);
                    if (_prefabObj != null)
                    {
                        //_uiObject = NUGITools.AddChild(Game.Instance.mainUICamera.gameObject,_prefabObj);
                        _uiObject = MonoBehaviour.Instantiate(_prefabObj) as GameObject;
                        BaseUI _baseUI = _uiObject.GetComponent <BaseUI>();
                        if (_baseUI == null)
                        {
                            _baseUI = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
                        }
                        else
                        {
                            _baseUI.SetUIWhenOpening(_uiInfoData.UIparams);
                        }
                        dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                    }
                } while(stackOpenUIs.Count > 0);
            }
            yield return(0);
        }
Example #7
0
 public UILayer.ShowUIResult ShowUI(UIInfoData uiData, GameObject curWindow)
 {
     if (null != curWindow && null != m_UILayers[(int)uiData.uiType])
     {
         return(m_UILayers[(int)uiData.uiType].ShowUI(uiData, curWindow));
     }
     return(UILayer.ShowUIResult.ErrorNotShowed);
 }
Example #8
0
        public UILayer.DestroyUIResult CloseUI(UIInfoData uiData)
        {
            if (null != m_UILayers[(int)uiData.uiType])
            {
                return(m_UILayers[(int)uiData.uiType].CloseUI(uiData.name));
            }

            return(UILayer.DestroyUIResult.NotHaveUI);
        }
Example #9
0
        void DoLoadUIItem(IInfoData iData, GameObject curItem, object fun, object param)
        {
            UIInfoData uiData = iData as UIInfoData;

            if (null != fun)
            {
                OnLoadUIItemDelegate delLoadItem = fun as OnLoadUIItemDelegate;
                delLoadItem(curItem, param);
            }
        }
Example #10
0
        public bool IsUIShow(UIInfoData pathData)
        {
            bool result = m_UILayers[(int)pathData.uiType].addedUIs.ContainsKey(pathData.name);

            if (result)
            {
                result = m_UILayers[(int)pathData.uiType].addedUIs[pathData.name].activeSelf;
            }
            return(result);
        }
Example #11
0
        /// <summary>
        ///  关闭UI,根据类型不同,触发不同行为
        /// </summary>
        /// <param name="pathData"></param>
        public void CloseUI(UIInfoData pathData)
        {
            if (null == m_Instance)
            {
                return;
            }

            ///删除记录的逻辑
            RemoveLoadDicRefCount(pathData.name);
            UILayerManager.Instance.CloseUI(pathData);
        }
Example #12
0
        private IEnumerator <int> AsyncLoadData()
        {
            UIInfoData _uiInfoData = null;

            UnityEngine.Object _prefabObj = null;

            GameObject _uiObject = null;


            if (stackOpenUIs != null && stackOpenUIs.Count > 0)
            {
                do
                {
                    GameObject obj = null;
                    _uiInfoData = stackOpenUIs.Pop();
                    _prefabObj  = Resources.Load(_uiInfoData.Path);



                    if (_prefabObj != null)
                    {
                        if (_prefabObj as GameObject)
                        {
                            obj = (GameObject)_prefabObj;
                        }

                        _uiObject = NGUITools.AddChild(cameraSP.gameObject, _prefabObj as GameObject);



                        BaseUI _baseUI = _uiObject.GetComponent <BaseUI>();
                        if (null == _baseUI)
                        {
                            _baseUI = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
                        }
                        if (null != _baseUI)
                        {
                            _baseUI.SetUIWhenOpening(cameraBG, _uiInfoData.UIParams);//把背景相机传过去,让UI内部更好的处理背景,把Y轴的位置信息传递过去,让UI自己处理
                        }
                        else
                        {
                            Debug.Log("_baseUI是空的");
                        }
                        dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                    }
                    else
                    {
                        //Debug.Log("_prefabObj是空的");
                    }
                }while (stackOpenUIs.Count > 0);
            }
            yield return(0);
        }
Example #13
0
    private IEnumerator <int> AsyncLoadData()
    {
        UIInfoData _uiInfoData = null;

