Exemple #1
0
    public Action OnCompleteAction;     //动画结束回调, 程序代码使用,注意循环的动画没有回调

    //播放自己的Tweeners
    public virtual void Play(float extraDelay = 0)
    {
        Stop();
        uiAnimation = GetAnimationSequence();
        if (extraDelay > 0)
        {
            uiAnimation.SetDelay(extraDelay);
        }

        //结束回调美术配置动画
        if (OnComplete != null)
        {
            uiAnimation.onComplete += () =>
            {
                OnComplete.Play();
            };
        }

        //结束回调Action
        if (OnCompleteAction != null)
        {
            uiAnimation.onComplete += () =>
            {
                OnCompleteAction();
            };
        }

        playID = GameUIUtility.GetUniquePlayID();
        uiAnimation.SetId(playID);

        uiAnimation.Play();
    }
Exemple #2
0
    public override Sequence GetAnimationSequence()
    {
        uiAnimation = DOTween.Sequence();

        if (delay > 0)
        {
            uiAnimation.AppendInterval(delay);
        }

        Tweener tweener = GameUIUtility.DoScale(this.transform, From, To, duration);

        //Animation Curve
        if (animationCurve != null)
        {
            tweener.SetEase(animationCurve);
        }

        //Loops
        switch (style)
        {
        case Style.Once:
            break;

        case Style.Loop:
            tweener.SetLoops(int.MaxValue, LoopType.Restart);
            break;

        case Style.PingPong:
            tweener.SetLoops(int.MaxValue, LoopType.Yoyo);
            break;
        }

        uiAnimation.Append(tweener);

        //结束回调
        if (OnComplete != null)
        {
            uiAnimation.onComplete = () => { OnComplete.Play(); };
        }
        return(uiAnimation);
    }
Exemple #3
0
    /// <summary>
    /// 添加通用的背景UI
    /// </summary>
    private void AddColliderBgForWindow(UIViewBase baseWindow)
    {
        UIWindowColliderMode colliderMode = baseWindow.windowData.colliderMode;

        if (colliderMode == UIWindowColliderMode.None)
        {
            return;
        }

        GameObject bgObj = null;

        if (colliderMode == UIWindowColliderMode.Normal)
        {
            bgObj = GameUIUtility.AddColliderBgToTarget(baseWindow.gameObject, true);
        }
        if (colliderMode == UIWindowColliderMode.WithBg)
        {
            bgObj = GameUIUtility.AddColliderBgToTarget(baseWindow.gameObject, false, "");
        }

