private GameObject buttonShop; //关卡界面的按钮对象 public override void OnInit() //用于初始化UI控件 { //给定ID this.id = EUiId.ID_MainPanel; //对UI的ID赋值(重点,一定要赋值) this.IsKeepAbove = true; //保持在最前面 //用于查找游戏对象 buttonRoleBag = UtilUI.findChild(this.gameObject, "BtnRoleBag").gameObject; butotnSet = UtilUI.findChild(this.gameObject, "BtnSet").gameObject; buttonStage = UtilUI.findChild(this.gameObject, "BtnStages").gameObject; buttonShop = UtilUI.findChild(this.gameObject, "BtnShop").gameObject; UGUIEventListener.Get(buttonRoleBag).onClick += OnBtnRoleBag;//事件和方法的关联 UGUIEventListener.Get(butotnSet).onClick = OnBtnSet; UGUIEventListener.Get(buttonStage).onClick = OnBtnStage; UGUIEventListener.Get(buttonShop).onClick = OnBtnShop; //3:如果有动画添加动画 //显示动画 animShow = this.transform.DOLocalMoveY(805, 1.0f).From(); animShow.Pause(); animShow.SetAutoKill(false); //隐藏动画 animHide = this.transform.DOLocalMoveY(805, 1.0f); animHide.Pause(); animHide.SetAutoKill(false); animHide.OnComplete(delegate() { this.gameObject.SetActive(false); }); }
public override void OnInit() { //指定id this.id = EUiId.ID_SaveGamePanel; buttonClose = UtilUI.findChild(this.gameObject, "Cross").gameObject; buttonLoad_1 = UtilUI.findChild(this.gameObject, "Load_1").gameObject; buttonLoad_2 = UtilUI.findChild(this.gameObject, "Load_2").gameObject; buttonLoad_3 = UtilUI.findChild(this.gameObject, "Load_3").gameObject; buttonLoad_4 = UtilUI.findChild(this.gameObject, "Load_4").gameObject; buttonLoad_5 = UtilUI.findChild(this.gameObject, "Load_5").gameObject; buttonLoad_6 = UtilUI.findChild(this.gameObject, "Load_6").gameObject; UGUIEventListener.Get(buttonClose).onClick = OnClose; UGUIEventListener.Get(buttonLoad_1).onClick = OnSave_1; UGUIEventListener.Get(buttonLoad_2).onClick = OnSave_2; UGUIEventListener.Get(buttonLoad_3).onClick = OnSave_3; UGUIEventListener.Get(buttonLoad_4).onClick = OnSave_4; UGUIEventListener.Get(buttonLoad_5).onClick = OnSave_5; UGUIEventListener.Get(buttonLoad_6).onClick = OnSave_6; textLog = transform.Find("SaveGame").Find("LogInfo").GetComponent <Text>(); textLog.color = new Color(textLog.color.r, textLog.color.g, textLog.color.b, 0.0f); buttonLoad_1.GetComponentInChildren <Text>().text = GameState.Instance.mapIDSaved(01); buttonLoad_2.GetComponentInChildren <Text>().text = GameState.Instance.mapIDSaved(02); buttonLoad_3.GetComponentInChildren <Text>().text = GameState.Instance.mapIDSaved(03); buttonLoad_4.GetComponentInChildren <Text>().text = GameState.Instance.mapIDSaved(04); buttonLoad_5.GetComponentInChildren <Text>().text = GameState.Instance.mapIDSaved(05); buttonLoad_6.GetComponentInChildren <Text>().text = GameState.Instance.mapIDSaved(06); }
public void init() { transUIRoot = transform; //画布 DontDestroyOnLoad(transUIRoot); //不销毁脚本所在的对象 if (dicAllUI != null) { dicAllUI.Clear(); } if (dicShowUI != null) { dicShowUI.Clear(); } if (transUIRootKeepAbove == null) //主界面根节点 { transUIRootKeepAbove = new GameObject("UIRootKeepAbove").transform; //创建根节点(主界面)对象 UtilUI.addChildToParent(transUIRoot, transUIRootKeepAbove); //把此对象放在父对象下面 } if (transUIRootNormal == null) //普通UI根节点 { transUIRootNormal = new GameObject("UIRootNormal").transform; UtilUI.addChildToParent(transUIRoot, transUIRootNormal); } //第一个UI showUI(EUiId.ID_MainPanel);//显示主界面UI }
