public void SetCurrScene(GameObject sceneGo) { CurrActiveScene = _Add(sceneGo); // for (int i = 0; i < sceneUnits.Count; ++i) { UIAPI.SetVisible(sceneUnits[i].scene, (sceneUnits[i] == CurrActiveScene) || (sceneUnits[i] == Logic)); } }
// 当新用户首次登录游戏时(对于老用户而言,也须强制弹出一次) public void FirstOnceShowProtocol() { if (_OpenedUseProtocolObj == null) { _OpenedUseProtocolObj = NGUITools.AddChild(this.gameObject, UseProtocol); if (_OpenedUseProtocolObj != null) { // 取得当前最大depth值 UIPanel[] panels = this.gameObject.GetComponentsInChildren <UIPanel>(true); int depth = 0; for (int i = 0; i < panels.Length; ++i) { UIPanel p = panels[i]; depth = Mathf.Max(p.depth, depth); } // 重新给新加进来的panel赋值 panels = _OpenedUseProtocolObj.GetComponentsInChildren <UIPanel>(true); if (panels != null) { List <UIPanel> addPanels = new List <UIPanel>(panels); addPanels.Sort((UIPanel p1, UIPanel p2) => { if (p1 == null) { return(1); } if (p2 == null) { return(-1); } return(p1.depth - p2.depth); }); for (int i = 0; i < addPanels.Count; ++i) { UIPanel p = panels[i]; p.depth = depth + i; } } } } UIAPI.SetVisible(_OpenedUseProtocolObj, true); }