/// <summary> /// 显示UI /// </summary> /// <param name="name">UI名称</param> public T ShowUI <T>(string name) where T : UnityEngine.Component { T comp; if (_hideUIDic != null && _hideUIDic.ContainsKey(name)) { MoveToShow <T>(name, out comp); return(comp); } if (_instantiatedDic == null) { _instantiatedDic = new Dictionary <string, GameObject>(); } if (_popUI == null) { _popUI = new Stack <GameObject>(); } GameObject go; go = LoadUtility.InstantiateUIPrefabs(name, ShowCanvasGo.transform, false); comp = go.GetComponent <T>(); _instantiatedDic.Add(name, go); PushUI(go); return(comp); }
public void DoEnqueue(Queue <FloatTextPrefab> queue, string desc) { GameObject go = LoadUtility.InstantiateUIPrefabs(PrefabConst.FloatTextPrefab, UIManager.Instance.ShowCanvasGo.transform, true); go.GetComponent <FloatTextPrefab>().DescText.text = desc; queue.Enqueue(go.GetComponent <FloatTextPrefab>()); MessageCenter.Instance.Send(MessageName.OnTellEnqueue); DoShowFT(go, 590f - 50 * (queue.Count - 1), 0.7f); }
public void ShowUI(string name) { if (_hideUIDic != null && _hideUIDic.ContainsKey(name)) { MoveToShow(name); return; } if (_instantiatedDic == null) { _instantiatedDic = new Dictionary <string, GameObject>(); } if (_popUI == null) { _popUI = new Stack <GameObject>(); } GameObject go; go = LoadUtility.InstantiateUIPrefabs(name, ShowCanvasGo.transform, false); _instantiatedDic.Add(name, go); PushUI(go); }