private void BindDataGrid() { //使用viewModel.SelectedItem作为默认类型,也要求必须有此属性并且可以作为加载类型 foreach (var item in this.viewModel.OperationObject.GetType().GetProperties()) { var list = item.GetCustomAttributes(typeof(UIIsListShow), true); //获取是否显示 if (list.Count() > 0) //只添加有显示属性的列 { UIIsListShow s = list[0] as UIIsListShow; if (s.IsListShow) { //获取属性的UI显示名称 var l1 = item.GetCustomAttributes(typeof(UIName), true); UIName p1 = l1.Count() > 0 ? l1[0] as UIName : null; string uiName = p1 == null ? item.Name : p1.Name;//如果UI显示名称是空,则按照属性名称显示 //动态添加列 FirstFloor.ModernUI.Windows.Controls.DataGridTextColumn col = new FirstFloor.ModernUI.Windows.Controls.DataGridTextColumn(); col.Header = uiName; Binding bd = new Binding(item.Name); bd.UpdateSourceTrigger = UpdateSourceTrigger.PropertyChanged; bd.Mode = BindingMode.TwoWay; col.Binding = bd; this.DG1.Columns.Add(col); } } } }
public void ShowDialog(UIName dialogName, UIShowType showType = UIShowType.Normal) { AssignLayer(showType); GameObject dialogObject = null; if (m_rgCacheUIController != null) { if (m_rgCacheUIController.ContainsKey(dialogName)) { dialogObject = m_rgCacheUIController[dialogName].gameObject; } } if (dialogObject == null) { string uiprefabpath = UIRegister.GetUIPath(dialogName); if (!string.IsNullOrEmpty(uiprefabpath)) { GameObject uiprefab = Resources.Load <GameObject>(uiprefabpath); dialogObject = GameObject.Instantiate(uiprefab, Vector3.zero, Quaternion.identity, m_UILayers[m_iCurUILayer]); dialogObject.SetActive(false); } } UIController tmp = dialogObject.GetComponent <UIController>(); if (tmp == null) { Debug.Log("UI Root Node Can Not Find UIController! UIName: " + dialogName); return; } if (!m_rgCacheUIController.ContainsKey(dialogName)) { m_rgCacheUIController.Add(dialogName, tmp); } OnShowDialog(tmp, showType); }
// ------------------------------------------------------------------------------------- // Public Funtion public void ChangeUI(UIName _name, bool _force = false, Action _onCompleted = null) { if (_CurrentUI == _name || _IsChanging) { return; } // Set Event Action onCompleted = () => { _IsChanging = false; _onCompleted?.Invoke(); }; Action showEvent = () => { _CurrentUI = _name; _CanvanInfoDict[_CurrentUI].InitCanvas(); Show(_CurrentUI, _force, onCompleted); }; // Process _IsChanging = true; if (_CurrentUI != UIName.None) { Hide(_CurrentUI, _force, showEvent); } else { showEvent?.Invoke(); } }
protected override void OnUpdate() { // only difference between toggle and button in dots runtime is the additional Toggleable component Entities.ForEach((RectTransform urc, Button button) => { var e = GetPrimaryEntity(button); var buttonColors = button.colors; DstEntityManager.AddComponentData(e, new Selectable { Graphic = GetPrimaryEntity(button.targetGraphic), IsInteractable = button.IsInteractable(), NormalColor = buttonColors.normalColor.linear.ToTiny(), HighlightedColor = buttonColors.highlightedColor.linear.ToTiny(), PressedColor = buttonColors.pressedColor.linear.ToTiny(), SelectedColor = buttonColors.selectedColor.linear.ToTiny(), DisabledColor = buttonColors.disabledColor.linear.ToTiny(), }); var uiName = new UIName() { Name = button.name }; DstEntityManager.AddComponentData(e, uiName); if (button.name.Length > uiName.Name.Capacity) { Debug.LogWarning($"UIName '{button.name}' is too long and is being truncated. It may not be found correctly at runtime."); } DstEntityManager.AddComponent <UIState>(e); }); }
/// <summary> /// 获取一个UIView /// </summary> /// <param name="name">UI名</param> /// <returns>UIView</returns> public UIView GetView(UIName name) { UIView view; _viewMap.TryGetValue(name, out view); return(view); }
