//初始化核心数据,加载“UI窗体路径”到集合中。 public void Awake() { //字段初始化 _DicALLUIForms = new Dictionary <string, BaseUIForm>(); _DicCurrentShowUIForms = new Dictionary <string, BaseUIForm>(); _StaCurrentUIForms = new Stack <BaseUIForm>(); //初始化加载(根UI窗体)Canvas预设 InitRootCanvasLoading(); //得到UI根节点、全屏节点、固定节点、弹出节点 _TraCanvasTransfrom = GameObject.FindGameObjectWithTag(SysDefine.SYS_TAG_CANVAS).transform; _TraNormal = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_NORMAL_NODE); _TraFixed = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_FIXED_NODE); _TraPopUp = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_POPUP_NODE); _TraUIScripts = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_SCRIPTMANAGER_NODE); GuideMask = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.GUIDE_MASK); var ca = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, "UICamera"); GlobalObj.InitUiCamera(ca.GetComponent <Camera>()); GlobalObj.InitCanvas(_TraCanvasTransfrom); GlobalObj.InitGuideMask(GuideMask); //把本脚本作为“根UI窗体”的子节点。 this.gameObject.transform.SetParent(_TraUIScripts, false); //"根UI窗体"在场景转换的时候,不允许销毁 DontDestroyOnLoad(_TraCanvasTransfrom); }
/// <summary> /// 注册按钮事件 /// </summary> /// <param name="buttonName">按钮节点名称</param> /// <param name="delHandle">委托:需要注册的方法</param> protected void RigisterButtonObjectEvent(string buttonName, EventTriggerListener.VoidDelegate delHandle) { GameObject goButton = UnityHelper.FindTheChildNode(this.gameObject, buttonName).gameObject; //给按钮注册事件方法 if (goButton != null) { EventTriggerListener.Get(goButton).onClick = delHandle; } }
/// <summary> /// 注册按钮事件 /// </summary> /// <param name="buttonName">按钮名称</param> /// <param name="delHandle">方法</param> protected void RegisterButtonObjectEvent(string buttonName, EventTriggerListener.VoidDelegate delHandle) { //查找节点 GameObject traLogonSysButton = UnityHelper.FindTheChildNode(this.gameObject, buttonName).gameObject; //给按钮注册事件 if (traLogonSysButton != null) { EventTriggerListener.Get(traLogonSysButton).onClick = delHandle; } }
/// <summary> /// (回调函数)初始化Canvas预设上的各主要节点 /// </summary> /// <param name="go"></param> private void InitRootCanvas(UnityEngine.GameObject go) { //得到UI根节点、全屏节点、固定节点、弹出节点 //_TraCanvasTransfrom = GameObject.FindGameObjectWithTag(SysDefine.SYS_TAG_CANVAS).transform; _TraCanvasTransfrom = GameObject.FindObjectOfType <Canvas>().transform;//lsw _TraNormal = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_NORMAL_NODE); _TraFixed = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_FIXED_NODE); _TraPopUp = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_POPUP_NODE); _TraUIScripts = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_SCRIPTMANAGER_NODE); //把本脚本作为“根UI窗体”的子节点。 this.gameObject.transform.SetParent(_TraUIScripts, false); //"根UI窗体"在场景转换的时候,不允许销毁 DontDestroyOnLoad(_TraCanvasTransfrom); //UI根窗体初始化完毕 _IsUIRootNodeInitFinish = true; }
private void Awake() { //得到UI根节点对象、脚本节点对象 _GoCanvasRoot = GameObject.FindGameObjectWithTag(SysDefine.SYS_TAG_CANVAS); _TraUIScriptsNode = UnityHelper.FindTheChildNode(_GoCanvasRoot, SysDefine.SYS_SCRIPTMANAGER_NODE); //把本脚本实例,作为“脚本节点对象”的子节点 UnityHelper.AddChildNodeToParentNode(_TraUIScriptsNode, this.gameObject.transform); _GoTopPanel = _GoCanvasRoot; _GoMaskPanel = UnityHelper.FindTheChildNode(_GoCanvasRoot, "_UIMaskPanel").gameObject; _UICamera = GameObject.FindGameObjectWithTag(SysDefine.SYS_TAG_UICAMERA).GetComponent <Camera>(); if (_UICamera != null) { _OriginalUICameraDepth = _UICamera.depth; } else { Debug.Log(GetType() + "/start()/UICamera is null"); } }
void Awake() { //得到UI根节点对象、脚本节点对象 _GoCanvasRoot = UIManager.Instance.canvas;//GameObject.FindGameObjectWithTag(SysDefine.SYS_TAG_CANVAS); _TraUIScriptsNode = UnityHelper.FindTheChildNode(_GoCanvasRoot, SysDefine.SYS_SCRIPTMANAGER_NODE); //把本脚本实例,作为“脚本节点对象”的子节点。 UnityHelper.AddChildNodeToParentNode(_TraUIScriptsNode, this.gameObject.transform); //得到“顶层面板”、“遮罩面板” _GoTopPanel = _GoCanvasRoot; _GoMaskPanel = UnityHelper.FindTheChildNode(_GoCanvasRoot, "_UIMaskPanel").gameObject; if (_UICamera != null) { //得到UI摄像机原始“层深” _OriginalUICameralDepth = _UICamera.depth; } else { Debug.Log(GetType() + "/Start()/UI_Camera is Null!,Please Check! "); } }
//初始化核心数据,加载“UI窗体路径”到集合中。 public void Awake() { //字段初始化 _DicALLUIForms = new Dictionary <string, BaseUIForm>(); _DicCurrentShowUIForms = new Dictionary <string, BaseUIForm>(); _DicFormsPaths = new Dictionary <string, string>(); _StaCurrentUIForms = new Stack <BaseUIForm>(); //初始化加载(根UI窗体)Canvas预设 InitRootCanvasLoading(); //得到UI根节点、全屏节点、固定节点、弹出节点 _TraCanvasTransfrom = GameObject.FindGameObjectWithTag(SysDefine.SYS_TAG_CANVAS).transform; _TraNormal = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_NORMAL_NODE); _TraFixed = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_FIXED_NODE); _TraPopUp = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_POPUP_NODE); _TraUIScripts = UnityHelper.FindTheChildNode(_TraCanvasTransfrom.gameObject, SysDefine.SYS_SCRIPTMANAGER_NODE); //把本脚本作为“根UI窗体”的子节点。 this.gameObject.transform.SetParent(_TraUIScripts, false); //"根UI窗体"在场景转换的时候,不允许销毁 DontDestroyOnLoad(_TraCanvasTransfrom); //初始化“UI窗体预设”路径数据 InitUIFormsPathData(); }