void InnerInit(QUIData uiData = null) { FindAllCanHandleWidget(this.transform); mIComponents = QUIFactory.Instance.CreateUIComponents(this.name); mIComponents.InitUIComponents(); InitUI(uiData); }
void InnerInit(QUIData uiData = null) { mIComponents = QUIFactory.Instance.CreateUIComponents(this.name); mIComponents.InitUIComponents(); InitUI(uiData); }
protected override void InitUI(QUIData uiData = null) { mUIComponents = mIComponents as UIEditPanelComponents; //please add init code here m_EditPanelData = uiData as UIEditPanelData; UpdateView(); }
/// <summary> /// Create&ShowUI /// </summary> public T OpenUI <T>(QUILevel canvasLevel, QUIData uiData = null) where T : QUIBehaviour { string behaviourName = GetUIBehaviourName <T> (); QUIBehaviour ui; if (!mAllUI.TryGetValue(behaviourName, out ui)) { ui = CreateUI <T>(canvasLevel, uiData); } ui.Show(); return(ui as T); }
protected override void InitUI(QUIData uiData = null) { mUIComponents = mIComponents as UIToDoListPageComponents; //please add init code here RegisterEvent(UIToDoListPageEvent.CreateNewItem); RegisterEvent(UIToDoListPageEvent.ModifiedItem); RegisterEvent(UIToDoListPageEvent.DeleteItem); RegisterEvent(UIEvent.UpdateView); todoListItemDict = new Dictionary <string, UIToDoListItem> (); UpdateView(); }
public void Init(ResLoader resLoader, QUIData uiData = null) { mResLoader = resLoader; InnerInit(uiData); RegisterUIEvent(); }
protected virtual void InitUI(QUIData uiData = null) { }
protected override void InitUI(QUIData uiData = null) { mUIComponents = mIComponents as UIExample4GamePageComponents; //please add init code here }
/// <summary> /// 增加UI层 /// </summary> public T CreateUI <T>(QUILevel level, QUIData initData = null) where T : QUIBehaviour { string behaviourName = GetUIBehaviourName <T> (); QUIBehaviour ui; if (mAllUI.TryGetValue(behaviourName, out ui)) { Debug.LogWarning(behaviourName + ": already exist"); //直接返回,不要再调一次Init(),Init()应该只能调用一次 return(ui as T); } ResLoader resLoader = ResLoader.Allocate(); GameObject prefab = resLoader.LoadSync(behaviourName) as GameObject; GameObject mUIGo = Instantiate(prefab); switch (level) { case QUILevel.Bg: mUIGo.transform.SetParent(mBgTrans); break; case QUILevel.Common: mUIGo.transform.SetParent(mCommonTrans); break; case QUILevel.PopUI: mUIGo.transform.SetParent(mPopUITrans); break; case QUILevel.Const: mUIGo.transform.SetParent(mConstTrans); break; case QUILevel.Toast: mUIGo.transform.SetParent(mToastTrans); break; case QUILevel.Forward: mUIGo.transform.SetParent(mForwardTrans); break; } var uiGoRectTrans = mUIGo.GetComponent <RectTransform> (); uiGoRectTrans.offsetMin = Vector2.zero; uiGoRectTrans.offsetMax = Vector2.zero; uiGoRectTrans.anchoredPosition3D = Vector3.zero; uiGoRectTrans.anchorMin = Vector2.zero; uiGoRectTrans.anchorMax = Vector2.one; mUIGo.transform.localScale = Vector3.one; mUIGo.gameObject.name = behaviourName; Debug.Log(behaviourName + " Load Success"); ui = mUIGo.AddComponent <T>(); mAllUI.Add(behaviourName, ui); ui.Init(resLoader, initData); return(ui as T); }
public QMsgWithUIPageData(ushort msgId, QUIData data) : base(msgId) { Data = data; }