/// <summary> /// 初始化所有UI /// </summary> public void InitUI(ESceneID sceneId) { maskBindUIList.Clear(); foreach (var dic in viewDic) { var view = dic.Value; view.isInit = false; view.isShow = false; view.OnDestroy(); if (view.viewRoot != null) { Object.Destroy(view.viewRoot); } view.viewRoot = null; } if (mask != null) { mask.SetActive(false); } if (viewDic.Count == 0) { viewDic = new Dictionary <UIViewID, UIView> (); RegisterUI(UIViewID.LOGIN_VIEW, new LoginView()); RegisterUI(UIViewID.HALL_VIEW, new HallView()); RegisterUI(UIViewID.TOPMENU_VIEW, new TopMenuView()); RegisterUI(UIViewID.BATTLE_VIEW, new BattleView()); RegisterUI(UIViewID.DIALOG_VIEW, new DialogView()); RegisterUI(UIViewID.MATCH_RESULT_VIEW, new MatchResultView()); RegisterUI(UIViewID.ROOM_RESULT_VIEW, new RoomResultView()); RegisterUI(UIViewID.BOTTOMMENU_VIEW, new BottomMenuView()); RegisterUI(UIViewID.MIDDLEMENU_VIEW, new MiddleMenuView()); RegisterUI(UIViewID.PLATER_INFO_VIEW, new PlayerInfoView()); RegisterUI(UIViewID.SHOPPING_VIEW, new ShoppingView()); RegisterUI(UIViewID.SIGNIN_VIEW, new SignInView()); RegisterUI(UIViewID.HELP_VIEW, new HelpView()); RegisterUI(UIViewID.INVITE_VIEW, new InviteView()); RegisterUI(UIViewID.SHARE_VIEW, new ShareView()); RegisterUI(UIViewID.GRADE_VIEW, new GradeView()); RegisterUI(UIViewID.ACTIVITY_VIEW, new ActivityView()); RegisterUI(UIViewID.SETTING_VIEW, new SettingView()); RegisterUI(UIViewID.ARENA_VIEW, new ArenaView()); RegisterUI(UIViewID.CREATEROOM_VIEW, new CreateRoomView()); RegisterUI(UIViewID.JOINROOM_VIEW, new JoinRoomView()); RegisterUI(UIViewID.CHAT_VIEW, new ChatView()); RegisterUI(UIViewID.DISLOVE_APPLY_VIEW, new DisloveApplyView()); RegisterUI(UIViewID.DISLOVE_STATISTICS_VIEW, new DisloveStatisticsView()); RegisterUI(UIViewID.MATCHING_VIEW, new MatchingView()); RegisterUI(UIViewID.RANK_VIEW, new RankView()); RegisterUI(UIViewID.HALLROOMLIST_VIEW, new HallRoomListView()); RegisterUI(UIViewID.SHOPPINGTIPS_VIEW, new ShoppingtipsView()); RegisterUI(UIViewID.NEWS_VIEW, new NewsView()); RegisterUI(UIViewID.RULE_VIEW, new RuleView()); GameMgr.Instance.StartCoroutine(LoadUI(sceneId)); } else { loadUIPercent = 1; } }
/// <summary> /// Constructor. /// </summary> public MyUGUIScene(ESceneID id, string prefabName, bool isInitWhenLoadUnityScene, bool isHideHUD = false, float fadeInDuration = 0.5f, float fadeOutDuration = 0.5f) : base(prefabName) { mID = id; mIsInitWhenLoadUnityScene = isInitWhenLoadUnityScene; mIsHideHUD = isHideHUD; mFadeInDuration = fadeInDuration; mFadeOutDuration = fadeOutDuration; }
/// <summary> /// 加载UI /// </summary> /// <returns></returns> private IEnumerator LoadUI(ESceneID sceneId) { foreach (KeyValuePair <UIViewID, UIView> keyValue in viewDic) { loadUIPercent = _loadUIPercent + ((float)1) / viewDic.Count; //if (keyValue.Value.UISceneID == sceneId || keyValue.Value.UISceneID == ESceneID.SCENE_START) //{ keyValue.Value.LoadUI(); yield return(new WaitForEndOfFrame()); //} } loadUIPercent = 1; }
public LoadSceneInfo(ESceneID sceneID, LoadSceneType type, LoadSceneMode mode) { this.sceneID = sceneID; this.loadType = type; this.mode = mode; }
public MyUGUISampleScene(ESceneID id, string prefabName, bool isInitWhenLoadScene, bool isHideHUD = false, float fadeInDuration = 0.5f, float fadeOutDuration = 0.5f) : base(id, prefabName, isInitWhenLoadScene, isHideHUD, fadeInDuration, fadeOutDuration) { }