        UnityEngine.Object _prefabObj = null;
        GameObject         _uiObject  = null;
        GameObject         _uiParent  = null;

        if (stackOpenUIs != null && stackOpenUIs.Count > 0)
        {
            do
            {
                _uiInfoData = stackOpenUIs.Pop();
                _uiParent   = _uiInfoData.Parent;
                _prefabObj  = Resources.Load(_uiInfoData.Path);
                if (_prefabObj != null)
                {
                    //_uiObject = NGUITools.AddChild(Game.Instance.mainUICamera.gameObject, _prefabObj as GameObject);
                    _uiObject = MonoBehaviour.Instantiate(_prefabObj) as GameObject;
                    if (null != UIRootObj)
                    {
                        if (null == _uiParent)
                        {
                            _uiObject.transform.SetParent(UIRootObj.transform);
                            _uiObject.transform.localScale = Vector3.one;
                            _uiObject.GetComponent <Canvas>().worldCamera = UICamera;
                        }
                        else
                        {
                            _uiObject.transform.parent     = _uiParent.transform;
                            _uiObject.transform.localScale = Vector3.one;
                        }
                    }

                    BaseUI _baseUI = _uiObject.GetComponent <BaseUI>();
                    if (null == _baseUI)
                    {
                        _baseUI = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
                    }
                    if (null != _baseUI)
                    {
                        _baseUI.SetUIWhenOpening(_uiInfoData.UIParams);
                    }
                    dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                }
            } while(stackOpenUIs.Count > 0);
        }
        yield return(0);
    }
Example #14
0
        /// <summary>
        ///     Opens the U.
        /// </summary>
        /// <param name="uiType">User interface type.</param>
        public void OpenUI(EnumUIType uiType)
        {
            // 如果要打开的界面处于等待关闭状态,那么直接从等待管理状态中删除
            if (_waitCloseUIs.Contains(uiType))
            {
                _waitCloseUIs.Remove(uiType);
                return;
            }

            UIInfoData uiInfoData = _dicUiInfoDatas[uiType];


            GameObject uiObject;

            // 界面没有真正销毁,只是出于隐藏状态
            if (_hideUIs.TryGetValue(uiType, out uiObject))
            {
                uiInfoData.IsHide = true;

                // 需要关闭那些界面
                var _closeUiTypes = uiInfoData.CloseUiTypes;
                if (_closeUiTypes != null)
                {
                    _waitCloseUIs.AddRange(_closeUiTypes);
                }

                _waitOpenUIs.Enqueue(uiType);
                return;
            }

            // 如果尚未打开该UI
            if (!_openedUIs.TryGetValue(uiType, out uiObject))
            {
                // 需要关闭那些界面
                var _closeUiTypes = uiInfoData.CloseUiTypes;
                if (_closeUiTypes != null)
                {
                    _waitCloseUIs.AddRange(_closeUiTypes);
                }

                // 放入等待打开UI堆栈中
                _waitOpenUIs.Enqueue(uiType);
                // TODO xxxx
            }
            else
            {
                Debug.LogError("已经处于打开状态了:" + uiType);
            }
        }
Example #15
0
        private IEnumerator <int> AsyncLoadData()
        {
            UIInfoData _uiInfoData = null;

            UnityEngine.Object _uiprefab = null;
            GameObject         _uiObject = null;

            if (stackOpenUIs != null && stackOpenUIs.Count > 0)
            {
                do
                {
                    _uiInfoData = stackOpenUIs.Pop();
                    _uiprefab   = Resources.Load(_uiInfoData.Path);
                    if (_uiprefab != null)
                    {
                        _uiObject = MonoBehaviour.Instantiate(_uiprefab) as GameObject;

