/// <summary>
    /// 是否可以移动到下一个
    /// 当左右移动时判断是否需要给予焦点
    /// 当上下移动时移动自身格子的焦点
    /// </summary>
    /// <param name="moveType"></param>
    /// <returns></returns>
    public override bool CanMoveNext(UIFocusPath.MoveType moveType)
    {
        if (!equipentsLatticePath)
        {
            return(true);
        }
        UIFocusItemEquipmentLattice tempLattice = equipentsLatticePath.GetNewNextFocus(nowLattice, moveType) as UIFocusItemEquipmentLattice;// equipentsLatticePath.GetNextFocus(nowLattice, moveType) as UIFocusItemEquipmentLattice;//查询下一个位置

        switch (moveType)
        {
        //当左右移动时需要判断下一个目标是不是空,如果是空,则允许上层移动焦点,如果不为空则本身移动
        //当上下移动时,不需要判断,如果为空则不处理,则下方也不会处理,如果不为空则移动
        case UIFocusPath.MoveType.LEFT:
            //case UIFocusPath.MoveType.RIGHT://暂时没有向右移动失去焦点的功能
            if (!tempLattice)
            {
                if (nowLattice)
                {
                    nowLattice.LostForcus();
                }
                return(true);
            }
            break;
        }
        return(false);
    }
    /// <summary>
    /// 获取焦点
    /// </summary>
    /// <param name="moveType"></param>
    public void GetKeyDown(UIFocusPath.MoveType moveType)
    {
        Action <UIFocusPath.MoveType> MoveNextAction = (_moveType) =>
        {
            if (!nowUIFocus)
            {
                nowUIFocus = uiFocusPath.GetFirstFocus();
            }
            if (nowUIFocus)
            {
                UIFocus nextUIFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, _moveType);
                if (nextUIFocus != null)
                {
                    nowUIFocus = nextUIFocus;
                }
                nowUIFocus.SetForcus();
            }
        };

        switch (moveType)
        {
        case UIFocusPath.MoveType.LEFT:
        case UIFocusPath.MoveType.RIGHT:
            MoveNextAction(moveType);
            break;

        case UIFocusPath.MoveType.OK:
            UIFocusButton uiFocusButton = nowUIFocus as UIFocusButton;
            if (uiFocusButton)
            {
                uiFocusButton.ClickThisButton();    //激活事件
            }
            break;
        }
    }
    /// <summary>
    /// 创建时输入名字状态的手柄输入检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void CreateNameInputType_HandleUpdate(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (nowNameInputFocus == null && nameInputUIFocusPath)
        {
            nowNameInputFocus = nameInputUIFocusPath.GetFirstFocus();
            if (nowNameInputFocus)
            {
                nowNameInputFocus.SetForcus();
            }
        }
        if (nowNameInputFocus)
        {
            //判断键位
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                UIFocus next = nameInputUIFocusPath.GetNewNextFocus(nowNameInputFocus, moveType);// uiFocusPath.GetNextFocus(nowFocus, moveType, true);
                if (next)
                {
                    nowNameInputFocus.LostForcus();
                    nowNameInputFocus = next;
                    nowNameInputFocus.SetForcus();
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowNameInputFocus)
                {
                    UIFocusButton     uiFocusButton     = nowNameInputFocus as UIFocusButton;
                    UIFocusInputField uiFocusInputField = nowNameInputFocus as UIFocusInputField;
                    if (uiFocusButton)
                    {
                        uiFocusButton.ClickThisButton();
                    }
                    else if (uiFocusInputField)
                    {
                        uiFocusInputField.EnterInputField();
                    }
                }
                break;

            case UIManager.KeyType.LEFT:
                MoveFocusAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveFocusAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveFocusAction(UIFocusPath.MoveType.DOWN);
                break;
            }
        }
    }
    /// <summary>
    /// 创建时选择种族状态的手柄输入检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void CreateSelectRoleOfRaceType_HandleUpdate(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (nowRoleOfRaceFocus == null && roleOfRaceUIFocusPath)
        {
            nowRoleOfRaceFocus = roleOfRaceUIFocusPath.GetFirstFocus();
            if (nowRoleOfRaceFocus)
            {
                nowRoleOfRaceFocus.SetForcus();
            }
        }
        if (nowRoleOfRaceFocus)
        {
            //判断键位
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                UIFocus next = roleOfRaceUIFocusPath.GetNewNextFocus(nowRoleOfRaceFocus, moveType);// uiFocusPath.GetNextFocus(nowFocus, moveType, true);
                if (next)
                {
                    nowRoleOfRaceFocus = next;
                    CreateSelectRoleOfRaceUpdateNowFocus();
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowRoleOfRaceFocus)
                {
                    UIFocusButton uiFocusButton = nowRoleOfRaceFocus as UIFocusButton;
                    if (uiFocusButton)
                    {
                        uiFocusButton.ClickThisButton();
                    }
                }
                break;