        baseWindow.Controller.OnAddColliderBg(bgObj);
    }
Exemple #4
0
 public static void TriggerReloadHook(Action <GameUIReloadBarController, PlayerController, Vector3, float, float, int> orig, GameUIReloadBarController self, PlayerController attachParent, Vector3 offset, float duration, float activeReloadStartPercent,
                                      int pixelWidth)
 {
     if (tempraryActiveReloads.ContainsKey(self))
     {
         foreach (MultiActiveReload multiactivereload in tempraryActiveReloads[self])
         {
             if (multiactivereload.sprite != null && multiactivereload.sprite.gameObject != null)
             {
                 UnityEngine.Object.Destroy(multiactivereload.sprite.gameObject);
             }
             if (multiactivereload.celebrationSprite != null && multiactivereload.celebrationSprite.gameObject != null)
             {
                 UnityEngine.Object.Destroy(multiactivereload.celebrationSprite.gameObject);
             }
         }
         tempraryActiveReloads[self].Clear();
     }
     orig(self, attachParent, offset, duration, activeReloadStartPercent, pixelWidth);
     if (attachParent != null && attachParent.CurrentGun != null && attachParent.CurrentGun.GetComponent <MultiActiveReloadController>() != null)
     {
         foreach (MultiActiveReloadData data in attachParent.CurrentGun.GetComponent <MultiActiveReloadController>().reloads)
         {
             dfSprite sprite = UnityEngine.Object.Instantiate(self.activeReloadSprite);
             self.activeReloadSprite.Parent.AddControl(sprite);
             sprite.enabled = true;
             float width    = self.progressSlider.Width;
             float maxValue = self.progressSlider.MaxValue;
             float num      = data.startValue / maxValue * width;
             float num2     = data.endValue / maxValue * width;
             float x        = num + (num2 - num) * data.activeReloadStartPercentage;
             float width2   = (float)pixelWidth * Pixelator.Instance.CurrentTileScale;
             sprite.RelativePosition = self.activeReloadSprite.RelativePosition;
             sprite.RelativePosition = GameUIUtility.QuantizeUIPosition(sprite.RelativePosition.WithX(x));
             sprite.Width            = width2;
             sprite.IsVisible        = true;
             dfSprite celebrationSprite = UnityEngine.Object.Instantiate(self.celebrationSprite);
             self.activeReloadSprite.Parent.AddControl(celebrationSprite);
             celebrationSprite.enabled = true;
             dfSpriteAnimation component = celebrationSprite.GetComponent <dfSpriteAnimation>();
             component.Stop();
             component.SetFrameExternal(0);
             celebrationSprite.enabled          = false;
             celebrationSprite.RelativePosition = sprite.RelativePosition + new Vector3(Pixelator.Instance.CurrentTileScale * -1f, Pixelator.Instance.CurrentTileScale * -2f, 0f);
             int activeReloadStartValue = Mathf.RoundToInt((float)(data.endValue - data.startValue) * data.activeReloadStartPercentage) + data.startValue - data.activeReloadLastTime / 2;
             MultiActiveReload reload   = new MultiActiveReload
             {
                 sprite            = sprite,
                 celebrationSprite = celebrationSprite,
                 startValue        = activeReloadStartValue,
                 endValue          = activeReloadStartValue + data.activeReloadLastTime,
                 stopsReload       = data.stopsReload,
                 canAttemptActiveReloadAfterwards = data.canAttemptActiveReloadAfterwards,
                 reloadData           = data.reloadData,
                 usesActiveReloadData = data.usesActiveReloadData
             };
             if (tempraryActiveReloads.ContainsKey(self))
             {
                 tempraryActiveReloads[self].Add(reload);
             }
             else
             {
                 tempraryActiveReloads.Add(self, new List <MultiActiveReload> {
                     reload
                 });
             }
         }
     }
 }
Exemple #5
0
    public override Sequence GetAnimationSequence()
    {
        Tweener tweener = null;

        //1. 检测是否有CanvaGroup
        m_CanvasGroup = GetComponent <CanvasGroup>();
        if (m_CanvasGroup != null)
        {
            uiAnimation = DOTween.Sequence();
            if (delay > 0)
            {
                uiAnimation.AppendInterval(delay);
            }

            tweener = GameUIUtility.DoAlpha(m_CanvasGroup, From, To, duration);
        }
        else
        {
            //2. 是否是Button
            Button button = GetComponent <Button>();
            if (button != null)
            {
                uiAnimation = DOTween.Sequence();
                if (delay > 0)
                {
                    uiAnimation.AppendInterval(delay);
                }
                tweener = GameUIUtility.DoAlpha(button, From, To, duration);
            }
            else
            {
                //3. 是否是Image RawImage或者Text
                MaskableGraphic graphic = GetComponent <MaskableGraphic>();
                if (graphic != null)
                {
                    uiAnimation = DOTween.Sequence();
                    if (delay > 0)
                    {
                        uiAnimation.AppendInterval(delay);
                    }
                    tweener = GameUIUtility.DoAlpha <MaskableGraphic>(graphic, From, To, duration);
                }
                else
                {
                    //4. 都不是, 那么应该添加CanvasGroup来实现
                    m_CanvasGroup = this.gameObject.AddComponent <CanvasGroup>();
                    //Debug.LogError("需要CanvasGroup组件来执行Alpha Animation");
                    //return null;
                    uiAnimation = DOTween.Sequence();
                    if (delay > 0)
                    {
                        uiAnimation.AppendInterval(delay);
                    }

                    tweener = GameUIUtility.DoAlpha(m_CanvasGroup, From, To, duration);
                }
            }
        }

