Exemple #1
0
 /// <summary>
 /// 计算窗体的排序顺序(sorting order)
 /// 1:RenderMode.ScreenSpaceOverlay模式下,Order的在1000+ (int)priority * 1000 + openOrder * 10;
 /// 2:RenderMode.ScreenSpaceCamera模式下,Order的在0+ (int)priority * 1000 + openOrder * 10;
 /// </summary>
 /// <param name="priority">优先级</param>
 /// <param name="openOrder">窗体索引</param>
 /// <returns>顺序</returns>
 public int CalculateSortingOrder(enFormPriority priority, int openOrder)
 {
     if (openOrder * 10 >= 1000)
     {
         openOrder %= 100;
     }
     return((int)(((!IsOverlay()) ? 0 : 10000) + (int)priority * 1000 + openOrder * 10));
 }
 private int CalculateSortingOrder(enFormPriority priority, int openOrder)
 {
     if (openOrder >= 0x3e8)
     {
         openOrder = openOrder % 0x3e8;
     }
     return(((int)((!this.IsOverlay() ? enFormPriority.Priority0 : ((enFormPriority)0x2710)) + (priority * ((enFormPriority)0x3e8)))) + openOrder);
 }
 private int CalculateSortingOrder(enFormPriority priority, int openOrder)
 {
     if (openOrder * 10 >= 1000)
     {
         openOrder %= 100;
     }
     return((int)(((!this.IsOverlay()) ? 0 : 10000) + priority * (enFormPriority)1000 + openOrder * 10));
 }
Exemple #4
0
 public void SetPriority(enFormPriority priority)
 {
     if (this.m_priority != priority)
     {
         this.m_priority = priority;
         SetDisplayOrder(this.m_openOrder);
     }
 }
 public void SetPriority(enFormPriority priority)
 {
     if (this.m_priority != priority)
     {
         this.m_priority = priority;
         this.SetDisplayOrder(this.m_openOrder);
         this.DispatchChangeFormPriorityEvent();
     }
 }
 public void Initialize()
 {
     if (!this.m_isInitialized)
     {
         this.m_defaultPriority = this.m_priority;
         this.InitializeComponent(base.gameObject);
         this.m_isInitialized = true;
     }
 }
Exemple #7
0
 /// <summary>
 /// 设置窗体的优先级
 /// </summary>
 /// <param name="formPriority"></param>
 public void SetPriority(enFormPriority formPriority)
 {
     if (priority == formPriority)
     {
         return;
     }
     priority = formPriority;
     SetDisplayOrder(m_openOrder);
     DispatchChangeFormPriorityEvent();
 }
Exemple #8
0
 /// <summary>
 /// 初始化
 /// </summary>
 public void Initialize()
 {
     if (m_isInitialized)
     {
         return;
     }
     m_defaultPriority = priority;
     InitializeComponent(gameObject);
     m_isInitialized = true;
 }
Exemple #9
0
 public void SetTopBarPriority(enFormPriority prioRity)
 {
     if ((this.m_SysEntryForm != null) && (this.m_SysEntryForm.m_FormObj != null))
     {
         CUIFormScript component = this.m_SysEntryForm.m_FormObj.GetComponent <CUIFormScript>();
         if (component != null)
         {
             component.SetPriority(prioRity);
         }
     }
 }
Exemple #10
0
        private void OnNtyAddSkin(uint heroId, uint skinId, uint addReason)
        {
            if (addReason == 7u)
            {
                enFormPriority priority = enFormPriority.Priority3;
                CUIFormScript  form     = Singleton <CUIManager> .GetInstance().GetForm(Singleton <SettlementSystem> .GetInstance()._profitFormName);

                if (form != null)
                {
                    priority = form.m_priority + 1;
                }
                CUICommonSystem.ShowNewHeroOrSkin(heroId, skinId, enUIEventID.None, true, COM_REWARDS_TYPE.COM_REWARDS_TYPE_SKIN, false, null, priority, 0u, 0);
            }
        }
Exemple #11
0
        private int CalculateSortingOrder(enFormPriority priority, int openOrder)
        {
            if ((openOrder * 10) >= 1000)
            {
                openOrder = openOrder % 100;
            }

            int order = openOrder * 10;

            if (!this.IsOverlay())
            {
                order += ((int)enFormPriority.Priority0 + (int)priority * 1000);
            }
            else
            {
                order += (10000 + (int)priority * 1000);
            }
            return(order);
        }