            case UIManager.KeyType.LEFT:
                MoveFocusAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveFocusAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveFocusAction(UIFocusPath.MoveType.DOWN);
                break;
            }
        }
    }
    /// <summary>
    /// 按键检测(抬起)
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        Func <UIFocusPath.MoveType, UIFocus> GetNext = (key) =>
        {
            UIFocus nextFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, key);
            return(nextFocus);
        };

        switch (keyType)
        {
        case UIManager.KeyType.A:
            if (nowUIFocus)
            {
                nowUIFocus.MoveChild(UIFocusPath.MoveType.OK);
            }
            break;

        case UIManager.KeyType.LEFT:
            if (nowUIFocus)
            {
                nowUIFocus.MoveChild(UIFocusPath.MoveType.LEFT);
            }
            break;

        case UIManager.KeyType.RIGHT:
            if (nowUIFocus)
            {
                nowUIFocus.MoveChild(UIFocusPath.MoveType.RIGHT);
            }
            break;

        case UIManager.KeyType.UP:
        case UIManager.KeyType.DOWN:
            if (!nowUIFocus)
            {
                nowUIFocus = uiFocusPath.GetFirstFocus();
            }
            else
            {
                UIFocus nextFocus = GetNext(keyType == UIManager.KeyType.UP ? UIFocusPath.MoveType.UP : UIFocusPath.MoveType.DOWN);
                nowUIFocus.LostForcus();
                nowUIFocus = nextFocus;
            }
            if (nowUIFocus)
            {
                nowUIFocus.SetForcus();
            }
            break;
        }
    }
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!fisrtKeyUP)
        {
            fisrtKeyUP = true;
            return;
        }
        if (UIAction.isSaving)
        {
            return;
        }
        Action <UIFocusPath.MoveType> MoveNextEndAction = (moveType) =>
        {
            if (nowUIFocus)
            {
                UIFocus uiFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType);
                if (uiFocus)
                {
                    nowUIFocus.LostForcus();
                    nowUIFocus = uiFocus;
                    nowUIFocus.SetForcus();
                }
            }
            else
            {
                nowUIFocus = uiFocusPath.GetFirstFocus();
                nowUIFocus.SetForcus();
            }
        };

        switch (keyType)
        {
        case UIManager.KeyType.A:
            UIFocusButton uiFocusButton = nowUIFocus as UIFocusButton;
            if (uiFocusButton)
            {
                uiFocusButton.ClickThisButton();
            }
            break;

        case UIManager.KeyType.UP:
            MoveNextEndAction(UIFocusPath.MoveType.UP);
            break;

        case UIManager.KeyType.DOWN:
            MoveNextEndAction(UIFocusPath.MoveType.DOWN);
            break;
        }
    }
Exemple #7
0
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (uiFocusPath)//切换标签页
        {
            UIFocus nextTabPageFocus = null;
            switch (keyType)
            {
            case UIManager.KeyType.R1:
                nextTabPageFocus = uiFocusPath.GetNewNextFocus(nowTabPageFocus, UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.L1:
                nextTabPageFocus = uiFocusPath.GetNewNextFocus(nowTabPageFocus, UIFocusPath.MoveType.LEFT);
                break;
            }
            TabPageClick(nextTabPageFocus as UIFocusTabPage);
        }
        switch (keyType)
        {
        case UIManager.KeyType.B:    //返回
            CloseActionClick();
            break;
        }
    }
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        //输入
        if (uiFocusPath)
        {
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                if (nowUIFocus)
                {
                    if (nowUIFocus.CanMoveNext(moveType))
                    {
                        UIFocus nextUIFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType);//uiFocusPath.GetNextFocus(nowUIFocus, moveType);
                        if (nextUIFocus)
                        {
                            nowUIFocus = nextUIFocus;
                            nowUIFocus.SetForcus();
                        }
                    }
                    else//移动控件内的控件
                    {
                        nowUIFocus.MoveChild(moveType);
                    }
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.LEFT:
                MoveFocusAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveFocusAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveFocusAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveFocusAction(UIFocusPath.MoveType.DOWN);
                break;
            }
        }
    }
Exemple #9
0
    /// <summary>
    /// 依照当前的焦点获取下一个可以移动的焦点
    /// </summary>
    /// <param name="moveType"></param>
    /// <returns></returns>
    private UIFocus GetNextEnableTabPage(UIFocusPath.MoveType moveType)
    {
        UIFocus tempStartFocus = nowTabPageFocus;