        //Animation Curve
        if (animationCurve != null)
        {
            tweener.SetEase(animationCurve);
        }

        //Loops
        switch (style)
        {
        case Style.Once:
            break;

        case Style.Loop:
            tweener.SetLoops(int.MaxValue, LoopType.Restart);
            break;

        case Style.PingPong:
            tweener.SetLoops(int.MaxValue, LoopType.Yoyo);
            break;
        }

        uiAnimation.Append(tweener);

        ////结束回调
        //if (OnComplete != null)
        //{
        //    uiAnimation.onComplete = () => { OnComplete.Play(); };
        //}

        return(uiAnimation);
    }
Exemple #6
0
    private UIControllerBase PrepareUI(WindowID id, WindowContextDataBase showContextData = null)
    {
        if (!this.IsWindowRegistered(id))
        {
            return(null);
        }

        if (dicShownWindows.ContainsKey((int)id))
        {
            return(null);
        }

        UIControllerBase baseController = GetGameWindowFromCache(id);

        //UI没有在场景里打开过, Instantiate New One
        bool newAdded = false;

        if (baseController == null)
        {
            newAdded = true;
            if (UIResourceDefine.windowPrefabPath.ContainsKey((int)id))
            {
                //实例化UI
                UIViewBase uiView = GameUIUtility.InstantiateUI(id);

                //保存Controller
                baseController           = uiView.Controller;
                dicWindowsCache[(int)id] = baseController;

                //初始化
                baseController.OnInit();

                //设置UI根
                Transform targetRoot = GameUIUtility.GetUIRoot();//UINormalWindowRoot;
                GameUIUtility.AddChildToTarget(targetRoot, uiView.gameObject.transform);

                //设置UI Camera
                Canvas uiCanvas = uiView.gameObject.GetComponent <Canvas>();
                uiCanvas.renderMode = RenderMode.ScreenSpaceCamera;
                {
                    GameObject uiCamera = GameObject.Find("UICamera");
                    if (uiCamera != null)
                    {
                        uiCanvas.worldCamera = uiCamera.GetComponent <Camera>();
                    }
                }

                //添加通用背景
                AddColliderBgForWindow(uiView);
            }
            else
            {
                Debug.LogError("UI ID对应的Prefab位置在找不到, 使用工具重新生成 " + id);
                return(null);
            }
        }

        if (baseController == null)
        {
            Debug.LogError("[UI instance is null.]" + id.ToString());
        }

        //设置导航信息, 如果是导航类型的UI会把当前显示的UI关闭并且保存到BackSequenceStack里面
        //下次返回的时候, 从Stack里面回复.
        if (showContextData == null || (showContextData != null && showContextData.executeNavLogic))
        {
            ExecuteNavigationLogic(baseController);
        }
        //层级管理
        //AdjustBaseWindowDepth(baseController);

        return(baseController);
    }
Exemple #7
0
        // Token: 0x060001DA RID: 474 RVA: 0x000110B4 File Offset: 0x0000F2B4
        public static void TriggerReloadHook(MultiActiveReloadManager.Action <GameUIReloadBarController, PlayerController, Vector3, float, float, int> orig, GameUIReloadBarController self, PlayerController attachParent, Vector3 offset, float duration, float activeReloadStartPercent, int pixelWidth)
        {
            bool flag = MultiActiveReloadManager.tempraryActiveReloads.ContainsKey(self);

