public void ResetOrderInLayer(EGuiLayer a_eGuiLayer, int a_nStartOrder = 1) { for (int i = 0; i < m_listGuiScene.Count; ++i) { m_listGuiScene[i].ResetOrderInLayer(a_eGuiLayer, ref a_nStartOrder); } }
public int GetMaxOrderInLayer(EGuiLayer a_eGuiLayer) { int nMaxOrder = 0; for (int i = 0; i < m_listGuiScene.Count; ++i) { int nOrder = m_listGuiScene[i].GetMaxOrderInLayer(a_eGuiLayer); if (nMaxOrder < nOrder) { nMaxOrder = nOrder; } } return(nMaxOrder); }
public void ResetOrderInLayer(EGuiLayer a_eGuiLayer, ref int a_nStartOrder) { for (int i = 0; i < m_listGuiInfos.Count; ++i) { GuiObject guiObject = m_listGuiInfos[i].guiObject; if ( guiObject.GuiLayer == a_eGuiLayer && (guiObject.State == EGuiState.FadeIn || guiObject.State == EGuiState.Opened || guiObject.State == EGuiState.FadeOut) ) { guiObject.SetOpenOrder(a_nStartOrder); a_nStartOrder++; } } }
public int GetMaxOrderInLayer(EGuiLayer a_eGuiLayer) { int nMaxOrder = 0; for (int i = 0; i < m_listGuiInfos.Count; ++i) { GuiObject guiObject = m_listGuiInfos[i].guiObject; if ( guiObject.GuiLayer == a_eGuiLayer && (guiObject.State == EGuiState.FadeIn || guiObject.State == EGuiState.Opened || guiObject.State == EGuiState.FadeOut) && nMaxOrder < guiObject.OpenOrder ) { nMaxOrder = guiObject.OpenOrder; } } return(nMaxOrder); }
public void MoveToFront(EGuiLayer a_eGuiLayer) { m_eGuiLayer = a_eGuiLayer; MoveToFront(); }
public void SetOpenLayer(EGuiLayer a_eLayer) { m_eGuiLayer = a_eLayer; _SetSortingOrder(_CalculateSortingOrder()); }