                        if (_uiObject == null)
                        {
                            yield break;
                        }
                        RectTransform rt      = _uiObject.GetComponent <RectTransform>();
                        BaseUI        _baseui = _uiObject.GetComponent <BaseUI>();
                        if (_baseui != null)
                        {
                            _baseui.SetUIWhenOpening(_uiInfoData.UIparams);
                        }
                        else
                        {
                            _baseui = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
                        }
                        Transform layer = uiContainer.FindChild(_baseui.GetUILayer().ToString());
                        rt.SetParent(layer, false);
                        dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                    }
                    else
                    {
                        Debug.Log(" 当前路径不存在  " + _uiInfoData.Path);
                    }
                } while (stackOpenUIs.Count > 0);
            }

            yield return(0);
        }
Example #16
0
        private IEnumerator <int> AsyncLoadData(string loadPath = null)
        {
            UIInfoData _uiInfoData = null;

            UnityEngine.Object _prefabObj = null;
            GameObject         _uiObject  = null;

            if (stackOpenUIs != null && stackOpenUIs.Count > 0)
            {
                do
                {
                    _uiInfoData = stackOpenUIs.Pop();
                    _prefabObj  = Resources.Load(_uiInfoData.Path);
                    if (_prefabObj != null)
                    {
                        //_uiObject = NGUITools.AddChild(Game.Instance.mainUICamera.gameObject, _prefabObj as GameObject);
                        _uiObject = MonoBehaviour.Instantiate(_prefabObj) as GameObject;
                        if (loadPath != null)
                        {
                            Vector3 rotTemp = _uiObject.transform.localScale;
                            Vector3 posTem  = _uiObject.transform.localPosition;
                            _uiObject.transform.parent = GameObject.Find(loadPath).transform;//加载预制件的路径
                            //_uiObject.transform.
                            _uiObject.transform.localScale    = rotTemp;
                            _uiObject.transform.localPosition = posTem;
                        }
                        _uiObject.transform.localPosition = new Vector3();
                        BaseUI _baseUI = _uiObject.GetComponent <BaseUI>();
                        if (null == _baseUI)
                        {
                            _baseUI = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
                        }
                        if (null != _baseUI)
                        {
                            _baseUI.SetUIWhenOpening(_uiInfoData.UIParams);
                        }
                        dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                    }
                } while (stackOpenUIs.Count > 0);
            }
            yield return(0);
        }
Example #17
0
        public BaseUIModule Register(EnumUIType uiType)
        {
            BaseUIModule uiModule;

            if (dicModules.TryGetValue(uiType, out uiModule))
            {
                // 已注册的,就返回null,防止数据模型层返回初始化
                Debug.Log("已经注册过了:" + uiType);
                return(null);
            }
            UIInfoData uiInfoData = UIManager.Instance.DicUiInfoDatas[uiType];

            if (uiInfoData.UiModuleType != null)
            {
                uiModule = System.Activator.CreateInstance(uiInfoData.UiModuleType) as BaseUIModule;
                dicModules.Add(uiType, uiModule);
                return(uiModule);
            }
            return(uiModule);
        }
Example #18
0
        private IEnumerator <int> AsyncLoadData()
        {
            UIInfoData _uiInfoData = null;

            UnityEngine.Object _prefabObj = null;
            GameObject         _uiObject  = null;

            if (stackOpenUIs != null && stackOpenUIs.Count > 0)
            {
                do
                {
                    _uiInfoData = stackOpenUIs.Pop();
                    if (dicOpenUIsCache.ContainsKey(_uiInfoData.UIType))
                    {
                        dicOpenUIsCache[_uiInfoData.UIType].SetActive(true);
                        dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                        break;
                    }
                    _prefabObj = Resources.Load(_uiInfoData.Path);
                    if (_prefabObj != null)
                    {
                        _uiObject = MonoBehaviour.Instantiate(_prefabObj, canvas.transform) as GameObject;
                        dicOpenUIsCache.Add(_uiInfoData.UIType, _uiObject);
                        BaseUI _baseUI = _uiObject.GetComponent <BaseUI>();
                        if (null == _baseUI)
                        {
                            _baseUI = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
                        }
                        if (null != _baseUI)
                        {
                            _baseUI.SetUIWhenOpening(_uiInfoData.UIParams);
                        }
                        dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                    }
                } while (stackOpenUIs.Count > 0);
            }
            yield return(0);
        }
Example #19
0
        void DoAddUI(IInfoData iData, GameObject curWindow, object fun, object param)
        {
            UIInfoData uiData = iData as UIInfoData;