public override void OnInit() { //指定id this.id = EUiId.ID_InfoPanel; buttonClose = UtilUI.findChild(this.gameObject, "Cross").gameObject; UGUIEventListener.Get(buttonClose).onClick = OnClose; }
public override void OnInit() { //指定id this.id = EUiId.ID_ExitPanel; buttonQuit = UtilUI.findChild(this.gameObject, "Yes").gameObject; buttonClose = UtilUI.findChild(this.gameObject, "Maybe").gameObject; UGUIEventListener.Get(buttonQuit).onClick = OnQuit; UGUIEventListener.Get(buttonClose).onClick = OnClose; }
public override void OnInit() { //指定id this.id = EUiId.ID_SettingPanel; buttonClose = UtilUI.findChild(this.gameObject, "Cross").gameObject; UGUIEventListener.Get(buttonClose).onClick = OnClose; bgmvolume = transform.Find("Set").Find("VolumeSlider").GetComponent <Slider>(); bgmvolume.value = PlayerPrefs.GetFloat("volume"); //初始化为之前的音量 }
private void OnStage(GameObject obj) { print("Onstage"); UtilUI.OpenLoadSceneHelper(); UIPanelManager.Instance.showUI(EUiId.ID_LoadingPanel); LoadSceneHelper.Instance.loadScene("battle", delegate { UIPanelManager.Instance.hideUI(EUiId.ID_LoadingPanel); //隐藏loading界面 UIPanelManager.Instance.showUI(EUiId.ID_MainPanel); //显示主UI }); }
public void showUI(EUiId id) { //1:加载当前UI if (dicShowUI.ContainsKey(id))//当前UI已经在显示列表中了,就直接返回 { return; } UIBasePanel ui = getUI(id); //通过ID获取需要显示的UI,从dicAllUI容器中获取,得到的是隐藏的UIPanel if (ui == null) //如果在dicAllUI容器中没有此UI,就从资源中读取ui预制体 { string path = UIPath.getUiIdPath(id); //通过ID,获取对应的路径 if (!string.IsNullOrEmpty(path)) { GameObject prefab = Resources.Load <GameObject>(path);//加载资源 //获取UI原始数据 Vector2 offMin = prefab.GetComponent <RectTransform>().offsetMin; Vector2 offMax = prefab.GetComponent <RectTransform>().offsetMax; Vector2 anchorMin = prefab.GetComponent <RectTransform>().anchorMin; Vector2 anchorMax = prefab.GetComponent <RectTransform>().anchorMax; if (prefab != null) //资源加载成功 { GameObject goWillShowUI = GameObject.Instantiate(prefab); //克隆游戏对象到层次面板上 //goWillShowUI.SetActive(true); ui = goWillShowUI.GetComponent <UIBasePanel>(); //获取此对象上的UI if (ui != null) { //Transform root = getUIRoot(ui);//获取UI所对应的根节点 //放入根节点下面 UtilUI.addChildToParent(transUIRoot, goWillShowUI.transform);//放入根节点下面 //数据的恢复 goWillShowUI.GetComponent <RectTransform>().offsetMin = offMin; goWillShowUI.GetComponent <RectTransform>().offsetMax = offMax; goWillShowUI.GetComponent <RectTransform>().anchorMin = anchorMin; goWillShowUI.GetComponent <RectTransform>().anchorMax = anchorMax; prefab = null;//清空预制体对象 } } else { Debug.LogError("资源" + path + "不存在"); } } } //2:更新显示其它的UI UpdateOtherUIState(ui); //3:显示当前UI dicAllUI[id] = ui; dicShowUI[id] = ui; ui.show(); }
private void OnBtnMenu(GameObject obj) { //UIPanelManager.Instance.showUI(EUiId.ID_LoadingPanel1); //LoadSceneHelper.Instance.loadScene("MyBoxStart", delegate //{ // UIPanelManager.Instance.hideUI(EUiId.ID_LoadingPanel1); // UIPanelManager.Instance.showUI(EUiId.ID_MenuPanel); //}); UIPanelManager.Instance.hideUI(this.id); UtilUI.clearMemory(); GameObject uiRoot = GameObject.FindGameObjectWithTag("UIRoot"); Destroy(uiRoot); SceneManager.LoadScene("MyBoxStart"); }
