private void RealShow(BaseWindowContextData contextData) { BeforeShowWindow(contextData); if (windowData.animationType != UIWindowAnimationType.None) { //if (_CurentPlayAnimation == null) //{ // EnterAnimation(() => // { // ShowWindow(contextData); // }); //} //else //{ // _CurentPlayAnimation.PlayForward(); // _CurentPlayAnimation.OnComplete(() => // { // //Debug.Log("第2次调用完成"); // ShowWindow(contextData); // }); //} } else { ShowWindow(contextData); } }
public override void ShowWindow(BaseWindowContextData contextData) { isShown = true; EnterAnimation(delegate { TweenColor.Begin(spHeadIcon.gameObject, 0.35f, new Color(1.0f, 1.0f, 1.0f)); }); }
public override void ShowWindow(BaseWindowContextData contextData) { IsLock = true; EnterAnimation(delegate { IsLock = false; }); }
public override void ShowWindow(BaseWindowContextData contextData) { NGUITools.SetActive(this.gameObject, true); IsLock = true; EnterAnimation(delegate { IsLock = false; }); }
protected virtual void RealShowWindow(UIWindowBase baseWindow, WindowID id, ShowWindowData showData = null) { BaseWindowContextData contextData = showData == null ? null : showData.contextData; baseWindow.ReadyToShowWindow(contextData); dicShownWindows[id] = baseWindow; if (baseWindow.windowData.navigationMode == UIWindowNavigationMode.NormalNavigation) { lastNavigationWindow = curNavigationWindow; curNavigationWindow = baseWindow; Debug.Log("<color=magenta>### current Navigation window </color>" + baseWindow.ID.ToString()); } }
public override void ShowWindow(BaseWindowContextData rankContextData) { NGUITools.SetActive(this.gameObject, true); // you can also use Rank's window manager to show target child window // UIRankManager.GetInstance().ShowWindow(WindowID.WindowID_Rank_OwnDetail); EnterAnimation(delegate { }); ContextDataRank data = rankContextData as ContextDataRank; if (data != null) FillRankItem(data.listRankItemDatas); }
public override void ShowWindow(BaseWindowContextData rankContextData) { NGUITools.SetActive(this.gameObject, true); // you can also use Rank's window manager to show target child window // UIRankManager.GetInstance().ShowWindow(WindowID.WindowID_Rank_OwnDetail); EnterAnimation(delegate { }); ContextDataRank data = rankContextData as ContextDataRank; if (data != null) { FillRankItem(data.listRankItemDatas); } }
public override void ShowWindow(BaseWindowContextData levelContextData) { realReturnToMainMenu = false; ResetAnimation(); IsLock = true; NGUITools.SetActive(this.gameObject, true); FillLevelItems(); EnterAnimation(delegate { IsLock = false; }); // When exit the window execute logic // Just register the return logic // this.RegisterReturnLogic(this.RetrunPreLogic); }
public override UIWindowBase ShowWindow(WindowID id, ShowWindowData showData = null) { UIWindowBase baseWindow = ReadyToShowBaseWindow(id, showData); if (baseWindow != null) { RealShowWindow(baseWindow, id, showData); } else { baseWindow = GetGameWindow(id); if (baseWindow != null) { BaseWindowContextData contextData = showData == null ? null : showData.contextData; baseWindow.ReadyToShowWindow(contextData); } } return(baseWindow); }
public override void ShowWindow(BaseWindowContextData contextData) { ResetAnimation(); base.ShowWindow(contextData); IsLock = true; EnterAnimation(delegate { IsLock = false; }); ContextDataLevelDetail detail = contextData as ContextDataLevelDetail; if (detail != null) { this.lbLevelDes.text = detail.levelDescription; this.lbLevelName.text = detail.levelName; for (int i = 0; i < listStarts.Count; i++) this.listStarts[i].SetActive(i + 1 <= detail.starCount); } }
public override void ShowWindow(BaseWindowContextData contextData) { ResetAnimation(); base.ShowWindow(contextData); IsLock = true; EnterAnimation(delegate { IsLock = false; }); ContextDataLevelDetail detail = contextData as ContextDataLevelDetail; if (detail != null) { this.lbLevelDes.text = detail.levelDescription; this.lbLevelName.text = detail.levelName; for (int i = 0; i < listStarts.Count; i++) { this.listStarts[i].SetActive(i + 1 <= detail.starCount); } } }
/// <summary> /// 有动画的窗口显示窗口分为3步 /// 1.显示窗口之前的初始化 /// 2.准备好显示窗口 /// 3.显示完成 /// 无动画的窗口 没有区别。 /// </summary> /// <param name="contextData"></param> public void ReadyToShowWindow(BaseWindowContextData contextData = null) { ///算法有问题 //List<Tween> playinglist = DOTween.TweensByTarget(_RectTransform); //if (playinglist != null && playinglist[playinglist.Count - 1].IsPlaying()) //{ // Debug.Log(ID.ToString() + playinglist.Count + "正在执行"); // playinglist[playinglist.Count - 1].OnStepComplete(() => // { // Debug.Log(ID.ToString() + "上次动画执行完成正在执行新的动画"); // //优先执行打开动画。 // //但是每次回调完成之后会把这个回调制空。否则会每次都调用 // RealShow(contextData); // playinglist[playinglist.Count - 1].OnStepComplete(() => { }); // }); //} //else //{ // RealShow(contextData); //} RealShow(contextData); }
public override void ShowWindow(BaseWindowContextData contextData) { this.gameObject.SetActive(true); }
public override void ShowWindow(BaseWindowContextData contextData = null) { base.ShowWindow(contextData); UICenterMasterManager.Instance.HideWindow(WindowID.WindowID_TopBar); }
public virtual void ShowWindow(BaseWindowContextData contextData = null) { isShown = true; isLock = false; NGUITools.SetActive(this.gameObject, true); }
protected virtual void BeforeShowWindow(BaseWindowContextData contextData = null) { this.gameObject.SetActive(true); }
public virtual void ShowWindow(BaseWindowContextData contextData = null) { isShown = true; NGUITools.SetActive(this.gameObject, true); }
public virtual void ShowWindow(BaseWindowContextData contextData) { isShown = true; isLock = false; }