Esempio n. 1
0
        /// <summary>
        /// 打开UI窗体
        /// </summary>
        /// <param name="uiFormId"></param>
        /// <param name="userData"></param>
        internal void OpenUIForm(int uiFormId, object userData = null)
        {
            if (IsExists(uiFormId))
            {
                return;
            }


            //读表
            Sys_UIFormEntity entity = GameEntry.DataTable.DataTableManager.Sys_UIFormDBModel.Get(uiFormId);

            if (entity == null)
            {
                Debug.LogError(uiFormId + "    当前表不存在");
                return;
            }

#if DISABLE_ASSETBUNDLE && UNITY_EDITOR
            UIFormBase formBase = GameEntry.UI.Dequeue(uiFormId);
            if (formBase == null)
            {
                string assetString = string.Empty;
                switch (GameEntry.Localization.CurrLanguage)
                {
                case GameLanguage.Chinese:
                    assetString = entity.AssetPath_Chinese;
                    ; break;

                case GameLanguage.English:
                    assetString = entity.AssetPath_English;
                    ; break;

                default:
                    break;
                }


                string path = string.Format("Assets/Download/UI/UIPrefab/{0}.prefab", assetString);

                //加载镜像
                Object obj = UnityEditor.AssetDatabase.LoadAssetAtPath <GameObject>(path);

                GameObject uiObj = Object.Instantiate(obj) as GameObject;
                uiObj.SetParent(GameEntry.UI.GetUIGroup(entity.UIGroupId).Group);
                uiObj.transform.localPosition = Vector3.zero;
                uiObj.transform.localScale    = Vector3.one;

                formBase = uiObj.GetComponent <UIFormBase>();

                formBase.Init(uiFormId, entity.UIGroupId, entity.DisableUILayer == 1, entity.IsLock == 1, userData);
            }
            else
            {
                formBase.gameObject.SetActive(true);
                formBase.Open(userData);
            }

            m_OpenUIList.AddLast(formBase);
#endif
        }
Esempio n. 2
0
        /// <summary>
        /// ÉèÖò㼶ÅÅÐò
        /// </summary>
        /// <param name="formBase"></param>
        /// <param name="isAdd"></param>
        internal void SetSortingOrder(UIFormBase formBase, bool isAdd)
        {
            if (isAdd)
            {
                m_UILayerDic[formBase.GroupId] += 10;
            }
            else
            {
                m_UILayerDic[formBase.GroupId] -= 10;
            }

            formBase.CurrCanvas.sortingOrder = m_UILayerDic[formBase.GroupId];
        }
Esempio n. 3
0
 /// <summary>
 /// ui回池
 /// </summary>
 internal void Enqueue(UIFormBase uiformBase)
 {
     uiformBase.gameObject.SetActive(false);
     m_UIFormList.AddLast(uiformBase);
 }
Esempio n. 4
0
 /// <summary>
 /// ui回池
 /// </summary>
 public void Enqueue(UIFormBase uiformBase)
 {
     m_UIPool.Enqueue(uiformBase);
 }
Esempio n. 5
0
 /// <summary>
 /// 设置层级排序
 /// </summary>
 /// <param name="formBase"></param>
 /// <param name="isAdd"></param>
 public void SetSortingOrder(UIFormBase formBase, bool isAdd)
 {
     m_UILayer.SetSortingOrder(formBase, isAdd);
 }
Esempio n. 6
0
 /// <summary>
 /// 关闭UI窗体
 /// </summary>
 /// <param name="formBase"></param>
 public void CloseUIForm(UIFormBase formBase)
 {
     m_UIManager.CloseUIForm(formBase);
 }
Esempio n. 7
0
 internal void CloseUIForm(UIFormBase formBase)
 {
     m_OpenUIList.Remove(formBase);
     formBase.ToClose();
 }