ReGo:
        tempStartFocus = uiFocusPath.GetNewNextFocus(tempStartFocus, moveType);
        if (tempStartFocus != null)
        {
            //查看是否可以使用
            if (tempStartFocus.Tag == "BigMap")//如果是大地图则查看是是否可以使用大地图
            {
                GameRunningStateData gameRunningStateData = DataCenter.Instance.GetEntity <GameRunningStateData>();
                if (!gameRunningStateData.CanBigMap)//如果不可以使用则调到上面重新获取该节点的下一个位置
                {
                    goto ReGo;
                }
            }
        }
        return(tempStartFocus);
    }
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (enumUISkillCombine)
        {
        case EnumUISkillCombine.CombineSkillItem:    //处于左侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowCombineSkillItem)
                {
                    //设置技能框的边框显示
                    nowUISkilCombineLattice = uiFocusPath.GetFirstFocus <UIFocusSkillCombineLattice>();
                    if (nowUISkilCombineLattice)
                    {
                        nowUISkilCombineLattice.SetForcus();
                    }
                    //同时将模式更改为CombineSkillLattice
                    enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                    uiCombineSkillList.CanClickListItem = false;
                }
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiCombineSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowCombineSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiCombineSkillList.ShowItem(tempArrays[index]);
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = false;
                        nowCombineSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowCombineSkillItem = tempArrays[index];
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = true;
                        nowCombineSkillItem.childImage.gameObject.SetActive(true);
                    }
                    if (nowCombineSkillItem)
                    {
                        SetSkillCombineLatticeAndShowVadio((EnumSkillType[])nowCombineSkillItem.value);
                    }
                }
            }
            break;
            }
            break;

        case EnumUISkillCombine.CombineSkillLattice:    //处于右侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                SetSelectSkill();
                break;

            case UIManager.KeyType.B:
                if (nowUISkilCombineLattice)
                {
                    nowUISkilCombineLattice.LostForcus();
                }
                enumUISkillCombine = EnumUISkillCombine.CombineSkillItem;        //切换模式到组合技能集合
                uiCombineSkillList.CanClickListItem = true;
                break;

            case UIManager.KeyType.LEFT:
            case UIManager.KeyType.RIGHT:
                if (nowUISkilCombineLattice)
                {
                    UIFocusSkillCombineLattice tempUIFocuesSkillCombineLattice =
                        uiFocusPath.GetNewNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    //uiFocusPath.GetNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    if (tempUIFocuesSkillCombineLattice)
                    {
                        nowUISkilCombineLattice.LostForcus();
                        nowUISkilCombineLattice = tempUIFocuesSkillCombineLattice;
                        nowUISkilCombineLattice.SetForcus();
                    }
                }
                break;
            }
            break;

        case EnumUISkillCombine.CombineSkillSelect:    //处于选择技能状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                ResetCombineSkillLattice();
                break;

            case UIManager.KeyType.B:
                //切换状态
                uiSelectSkillList.gameObject.SetActive(false);
                enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiSelectSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowSelectSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiSelectSkillList.ShowItem(tempArrays[index]);
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = false;
                        nowSelectSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowSelectSkillItem = tempArrays[index];
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = true;
                        nowSelectSkillItem.childImage.gameObject.SetActive(true);
                    }
                }
            }
            break;
            }
            break;
        }
    }
Exemple #11
0
    /// <summary>
    /// 接收输入
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!nowKeySettingLattice && keySettingFocusPath)
        {
            nowKeySettingLattice = keySettingFocusPath.GetFirstFocus() as UIFocusKeySettingLattice;
        }
        switch (enumKeySettingType)
        {
        case EnumKeySettingType.Lattice:    //此时可以移动和确认
            Action <UIFocusPath.MoveType> MoveNExtEndAction = (moveType) =>
            {
                if (keySettingFocusPath)
                {
                    //UIFocusKeySettingLattice currentKeySettingLattice = keySettingFocusPath.GetNextFocus(nowKeySettingLattice, moveType) as UIFocusKeySettingLattice;
                    //UIFocusKeySettingLattice currentKeySettingLattice = keySettingFocusPath.GetNextFocus(nowKeySettingLattice, moveType, UIFocusPath.EnumFocusCheckModel.Vertical) as UIFocusKeySettingLattice;
                    UIFocusKeySettingLattice currentKeySettingLattice = keySettingFocusPath.GetNewNextFocus(nowKeySettingLattice, moveType) as UIFocusKeySettingLattice;
                    if (currentKeySettingLattice != null && !object.Equals(currentKeySettingLattice, nowKeySettingLattice))
                    {
                        nowKeySettingLattice.LostForcus();
                        nowKeySettingLattice = currentKeySettingLattice;
                        nowKeySettingLattice.SetForcus();
                    }
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:        //进入选择
                //显示集合
                ShowUIList();
                break;