            if (flag)
            {
                foreach (MultiActiveReload multiActiveReload in MultiActiveReloadManager.tempraryActiveReloads[self])
                {
                    bool flag2 = multiActiveReload.sprite != null && multiActiveReload.sprite.gameObject != null;
                    if (flag2)
                    {
                        UnityEngine.Object.Destroy(multiActiveReload.sprite.gameObject);
                    }
                    bool flag3 = multiActiveReload.celebrationSprite != null && multiActiveReload.celebrationSprite.gameObject != null;
                    if (flag3)
                    {
                        UnityEngine.Object.Destroy(multiActiveReload.celebrationSprite.gameObject);
                    }
                }
                MultiActiveReloadManager.tempraryActiveReloads[self].Clear();
            }
            orig(self, attachParent, offset, duration, activeReloadStartPercent, pixelWidth);
            bool flag4 = attachParent != null && attachParent.CurrentGun != null && attachParent.CurrentGun.GetComponent <MultiActiveReloadController>() != null;

            if (flag4)
            {
                foreach (MultiActiveReloadData multiActiveReloadData in attachParent.CurrentGun.GetComponent <MultiActiveReloadController>().reloads)
                {
                    dfSprite dfSprite = UnityEngine.Object.Instantiate <dfSprite>(self.activeReloadSprite);
                    self.activeReloadSprite.Parent.AddControl(dfSprite);
                    dfSprite.enabled = true;
                    float width    = self.progressSlider.Width;
                    float maxValue = self.progressSlider.MaxValue;
                    float num      = (float)multiActiveReloadData.startValue / maxValue * width;
                    float num2     = (float)multiActiveReloadData.endValue / maxValue * width;
                    float x        = num + (num2 - num) * multiActiveReloadData.activeReloadStartPercentage;
                    float width2   = (float)pixelWidth * Pixelator.Instance.CurrentTileScale;
                    dfSprite.RelativePosition = self.activeReloadSprite.RelativePosition;
                    dfSprite.RelativePosition = GameUIUtility.QuantizeUIPosition(dfSprite.RelativePosition.WithX(x));
                    dfSprite.Width            = width2;
                    dfSprite.IsVisible        = true;
                    dfSprite dfSprite2 = UnityEngine.Object.Instantiate <dfSprite>(self.celebrationSprite);
                    self.activeReloadSprite.Parent.AddControl(dfSprite2);
                    dfSprite2.enabled = true;
                    dfSpriteAnimation component = dfSprite2.GetComponent <dfSpriteAnimation>();
                    component.Stop();
                    component.SetFrameExternal(0);
                    dfSprite2.enabled          = false;
                    dfSprite2.RelativePosition = dfSprite.RelativePosition + new Vector3(Pixelator.Instance.CurrentTileScale * -1f, Pixelator.Instance.CurrentTileScale * -2f, 0f);
                    int num3 = Mathf.RoundToInt((float)(multiActiveReloadData.endValue - multiActiveReloadData.startValue) * multiActiveReloadData.activeReloadStartPercentage) + multiActiveReloadData.startValue - multiActiveReloadData.activeReloadLastTime / 2;
                    MultiActiveReload item = new MultiActiveReload
                    {
                        sprite            = dfSprite,
                        celebrationSprite = dfSprite2,
                        startValue        = num3,
                        endValue          = num3 + multiActiveReloadData.activeReloadLastTime,
                        stopsReload       = multiActiveReloadData.stopsReload,
                        canAttemptActiveReloadAfterwards = multiActiveReloadData.canAttemptActiveReloadAfterwards,
                        reloadData           = multiActiveReloadData.reloadData,
                        usesActiveReloadData = multiActiveReloadData.usesActiveReloadData,
                        Name = multiActiveReloadData.Name
                    };
                    bool flag5 = MultiActiveReloadManager.tempraryActiveReloads.ContainsKey(self);
                    if (flag5)
                    {
                        MultiActiveReloadManager.tempraryActiveReloads[self].Add(item);
                    }
                    else
                    {
                        MultiActiveReloadManager.tempraryActiveReloads.Add(self, new List <MultiActiveReload>
                        {
                            item
                        });
                    }
                }
            }
        }
Exemple #8
0
        protected override void InitWindowOnAwake()
        {
            if (UI_Button_Track != null)
            {
                return;
            }
            List <Button>     buttonCache     = GameUIUtility.GetComponentCache <Button>(this.gameObject);
            List <Text>       textCache       = GameUIUtility.GetComponentCache <Text>(this.gameObject);
            List <InputField> inputfieldCache = GameUIUtility.GetComponentCache <InputField>(this.gameObject);
            List <Slider>     sliderCache     = GameUIUtility.GetComponentCache <Slider>(this.gameObject);
            List <Toggle>     toggleCache     = GameUIUtility.GetComponentCache <Toggle>(this.gameObject);