public override void OnInit() { //指定id this.id = EUiId.ID_PausePanel; buttonContinue = UtilUI.findChild(this.gameObject, "ContinueButton").gameObject; buttonSave = UtilUI.findChild(this.gameObject, "SaveButton").gameObject; buttonLoad = UtilUI.findChild(this.gameObject, "LoadButton").gameObject; buttonExit = UtilUI.findChild(this.gameObject, "ExitButton").gameObject; buttonMenu = UtilUI.findChild(this.gameObject, "MenuButton").gameObject; UGUIEventListener.Get(buttonContinue).onClick = OnClose; UGUIEventListener.Get(buttonSave).onClick = OnSave; UGUIEventListener.Get(buttonLoad).onClick = OnLoad; UGUIEventListener.Get(buttonExit).onClick = OnBtnExit; UGUIEventListener.Get(buttonMenu).onClick = OnBtnMenu; sceneName = SceneManager.GetActiveScene().name; }
public override void OnInit() { //1:必须给定ID this.id = EUiId.ID_RoleBagPanel; //2:获取组件,如果有事件添加事件 goBtnClose = UtilUI.findChild(this.gameObject, "BtnClose").gameObject; UGUIEventListener.Get(goBtnClose).onClick = OnBtnClose; //3:如果有动画添加动画 //显示动画 animShow = this.transform.DOLocalMoveY(805, 1.0f).From(); animShow.Pause(); animShow.SetAutoKill(false); //隐藏动画 animHide = this.transform.DOLocalMoveY(805, 1.0f); animHide.Pause(); animHide.SetAutoKill(false); animHide.OnComplete(delegate() { this.gameObject.SetActive(false); }); }
public override void OnInit() { base.OnInit(); this.id = EUiId.ID_StagesPanel; buttonClose = UtilUI.findChild(this.gameObject, "BtnClose").gameObject; UGUIEventListener.Get(buttonClose).onClick = OnClose; //3:如果有动画添加动画 //显示动画 animShow = this.transform.DOLocalMoveY(805, 1.0f).From(); animShow.Pause(); animShow.SetAutoKill(false); //隐藏动画 animHide = this.transform.DOLocalMoveY(805, 1.0f); animHide.Pause(); animHide.SetAutoKill(false); animHide.OnComplete(() => { this.gameObject.SetActive(false); }); }
public override void OnInit()//初始化UI控件 { //给定ID this.id = EUiId.ID_MenuPanel; //对UI的ID赋值(重点,一定要赋值) this.IsKeepAbove = true; //保持始终不消失 //用于查找游戏对象 buttonSet = UtilUI.findChild(this.gameObject, "SettingButton").gameObject; buttonExit = UtilUI.findChild(this.gameObject, "ExitButton").gameObject; buttonInfo = UtilUI.findChild(this.gameObject, "InfoButton").gameObject; buttonNewGame = UtilUI.findChild(this.gameObject, "NewGameButton").gameObject; buttonLoadGame = UtilUI.findChild(this.gameObject, "LoadGameButton").gameObject; buttonInfinity = UtilUI.findChild(this.gameObject, "InfinityModButton").gameObject; UGUIEventListener.Get(buttonSet).onClick = OnBtnSet;//事件和方法的关联 UGUIEventListener.Get(buttonExit).onClick = OnBtnExit; UGUIEventListener.Get(buttonInfo).onClick = OnBtnInfo; UGUIEventListener.Get(buttonNewGame).onClick = OnBtnNew; UGUIEventListener.Get(buttonLoadGame).onClick = OnBtnLoad; UGUIEventListener.Get(buttonInfinity).onClick = OnBtnInfinity; }
void Update() { if (asyn == null) { return; } int trueProgress = 0; if (asyn.progress < 0.9f)//异步加载场景的进度值 { trueProgress = (int)asyn.progress * 100; } else { trueProgress = 100; } if (curLoadedValue < trueProgress) { curLoadedValue++; } imgLoading.fillAmount = curLoadedValue / 100f; //把百分比赋值给图片 txtValue.text = curLoadedValue + "%"; //赋值给文字 if (curLoadedValue >= 100) { txtValue.text = "生成世界中,请稍候"; asyn.allowSceneActivation = true; } if (asyn.isDone) { if (actionAfterLoadScene != null) { actionAfterLoadScene(); } imgLoading.fillAmount = 0.0f; asyn = null; UtilUI.clearMemory(); this.gameObject.SetActive(false); } }