            Debug.Log("DoAddUI:" + uiData.name);

            if (!m_dicWaitLoad.Remove(uiData.name))
            {
                DestroyBundle(uiData.name);
                return;
            }

            UILayer.ShowUIResult showUIResult = UILayerManager.Instance.ShowUI(uiData, curWindow);

            if (showUIResult != UILayer.ShowUIResult.ErrorNotShowed)
            {
                if (null != fun)
                {
                    OnOpenUIDelegate delOpenUI = fun as OnOpenUIDelegate;
                    delOpenUI(curWindow != null, param);
                }
            }
        }
Example #20
0
        /// <summary>
        /// 协程 加载UI
        /// </summary>
        /// <returns></returns>
        private IEnumerator <int> AsyncLoadData()
        {
            UIInfoData _uiInfoData = null;

            UnityEngine.Object _prefabObj = null;
            GameObject         _uiObject  = null;

            if (stackOpenUIs != null && stackOpenUIs.Count > 0)
            {
                do
                {
                    _uiInfoData = stackOpenUIs.Pop();
                    _prefabObj  = Resources.Load(_uiInfoData.Path);
                    if (_prefabObj != null)
                    {
                        //_uiObject = NGUITools.AddChild(Game.Instance.mainUICamera.gameObject, _prefabObj as GameObject);
                        _uiObject = MonoBehaviour.Instantiate(_prefabObj) as GameObject;
                        BaseUI _baseUI = _uiObject.GetComponent <BaseUI>();
                        if (null == _baseUI)
                        {
                            _baseUI = _uiObject.AddComponent(_uiInfoData.ScriptType) as BaseUI;
                        }

                        // 自动注册指定UGUI
                        AutoInjectUGUI(_baseUI);

                        // 根据打开参数,View加载UI相关数据:比如音乐、动画等
                        if (null != _baseUI)
                        {
                            _baseUI.SetUIWhenOpening(_uiInfoData.UIParams);
                        }
                        dicOpenUIs.Add(_uiInfoData.UIType, _uiObject);
                    }
                } while(stackOpenUIs.Count > 0);
            }
            yield return(0);
        }
Example #21
0
        private IEnumerator <int> AsyncLoadData()
        {
            UIInfoData uiInfoData = null;

            UnityEngine.Object prefabObj = null;
            GameObject         uiObject  = null;

            if (UIInfoStacks != null && UIInfoStacks.Count > 0)
            {
                do
                {
                    uiInfoData = UIInfoStacks.Pop();
                    prefabObj  = ResManager.Instance.Load(uiInfoData.Path);

                    if (prefabObj != null)
                    {
                        uiObject = ResManager.Instance.Instantiate(prefabObj) as GameObject;

                        string name = "";
                        if (uiInfoData.UITag == null)
                        {
                            name = uiInfoData.UIType;
                        }
                        else
                        {
                            List <string> tags;

                            if (!UIType_Tags.TryGetValue(uiInfoData.UIType, out tags))
                            {
                                tags = new List <string>();
                            }

                            tags.Add(uiInfoData.UITag);
                            UIType_Tags.Add(uiInfoData.UIType, tags);

                            name = string.Format("{0}_{1}", uiInfoData.UIType, uiInfoData.UITag);
                        }

                        uiObject.name = name;

                        GameObject fatherNode = null;
                        UIObject_FatherNodes.TryGetValue(uiInfoData.UIType, out fatherNode);
                        if (fatherNode != null)
                        {
                            uiObject.transform.SetParent(fatherNode.transform, false);
                        }

                        UIBase ui = uiObject.GetComponent <UIBase>();

                        if (ui == null)
                        {
                            throw new Exception("Error:On GetComponent<UIBase> in Instantiate GameObject is null!");
                        }

                        if (ui != null)
                        {
                            ui.SetUIWhenOpening(uiInfoData.UIParams);
                            ui.Display();
                        }

