/// <summary>
 /// 初始化FairyGUI
 /// </summary>
 public void Awake()
 {
     MonoInstance     = ETModel.Game.Scene.GetComponent <ETModel.FairyGUIComponent>();
     baseUIContainer  = ComponentFactory.Create <FairyGUIContainer>();
     _LayerDictionary = new Dictionary <FairyGUIType, List <FairyGUIBaseUI> >();
     _LayerDictionary.Add(ETModel.FairyGUIType.UITYPE_FIXED, new List <FairyGUIBaseUI>());
     _LayerDictionary.Add(ETModel.FairyGUIType.UITYPE_POPUP, new List <FairyGUIBaseUI>());
 }
        /// <summary>
        /// 非泛型方法创建UI
        /// </summary>
        /// <param name="uIType"></param>
        /// <returns></returns>
        internal FairyGUIBaseUI Create(Type uIType)
        {
            if (baseUIContainer.IsDisposed)
            {
                baseUIContainer = ComponentFactory.Create <FairyGUIContainer>();
            }

            FairyGUIBaseUI t = baseUIContainer.GetComponent(uIType) as FairyGUIBaseUI;

            if (t == null)
            {
                t      = baseUIContainer.AddComponent(uIType) as FairyGUIBaseUI;
                t.gObj = MonoInstance.Create(t.pakName, t.cmpName);
                //加入到对应层中。
                _LayerDictionary[t.UIType].Add(t);
                ShowLayer();
            }
            t.InitUI();
            return(t);
        }