public void ManagerMaskShow(UIBase ui) { switch (ui.maskType) { case UIMaskType.OnlyMask: SetAlpha(); m_clickCloseUI = UIName.None; break; case UIMaskType.MaskClickClose: SetAlpha(); m_clickCloseUI = ui.uiName; break; case UIMaskType.TransparentMask: SetTransparent(); m_clickCloseUI = UIName.None; break; case UIMaskType.TransparentClickMask: SetTransparent(); m_clickCloseUI = ui.uiName; break; } curMaskUIType = ui.uiType; SetSortOrder(ui.UICanvas.sortingOrder - 1); ResumeUI(); }
void Start() { if (myTurtleData.baseAcceleration > 0) { gameObject.name = myTurtleData.name; myEndurance = myTurtleData.baseEndurance; myAcceleration = myTurtleData.baseAcceleration; mySurface = myTurtleData.favoriteSurface; } else { myAcceleration = Random.Range(1, 4); myEndurance = Random.Range(1, 4); } transform.localScale = new Vector3(1 + (myTurtleData.MyScaleX * 0.01f), 1 + (myTurtleData.MyScaleY * 0.01f), 1); RaceResultsColumn1 = ""; RaceResultsColumn2 = ""; RaceResultsColumn3 = ""; RaceResultsColumn4 = ""; idleCounter = Random.Range(0, 15); usedMats = ""; HowManyTurtlesFinished = 0; RaceManagerScriptRef = RaceManagerReference.GetComponent <RaceManager>(); inRaceResultsText = RaceManagerScriptRef.inRaceResultsGiuText; myAnimator = gameObject.GetComponent <Animator> (); BaseSpeed += Random.Range(-10, 10) * .01f; SpeedChangeTimer = SpeedChangeTickRate; oddsGui = UIOdds.GetComponent <TextMeshProUGUI>(); //TurtleNamer TurlteNamerScriptRef = RaceManagerReference.GetComponent<TurtleNamer>(); //gameObject.name = TurlteNamerScriptRef.GiveNewRandomName(); //gameObject.name = TurlteNamerScriptRef.PossibleNames[Random.Range(0,TurlteNamerScriptRef.PossibleNames.Length -1)]; UIName.GetComponent <TextMeshProUGUI>().text = gameObject.name; }
private UIConfig GetConfig(UIName uiName) { UIConfig config; m_dic.TryGetValue(uiName, out config); return(config); }
public IUIBase GetUI(UIName ui_name) { if (IsShow(ui_name)) { return(m_ui_res_mgr.GetLoadedUI(ui_name)); } return(null); }
/// <summary> /// 关闭一个UIView /// </summary> /// <param name="name">UI名</param> public void CloseView(UIName name) { var view = GetView(name); if (view != null) { CloseView(view); } }
/// <summary> /// 打开一个UIView /// </summary> /// <param name="name">UI名</param> public void OpenView(UIName name) { var view = GetView(name); if (view != null) { OpenView(view); } }
public void CloseWindow(UIName _uiName) { if (m_CurrentWindow != null && m_CurrentWindow.m_UIName == _uiName) { m_LastWindow = m_CurrentWindow.m_UIName; m_CurrentWindow.LeaveWindow(); m_CurrentWindow = null; } }
public string GetUIPath(UIName ui_name) { int i_ui_name = (int)ui_name; if (m_ui_name2register_info.ContainsKey(i_ui_name)) { return(m_ui_name2register_info[i_ui_name].m_ui_path); } return(""); }
/// <summary> /// 关闭当前UI /// </summary> /// <param name="uiName"></param> public void CloseCurUI(UIName uiName) { var list = GetUIList(uiName); if (list != null) { list.CloseCurUI(uiName); ChangeShowMask(); } }
private UIListMgr GetUIList(UIName uiName) { var config = GetConfig(uiName); if (config == null) { return(null); } return(m_listMgr[config.uiType]); }
public void CallUIMethod(UIName ui_name, string method_name) { IUIBase ui = GetUI(ui_name); if (ui == null) { return; } ui.GameObject.SendMessage(method_name); }
public IUIBase GetLoadedUI(UIName ui_name) { KeyValuePair <GameObject, IUIBase> pair; if (m_loaded_prefab.TryGetValue((int)ui_name, out pair)) { return(pair.Value); } return(null); }
private bool IsExitUI(UIName uiName) { var list = GetUIList(uiName); if (list != null) { return(list.IsExitUI(uiName)); } return(false); }
public void DestroyUI(UIName ui_name) { int i_ui_name = (int)ui_name; if (!m_loaded_prefab.ContainsKey(i_ui_name)) { return; } m_loaded_prefab.Remove(i_ui_name); Debug.Log("UIPrefabMgr DestroyUI, " + UIRegister.UI_DIR + ui_name.ToString()); }
