Exemple #1
0
        private void AdjustBaseWindowDepth(UIBaseWindow baseWindow)
        {
            UIWindowType windowType = baseWindow.windowData.windowType;
            int          needDepth  = 1;

            if (windowType == UIWindowType.Normal)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue);
                Debug.Log("[UIWindowType.Normal] maxDepth is " + needDepth + baseWindow.GetID);
            }
            else if (windowType == UIWindowType.PopUp)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue);
                Debug.Log("[UIWindowType.PopUp] maxDepth is " + needDepth);
            }
            else if (windowType == UIWindowType.Fixed)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue);
                Debug.Log("[UIWindowType.Fixed] max depth is " + needDepth);
            }
            if (baseWindow.MinDepth != needDepth)
            {
                GameUtility.SetTargetMinPanel(baseWindow.gameObject, needDepth);
            }
            baseWindow.MinDepth = needDepth;
        }
Exemple #2
0
        /// <summary>
        /// Calculate right depth with windowType
        /// </summary>
        /// <param name="baseWindow"></param>
        private void AdjustBaseWindowDepth(UIBaseWindow baseWindow)
        {
            UIWindowType windowType = baseWindow.windowData.windowType;
            int          needDepth  = 1;

            if (windowType == UIWindowType.Normal)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.Normal] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            else if (windowType == UIWindowType.PopUp)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.PopUp] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            else if (windowType == UIWindowType.Fixed)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.Fixed] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            if (baseWindow.MinDepth != needDepth)
            {
                GameUtility.SetTargetMinPanelDepth(baseWindow.gameObject, needDepth);
            }

            // send window added message to game client
            if (baseWindow.windowData.windowType == UIWindowType.PopUp)
            {
                // trigger the window PopRoot added window event
                EventDispatcher.GetInstance().UIFrameWorkEventManager.TriggerEvent(EventSystemDefine.EventUIFrameWorkPopRootWindowAdded);
            }
            baseWindow.MinDepth = needDepth;
        }
Exemple #3
0
        //
        // Depth Helper Functions
        //

        // Push target GameObject to top depth
        // Case: when you open multi PopWindow
        // You want one of these PopWindow stay at the Top
        // You can register the EventSystemDefine.EventUIFrameWorkPopRootWindowAdded
        // Call this method to push window to top
        public static void AdjustTargetWindowDepthToTop(UIBaseWindow targetWindow)
        {
            if (targetWindow == null)
            {
                return;
            }

            Transform windowRoot = UICenterMasterManager.Instance.GetTargetRoot(targetWindow.windowData.windowType);
            int       needDepth  = Mathf.Clamp(GameUtility.GetMaxTargetDepth(windowRoot.gameObject, true) + 1, popUpWindowDepth, int.MaxValue);

            GameUtility.SetTargetMinPanelDepth(targetWindow.gameObject, needDepth);
            targetWindow.MinDepth = needDepth;
        }