protected override void OnShowMask(UILogicBase logic) { base.OnShowMask(logic); GameObject destTran = GameObject.Instantiate(m_srcTran.gameObject) as GameObject; m_destTran = destTran.transform; ChangeTran(m_uiLogic, m_srcTran, m_destTran); }
public void InitBuildinUIEffect(string effectName, UILogicBase ownerUILogic) { this.m_ownerUILogic = ownerUILogic; this.m_buildInEffectComponent = ownerUILogic.Make <GameUIEffect>(gameObject); this.m_buildInEffectComponent.EffectPrefabName = effectName; this.m_buildInEffectComponent.Visible = gameObject.activeInHierarchy && m_ownerUILogic.UIFrame.Visible; }
/** 移除逻辑体 */ public void removeLogic(UILogicBase logic) { if (logic._parent != this) { Ctrl.print("找不到逻辑体存在:" + logic); return; } _logicDic.remove(logic.id); logic._parent = null; logic.dispose(); }
private void ChangeTran(UILogicBase logic, Transform srcTran, Transform destTran) { Transform parent = srcTran.parent; int siblingIndex = srcTran.GetSiblingIndex(); Vector3 localScale = srcTran.transform.localScale; Quaternion rotation = srcTran.transform.rotation; Vector3 pos = srcTran.transform.localPosition; GuidUILogic guidLogic = (GuidUILogic)logic; guidLogic.SetData(srcTran); destTran.transform.SetParent(parent); destTran.transform.localPosition = pos; destTran.transform.SetSiblingIndex(siblingIndex); destTran.transform.localScale = localScale; destTran.transform.rotation = rotation; }
/** 添加逻辑体 */ public void addLogic(UILogicBase logic) { if (logic.id == -1) { Ctrl.print("逻辑体id未赋值:" + logic); return; } if (_logicDic.contains(logic.id)) { Ctrl.print("已存在逻辑体:" + logic); return; } _logicDic.put(logic.id, logic); logic._parent = this; if (_inited) { logic.doInit(); } }
/// <summary> /// 填充数据,所有属性、字段的初始化工作可以在这里完成 /// </summary> public EventUIClosed Fill(UILogicBase uILogic) { UILogic = uILogic; return(this); }
protected virtual void OnShowMask(UILogicBase logic) { m_uiLogic = logic; }
public void RemoveUI(UILogicBase _ui) { m_ltUIBase.Remove(_ui); }
public int AddUI(UILogicBase _ui) { m_ltUIBase.Add(_ui); return(m_ltUIBase.Count); }