private void dateToolStripMenuItem1_Click(object sender, EventArgs e) { var text = new TextDate(); var form = new PropertyForm(text); if (DialogResult.OK != form.ShowDialog(this)) { return; } this.Document.Action.ActEntityAdd(text); }
/// <summary> /// 删除游戏文本信息UI. /// </summary> internal void RemoveGameTextUI(GameTextState textState) { TextDate textDt = m_TextDtList.Find((dt) => { return(dt.m_TextState.Equals(textState)); }); if (textDt != null) { if (textDt.m_GameTextUI != null) { Destroy(textDt.m_GameTextUI); } m_TextDtList.Remove(textDt); } }
/// <summary> /// 产生游戏文本信息UI. /// </summary> public void SpawnGameTextUI(GameTextState textState, Transform uiParent) { TextDate textDt = m_TextDtList.Find((dt) => { return(dt.m_TextState.Equals(textState)); }); if (textDt != null) { UnityLogWarning("SpawnGameTextUI -> The TextUI have been created! textState ==== " + textState); return; } string uiTextPrefabPath = ""; switch (textState) { case GameTextState.DengDuiFangTongYiPK: { uiTextPrefabPath = "Prefabs/GUI/GameTextInfo/DengDaiDuiFangTongYiPK"; break; } case GameTextState.KaiShiShuangRenPK: { uiTextPrefabPath = "Prefabs/GUI/GameTextInfo/KaiShiShuangRenPK"; break; } case GameTextState.DuiFangBuYingZhan_DengDuiFangJieShu: { uiTextPrefabPath = "Prefabs/GUI/GameTextInfo/DuiFangBuGanYingZhan_DengDuiFangJieShu"; break; } case GameTextState.DengDuiFangJieShu: { uiTextPrefabPath = "Prefabs/GUI/GameTextInfo/DengDuiFangJieShu"; break; } case GameTextState.DuiFangBuYingZhan_JiXuDengDai: { uiTextPrefabPath = "Prefabs/GUI/GameTextInfo/DuiFangBuGanYingZhan_JiXuDeng"; break; } case GameTextState.DuiFangYiLiKai_QieWeiDanRen: { uiTextPrefabPath = "Prefabs/GUI/GameTextInfo/DuiFangYiLiKai_QieWeiDanRen"; break; } default: { UnityLogWarning("SpawnGameTextUI -> have not registered textState ==== " + textState); return; } } GameObject gmDataPrefab = (GameObject)Resources.Load(uiTextPrefabPath); if (gmDataPrefab != null) { UnityLog("SpawnGameTextUI -> textState ==== " + textState); GameObject obj = (GameObject)Instantiate(gmDataPrefab, uiParent); m_TextDtList.Add(new TextDate(textState, obj)); } else { UnityLogWarning("SpawnGameTextUI -> gmDataPrefab was null, textState ==== " + textState); } }
/// <summary> /// 通过文本类型来查找对象. /// </summary> public TextDate FindGameTextUIByType(GameTextState type) { TextDate dtFind = m_TextDtList.Find((dt) => { return(dt.m_TextState.Equals(type)); }); return(dtFind); }