private void CleanAllWndSync() { for (int i = 0, iMax = mCurShowUIIDList.Count; i < iMax; ++i) { UIType hideID = mCurShowUIIDList[i]; UIWndBase hideWnd = GetUIWnd(hideID); if (hideWnd != null) { hideWnd.OnHideWnd(); hideWnd.SetActiveByRoot(false); } } mCurShowUIIDList.Clear(); mCurCacheUIIDList.Clear(); var ie1 = m_mapAllUIWnd.GetEnumerator(); while (ie1.MoveNext()) { GameObject.Destroy(ie1.Current.Value.CachedGameObject); } m_mapAllUIWnd.Clear(); // 释放所有UI资源 for (int i = 0; i < mAssetList.Count; i++) { mAssetList[i].Destory(); } mAssetList.Clear(); //AppInterface.GUIModule.DestoryPlayerManagerGameObject(); //AppInterface.GUIModule.DestroyBillboardUI(); }
public static UIWndBase GetUIWnd(UIType uiID) { UIWndBase result = null; if (uiID != UIType.None) { Singlton.m_mapAllUIWnd.TryGetValue(uiID, out result); } return(result); }
void RegisterWnd(UIWndBase uiWnd) { if (m_mapAllUIWnd.ContainsKey(uiWnd.UIID)) { Debug.LogError("ui already register, please check : " + uiWnd.UIID.ToString()); } else { m_mapAllUIWnd.Add(uiWnd.UIID, uiWnd); mCurCacheUIIDList.Remove(uiWnd.UIID); } }
void HideWndSync(UIType[] arHideID) { if (arHideID != null) { for (int i = 0, hideLength = arHideID.Length; i < hideLength; ++i) { UIType hideID = arHideID[i]; if (IsUIShowing(hideID)) { mCurShowUIIDList.Remove(hideID); UIWndBase hideWnd = GetUIWnd(hideID); if (hideWnd != null) { hideWnd.OnHideWnd(); //hideWnd.SetActiveByRoot(false); DestroyWndSync(hideID); } } } } }
/// <summary> /// 切换界面 /// </summary> IEnumerator SwitchWndAsync(UIType targetID, UIType preID, bool bReturn, object exData, UIType[] hideId) { HideWndSync(hideId); if (targetID != UIType.None && !IsUIShowing(targetID)) { UIWndBase targetWnd = GetUIWnd(targetID); if (targetWnd != null) { targetWnd.ReadyShow = false; targetWnd.SetActiveByRoot(false); mCurShowUIIDList.Add(targetID); UIWndData targetData = new UIWndData(preID, bReturn, exData); targetWnd.OnShowWnd(targetData); while (!targetWnd.ReadyShow) { if (targetWnd == null) { yield break; } yield return(null); } targetWnd.SetActiveByRoot(true); targetWnd.OnReadShow(); // 小红点 //LittleRedPointManager.Singleton.Register(targetWnd as ILittleRedPointable); } else { Log.Error($"ui should be prepared before switched: {targetID}"); } } }
// ReSharper disable Unity.PerformanceAnalysis /// <summary> /// 准备显示的UI预设 加载 /// </summary> IEnumerator PrepareUIAsync(UIType packageID, UIType uiID) { if (uiID != UIType.None) { UIWndBase uiWnd = GetUIWnd(uiID); if (uiWnd == null && !IsUICaching(uiID)) { mCurCacheUIIDList.Add(uiID); // load ui from bundle UGUIAssetItem asset = new UGUIAssetItem(UGUIAssetItem.AssetType.Prefab, packageID, uiID); mAssetList.Add(asset); bool loaded = false; asset.Load(() => { asset.AddToCanvas(); loaded = true; }); while (!loaded) { yield return(null); } // 加载UI的Awake中调用了RegisterUI(UIWndBase uiWnd)方法。已加入map uiWnd = GetUIWnd(uiID); if (uiWnd != null) { uiWnd.SetActiveByRoot(true); } else { Debug.LogError($"prepare ui failed: {uiID}"); } } } }
public static void RegisterUI(UIWndBase uiWnd) { Singlton.RegisterWnd(uiWnd); }