            case UIManager.KeyType.LEFT:
                MoveNExtEndAction(UIFocusPath.MoveType.LEFT);
                break;

            case UIManager.KeyType.RIGHT:
                MoveNExtEndAction(UIFocusPath.MoveType.RIGHT);
                break;

            case UIManager.KeyType.UP:
                MoveNExtEndAction(UIFocusPath.MoveType.UP);
                break;

            case UIManager.KeyType.DOWN:
                MoveNExtEndAction(UIFocusPath.MoveType.DOWN);
                break;
            }
            break;

        case EnumKeySettingType.Select:    //此时可以选择技能
            Action <int> MoveListSelect = (addOffset) =>
            {
                UIListItem[] tempArrays = uiKeySettingList.GetAllImtes();
                int          index      = 0;
                if (nowKeySettingListItem)
                {
                    index = tempArrays.ToList().IndexOf(nowKeySettingListItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                index += addOffset;
                index  = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length && tempArrays.Length > 0)
                {
                    uiKeySettingList.ShowItem(tempArrays[index]);
                    if (nowKeySettingListItem && nowKeySettingListItem.childImage)
                    {
                        nowKeySettingListItem.childImage.enabled = false;
                    }
                    nowKeySettingListItem = tempArrays[index];
                    if (nowKeySettingListItem && nowKeySettingListItem.childImage)
                    {
                        nowKeySettingListItem.childImage.enabled = true;
                    }
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:        //确认选择
                SelectAction();
                break;

            case UIManager.KeyType.UP:
                MoveListSelect(-1);
                break;

            case UIManager.KeyType.DOWN:
                MoveListSelect(1);
                break;
            }
            break;
        }
    }
Exemple #12
0
    /// <summary>
    /// 按键检测(功能键)
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (!fisrtKeyUP)
        {
            fisrtKeyUP = true;
            return;
        }
        switch (bigMapOperateState)
        {
        case EnumBigMapOperateState.OperateMap:    //操作地图
            switch (keyType)
            {
            case UIManager.KeyType.A:
                Vector2 handlePos = uiMapControl.GetHandlePosInTerrain();
                ActionAtTerrain(handlePos);
                break;

            case UIManager.KeyType.Y:
                bigMapOperateState = EnumBigMapOperateState.CheckSetting;
                showSettingPanel.gameObject.SetActive(true);
                if (uiFocusPath)
                {
                    nowUIFocus = uiFocusPath.GetFirstFocus();
                }
                if (nowUIFocus)
                {
                    nowUIFocus.SetForcus();
                }
                break;
            }
            break;

        case EnumBigMapOperateState.CheckSetting:    //操作设置
            if (!nowUIFocus)
            {
                if (uiFocusPath)
                {
                    nowUIFocus = uiFocusPath.GetFirstFocus();
                }
            }
            if (nowUIFocus)
            {
                Action <UIFocusPath.MoveType> MoveUIFocusAction = (moveType) =>
                {
                    UIFocus nextUIFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType);    //uiFocusPath.GetNextFocus(nowUIFocus, moveType);
                    if (nextUIFocus != null)
                    {
                        nowUIFocus.LostForcus();
                        nowUIFocus = nextUIFocus;
                        nowUIFocus.SetForcus();
                    }
                };
                switch (keyType)
                {
                case UIManager.KeyType.A:
                    if (nowUIFocus.GetType().Equals(typeof(UIFocusButton)))
                    {
                        ((UIFocusButton)nowUIFocus).ClickThisButton();
                    }
                    else if (nowUIFocus.GetType().Equals(typeof(UIFocusToggle)))
                    {
                        ((UIFocusToggle)nowUIFocus).MoveChild(UIFocusPath.MoveType.OK);
                    }
                    break;

                case UIManager.KeyType.B:
                    ExitSetting_Click();
                    break;

                case UIManager.KeyType.LEFT:
                    MoveUIFocusAction(UIFocusPath.MoveType.LEFT);
                    break;

                case UIManager.KeyType.RIGHT:
                    MoveUIFocusAction(UIFocusPath.MoveType.RIGHT);
                    break;

                case UIManager.KeyType.UP:
                case UIManager.KeyType.DOWN:
                    if (string.Equals(nowUIFocus.Tag, "SceneDropDown"))
                    {
                        UIFocusDropdown uiFocusDropDown = nowUIFocus as UIFocusDropdown;
                        if (uiFocusDropDown != null)
                        {
                            uiFocusDropDown.MoveChild(keyType == UIManager.KeyType.UP ? UIFocusPath.MoveType.UP : UIFocusPath.MoveType.DOWN);
                        }
                    }
                    break;
                }
            }
            break;
        }
    }