                        UIObject_Pool.Add(name, uiObject);
                    }
                } while (UIInfoStacks.Count > 0);
            }

            yield return(0);
        }
Example #22
0
        /// <summary>
        ///     加载UI资源,实例化,并且挂载对应的BaseUI子类组件
        /// </summary>
        /// <returns></returns>
        private IEnumerator _OpenUIAsync(EnumUIType uiType)
        {
            yield return(null);

            // TODO 初始化模型层
            BaseUIModule baseUiModule = UIModuleManager.Instance.Register(uiType);

            if (baseUiModule != null)
            {
                // 数据模型初始化加载
                baseUiModule.OnRegister();
                yield return(null);
            }

            UIInfoData uiInfoData = _dicUiInfoDatas[uiType];

            BaseUI     baseUi   = null;
            GameObject uiObject = null;

#if UNITY_EDITOR
            // TODO 处理开发阶段,可能不使用预制体的情况
            baseUi = UnityEngine.Object.FindObjectOfType(uiInfoData.UiViewType) as BaseUI;
            if (baseUi != null)
            {
                Debug.LogError("开发者模式下找到了对应的UI");
                uiObject = baseUi.gameObject;
            }
            if (baseUi == null)
            {
#endif
            if (uiInfoData.IsHide)     // 如果从隐藏状态改变
            {
                uiInfoData.IsHide = false;
                if (_hideUIs.TryGetValue(uiType, out uiObject))
                {
                    _hideUIs.Remove(uiType);
                    // 初始化View层
                    if (uiInfoData.UiViewType != null)
                    {
                        // 查找UI对应的BaseUI子类组件
                        baseUi = uiObject.GetComponent <BaseUI>();
                    }
                }
            }
            else     // 预制体创建
            {
                uiObject = ResManager.Instance.InstanceAssetObject(uiInfoData.UiAssetName) as GameObject;
                if (uiObject == null)
                {
                    Debug.LogError("无法加载对应的UI资源:" + uiInfoData.UiAssetName);
                    yield break;
                }

                // 初始化View层
                if (uiInfoData.UiViewType != null)
                {
                    // 查找UI对应的BaseUI子类组件
                    baseUi = uiObject.GetComponent <BaseUI>();
                    if (baseUi == null)
                    {
                        // 如果没有挂载BaseUI子类组件,自动挂载
                        baseUi = uiObject.AddComponent(uiInfoData.UiViewType) as BaseUI;
                    }
                }
            }
#if UNITY_EDITOR
        }
#endif
            _openedUIs.Add(uiType, uiObject);

            if (baseUi != null)
            {
                yield return(null);

                baseUi.UiModule = baseUiModule;
                baseUi.OnShow();
            }
        }
Example #23
0
 public bool IsConatain(UIInfoData pathData)
 {
     return(m_UILayers[(int)pathData.uiType].addedUIs.ContainsKey(pathData.name));
 }
Example #24
0
 public GameObject GetUI(UIInfoData pathData)
 {
     return(m_UILayers[(int)pathData.uiType].addedUIs[pathData.name]);
 }
Example #25
0
 /// <summary>
 /// 根据uidata加载对应的ui资源
 /// </summary>
 void LoadUI(UIInfoData uiData, object delOpenUI = null, object param = null)
 {
     StartCoroutine(BundleManager.Instance.LoadUI(uiData, DoAddUI, delOpenUI, param));
 }
Example #26
0
 void LoadUIItem(UIInfoData uiData, OnLoadUIItemDelegate delLoadItem, object param = null, bool IsLoadItem = false)
 {
     StartCoroutine(BundleManager.Instance.LoadUI(uiData, DoLoadUIItem, delLoadItem, param));
 }
Example #27
0
 public bool LoadItem(UIInfoData pathData, OnLoadUIItemDelegate delLoadItem, object param = null, bool IsLoadItem = false)
 {
     LoadUIItem(pathData, delLoadItem, param, IsLoadItem);
     return(true);
 }