            UI_Button_Track = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Track");
            if (UI_Button_Track == null)
            {
                Debug.LogError("UI_Button_Track获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_Follow = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Follow");
            if (UI_Button_Follow == null)
            {
                Debug.LogError("UI_Button_Follow获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_Main = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Main");
            if (UI_Button_Main == null)
            {
                Debug.LogError("UI_Button_Main获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_ShowPoint = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_ShowPoint");
            if (UI_Button_ShowPoint == null)
            {
                Debug.LogError("UI_Button_ShowPoint获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_Statistics = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Statistics");
            if (UI_Button_Statistics == null)
            {
                Debug.LogError("UI_Button_Statistics获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_MutiDisplay = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_MutiDisplay");
            if (UI_Button_MutiDisplay == null)
            {
                Debug.LogError("UI_Button_MutiDisplay获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_CurTrackIDText = GameUIUtility.GetComponentFromCache(ref textCache, "UI_CurTrackIDText");
            if (UI_CurTrackIDText == null)
            {
                Debug.LogError("UI_CurTrackIDText获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_Pre = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Pre");
            if (UI_Button_Pre == null)
            {
                Debug.LogError("UI_Button_Pre获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_Next = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Next");
            if (UI_Button_Next == null)
            {
                Debug.LogError("UI_Button_Next获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_TrackID = GameUIUtility.GetComponentFromCache(ref inputfieldCache, "UI_TrackID");
            if (UI_TrackID == null)
            {
                Debug.LogError("UI_TrackID获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_PlayTrack = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_PlayTrack");
            if (UI_Button_PlayTrack == null)
            {
                Debug.LogError("UI_Button_PlayTrack获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_PlayeTrackSeq = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_PlayeTrackSeq");
            if (UI_Button_PlayeTrackSeq == null)
            {
                Debug.LogError("UI_Button_PlayeTrackSeq获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_ReconnectDB = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_ReconnectDB");
            if (UI_Button_ReconnectDB == null)
            {
                Debug.LogError("UI_Button_ReconnectDB获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_DatabaseState = GameUIUtility.GetComponentFromCache(ref textCache, "UI_DatabaseState");
            if (UI_DatabaseState == null)
            {
                Debug.LogError("UI_DatabaseState获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button1 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button1");
            if (UI_Button1 == null)
            {
                Debug.LogError("UI_Button1获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button2 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button2");
            if (UI_Button2 == null)
            {
                Debug.LogError("UI_Button2获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button3 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button3");
            if (UI_Button3 == null)
            {
                Debug.LogError("UI_Button3获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button4 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button4");
            if (UI_Button4 == null)
            {
                Debug.LogError("UI_Button4获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button5 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button5");
            if (UI_Button5 == null)
            {
                Debug.LogError("UI_Button5获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button6 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button6");
            if (UI_Button6 == null)
            {
                Debug.LogError("UI_Button6获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button7 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button7");
            if (UI_Button7 == null)
            {
                Debug.LogError("UI_Button7获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button8 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button8");
            if (UI_Button8 == null)
            {
                Debug.LogError("UI_Button8获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button9 = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button9");
            if (UI_Button9 == null)