private void Awake() { UIName = gameObject.name; canvas = GetComponent <Canvas>(); //根据命名约束判断是否是CS逻辑界面,CS逻辑界面不绑定Lua脚本 if (!UIName.EndsWith("_CS")) { BindLuaScript(); } OnInit?.Invoke(); }
public static string GetUIPath(UIName name) { if (m_UIPath == null) { return(""); } if (m_UIPath.ContainsKey(name)) { return(m_UIPath[name]); } return(""); }
public IUIBase ForceGetUI(UIName ui_name, string ui_dir_path = "") { IUIBase ui = m_ui_res_mgr.GetLoadedUI(ui_name); if (ui == null) { m_ui_res_mgr.LoadUI(ui_name, null, ui_dir_path); ui = m_ui_res_mgr.GetLoadedUI(ui_name); HideUIAsync(ui); } return(ui); }
public GameObject GetObjectInAssetBundle(UIName ui_name, string obj_name) // ui_name没用 { KeyValuePair <GameObject, IUIBase> pair; if (m_loaded_prefab.TryGetValue((int)ui_name, out pair)) { return(pair.Key); } else { return(Resources.Load(UIRegister.UI_DIR + obj_name, typeof(GameObject)) as GameObject); } }
public void CloseDialog(UIName closeDialog) { if (m_curUIController == null) { return; } m_curUIController.UnRegisterEvent(); m_curUIController.OnLeaveUI(); m_curUIController.transform.parent = m_cacheLayer; m_curUIController.gameObject.SetActive(false); m_rgDialogStack.Pop(); m_curUIController = m_rgDialogStack.Peek(); }
public void ChangUIByName(UIName ui_name) { if (DictUI.ContainsKey(ui_name)) { DictUI [_CurrentUI].HideUI(); DictUI [ui_name].ShowUI(); _CurrentUI = ui_name; } else { Debug.LogError(ui_name + " doesnt exist!?"); } }
private void FadeUI(UIName _name, bool _force, Action _onCompleted, float _alpha) { if (_force) { _CanvanInfoDict[_name].Canvas.SetAlpha(_alpha); _onCompleted?.Invoke(); } else { _Disposable?.Dispose(); _Disposable = _CanvanInfoDict[_name].Canvas.LerpAlpha(DURATION_FADE_TRANSITION, _alpha, true, _onCompleted); } }
public UIBase ShowPopUI(UIName name) { foreach (UIBase item in uiList) { if (item.UIName == name) { SetNotOperate(); item.ShowUI(); PopUIStack.Push(item); return(item); } } return(null); }
public void ShowWindow(UIName _uiName, object o) { if (m_CurrentWindow != null) { m_LastWindow = m_CurrentWindow.m_UIName; m_CurrentWindow.LeaveWindow(); } string kPath = GameManager.m_PathManager.ReturnPath(ResourcsePath.Prefab, PrefabPath.Window); m_Window = Instantiate <GameObject>(Resources.Load <GameObject>(kPath + _uiName.ToString()), GetCanvas().transform); m_CurrentWindow = m_Window.GetComponent <UIWindow>(); m_CurrentWindow.EnterWindow(o); }
bool ShowLoadedUI(UIName ui_name, object data = null) { IUIBase ui_base = m_ui_res_mgr.GetLoadedUI(ui_name); if (ui_base != null) { ShowUIAsync(ui_base, data); return(true); } else { return(false); } }
bool HideLoadedUI(UIName ui_name) { IUIBase ui_base = m_ui_res_mgr.GetLoadedUI(ui_name); if (ui_base != null) { HideUIAsync(ui_base); return(true); } else { return(false); } }
// Use this for initialization void Start () { //MapCameraControl.main = this; //mainCamera = this.transform.FindChild("PrimaryRotator").FindChild("Main Camera"); centralCube = GameObject.Find("CentralCube").transform;//this.transform.FindChild("CentralCube"); mapMaker = this.gameObject.GetComponent("MapMaker") as MapMaker; elasticConnection = this.gameObject.GetComponent<ElasticConnection>(); //regularRotation = new Vector3(0f, 65f, 270f); /*regularRotation = mainCamera.localRotation.eulerAngles; regularRotationM = transform.localRotation.eulerAngles; birdsRotation = new Vector3(0f, 0f, 0f); birdsRotationM = new Vector3(0f, 0f, 0f); postPos = new Vector3(126,126,-240); postPosM = new Vector3(0,0,0);*/ activeScreen = UIName.Landing; initUI(); MapMaker.ActiveFloor = MapMaker.floors[0]; }
void hideScreen(UIName id){ PowerUI.UI.document.getElementById(id.ToString()).style.display = "none"; }
void showScreen(UIName id){ PowerUI.UI.document.getElementById(id.ToString()).style.display = "block"; }