            {
                Debug.LogError("UI_Button9获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_About = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_About");
            if (UI_Button_About == null)
            {
                Debug.LogError("UI_Button_About获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_Exit = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Exit");
            if (UI_Button_Exit == null)
            {
                Debug.LogError("UI_Button_Exit获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_Set = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_Set");
            if (UI_Button_Set == null)
            {
                Debug.LogError("UI_Button_Set获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_TableColor = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_TableColor");
            if (UI_TableColor == null)
            {
                Debug.LogError("UI_TableColor获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_BallColor = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_BallColor");
            if (UI_BallColor == null)
            {
                Debug.LogError("UI_BallColor获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_FloorColor = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_FloorColor");
            if (UI_FloorColor == null)
            {
                Debug.LogError("UI_FloorColor获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Billboard = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Billboard");
            if (UI_Billboard == null)
            {
                Debug.LogError("UI_Billboard获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_StadiumAd = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_StadiumAd");
            if (UI_StadiumAd == null)
            {
                Debug.LogError("UI_StadiumAd获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_PlaySpeed = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_PlaySpeed");
            if (UI_PlaySpeed == null)
            {
                Debug.LogError("UI_PlaySpeed获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_PlaySpeedSlider = GameUIUtility.GetComponentFromCache(ref sliderCache, "UI_PlaySpeedSlider");
            if (UI_PlaySpeedSlider == null)
            {
                Debug.LogError("UI_PlaySpeedSlider获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_AdjustTable = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_AdjustTable");
            if (UI_AdjustTable == null)
            {
                Debug.LogError("UI_AdjustTable获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_IsShowMoveSpeed = GameUIUtility.GetComponentFromCache(ref toggleCache, "UI_IsShowMoveSpeed");
            if (UI_IsShowMoveSpeed == null)
            {
                Debug.LogError("UI_IsShowMoveSpeed获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_IsShowRoutateSpeed = GameUIUtility.GetComponentFromCache(ref toggleCache, "UI_IsShowRoutateSpeed");
            if (UI_IsShowRoutateSpeed == null)
            {
                Debug.LogError("UI_IsShowRoutateSpeed获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_IsShowHeight = GameUIUtility.GetComponentFromCache(ref toggleCache, "UI_IsShowHeight");
            if (UI_IsShowHeight == null)
            {
                Debug.LogError("UI_IsShowHeight获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_IsShowRole = GameUIUtility.GetComponentFromCache(ref toggleCache, "UI_IsShowRole");
            if (UI_IsShowRole == null)
            {
                Debug.LogError("UI_IsShowRole获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_IsShowPoint = GameUIUtility.GetComponentFromCache(ref toggleCache, "UI_IsShowPoint");
            if (UI_IsShowPoint == null)
            {
                Debug.LogError("UI_IsShowPoint获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_IsShowScore = GameUIUtility.GetComponentFromCache(ref toggleCache, "UI_IsShowScore");
            if (UI_IsShowScore == null)
            {
                Debug.LogError("UI_IsShowScore获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_SetCameraConfig = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_SetCameraConfig");
            if (UI_SetCameraConfig == null)
            {
                Debug.LogError("UI_SetCameraConfig获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_SaveCameraCofig = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_SaveCameraCofig");
            if (UI_SaveCameraCofig == null)
            {
                Debug.LogError("UI_SaveCameraCofig获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_CancelCameraCofig = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_CancelCameraCofig");
            if (UI_CancelCameraCofig == null)
            {
                Debug.LogError("UI_CancelCameraCofig获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
            UI_Button_FreeCamera = GameUIUtility.GetComponentFromCache(ref buttonCache, "UI_Button_FreeCamera");
            if (UI_Button_FreeCamera == null)
            {
                Debug.LogError("UI_Button_FreeCamera获取为空, 请检查是不是没用Ebo.UI的脚本!!!");
            }
        }