コード例 #1
0
    public override void LoadCacheUIItem(UICacheMarkOperate operateEnum, string parameter)
    {
        base.LoadCacheUIItem(operateEnum, parameter);
        if (m_UICachePrefabScript == null)
        {
            return;
        }

        //设置Button的相关属性
        Button button = GetAttachComponent <Button>();

        if (button == null)
        {
            return;
        }

        //    Debug.Log("UIButtonWithoutTextCacheItemMark");
        m_ButtonEffect         = m_UICachePrefabScript.transform.GetAddComponent <ButtonEffect>();
        m_ButtonEffect.enabled = m_ButtonSetting.m_IsBtnEffectEnable;

        button.transition = m_ButtonSetting.m_Transition;
        if (button.transition == Selectable.Transition.SpriteSwap)
        {
            SpriteState spriteState = button.spriteState;
            if (m_ButtonSetting.m_DisabledSpritePath != string.Empty)
            {  //2017/11/27注释掉
               //    spriteState.disabledSprite = ResourceMgr.instance.LoadSprite(m_ButtonSetting.m_DisabledSpritePath);
                button.spriteState = spriteState;
            }
        }
    }
コード例 #2
0
    public override void LoadCacheUIItem(UICacheMarkOperate operateEnum, string parameter)
    {
        base.LoadCacheUIItem(operateEnum, parameter);
        if (m_UICachePrefabScript == null)
        {
            return;
        }

        //    Debug.Log("UIButtonWithTextMeshCacheItemMark");

        //设置TextMesh的相关属性
        TMPro.TextMeshProUGUI text = m_UICachePrefabScript.GetAttachComponent <TMPro.TextMeshProUGUI>();
        if (text == null)
        {
            return;
        }
        text.fontSize      = m_TextMeshSetting.m_FontSize;
        text.color         = m_TextMeshSetting.m_Color;
        text.raycastTarget = m_TextMeshSetting.m_RaycastTarget;
        text.alignment     = m_TextMeshSetting.m_Alignment;
        text.overflowMode  = m_TextMeshSetting.m_OverFlowMode;
#if UNITY_EDITOR
        if (Application.isPlaying)
        {
            return;
        }
        text.text = m_TextMeshSetting.m_Text;
#endif
    }
コード例 #3
0
    /// <summary>
    /// 初始化Buttton
    /// </summary>
    /// <param name="operateEnum"></param>
    /// <param name="paramet"></param>
    public override void OnGetUIItemInitial(UICacheMarkOperate operateEnum, string paramet)
    {
        //   Debug.LogInfor("OnGetUIItemInitial    searchIndex=" + paramet);
        //   if (operateEnum == UICacheMarkOperate.SelectBtnTextType)
        {
            if (m_AllTextChild == null || m_AllTextChild.Count == 0)
            {
                Debug.LogError("OnGetUIItemInitial Fail,This UICachePrefab_ButtonWithTextMesh Not Set Right Index  ::" + transform.parent.name);
                return;
            }
            if (int.TryParse(paramet, out m_SelectValue) == false)
            {
                Debug.LogError("选择的Text 索引不是整数形式  " + transform.parent.name);
                m_SelectValue = 0;
            }

            SelectTextByIndex(m_SelectValue);
        }
    }
コード例 #4
0
    public override void LoadCacheUIItem(UICacheMarkOperate operateEnum, string parameter)
    {
        base.LoadCacheUIItem(operateEnum, parameter);
        if (m_UICachePrefabScript == null)
        {
            return;
        }

        //设置TextMesh的相关属性
        UnityEngine.UI.Text text = m_UICachePrefabScript.GetAttachComponent <UnityEngine.UI.Text>();
        if (text == null)
        {
            return;
        }
        text.fontSize      = m_BuildInTextSetting.m_FontSize;
        text.color         = m_BuildInTextSetting.m_Color;
        text.raycastTarget = m_BuildInTextSetting.m_RaycastTarget;
        text.alignment     = m_BuildInTextSetting.m_Alignment;
        text.text          = m_BuildInTextSetting.m_Text;
    }
コード例 #5
0
    public virtual void LoadCacheUIItem(UICacheMarkOperate operateEnum, string parameter)
    {
        if (m_IsLoaded)
            UnLoadItem();

        m_IsLoaded = true;
        //    Debug.Log("UICachePoolManager.Instance " + (UICachePoolManager.Instance == null));

        m_LoadUIItem = UICachePoolManager.Instance.GetUIItemByPath(m_LoadPrefabPath);
        m_UICachePrefabScript = m_LoadUIItem.GetComponent<UICachePrefabBase>();
      
        //设置自动对其到父节点下
        m_LoadUIItem.SetParent(transform, false);
        m_LoadUIItem.SetAsFirstSibling();
        m_LoadUIItem.localScale = Vector3.one;
        if (m_LoadUIItem.gameObject.activeSelf == false)
            m_LoadUIItem.gameObject.SetActive(true);
     //   Debug.Log("UICacheItemMark");

        m_UICachePrefabScript.OnGetUIItemInitial(operateEnum, parameter);  //对获取的UI缓存的额额哎处理

        m_LoadUIItem.localScale = Vector3.one;
        m_LoadUIItem.anchoredPosition = Vector2.zero;
        m_LoadUIItem.anchorMax = Vector2.one;
        m_LoadUIItem.anchorMin = Vector2.zero;
        m_LoadUIItem.sizeDelta = Vector2.zero;
        //设置位于父节点下的最前面,防止挡住其他节点
        m_LoadUIItem.SetAsFirstSibling();

        //在编辑模式下设置不可被保存,也就是apply后不会再被保存在prefab上
#if UNITY_EDITOR
        foreach (Transform t in m_LoadUIItem.GetComponentsInChildren<Transform>())
        {
            t.gameObject.hideFlags = HideFlags.NotEditable | HideFlags.DontSave;
        }
#endif
        if (onLoad != null)
            onLoad();
    }
コード例 #6
0
    public override void LoadCacheUIItem(UICacheMarkOperate operateEnum, string parameter)
    {
        base.LoadCacheUIItem(operateEnum, parameter);
        if (m_UICachePrefabScript == null)
        {
            return;
        }

        //   Debug.Log("UIImageCacheItemMark");
        //设置Image的相关属性
        Image image = m_UICachePrefabScript.GetAttachComponent <Image>();

        if (image == null)
        {
            return;
        }
        if (m_ImageSetting.m_SpritePath != string.Empty)
        {
            //2017/11/27注释掉
            //     image.sprite = ResourceMgr.instance.LoadSprite(m_ImageSetting.m_SpritePath);
        }
        image.raycastTarget = m_ImageSetting.m_RaycastTarget;
        image.color         = m_ImageSetting.m_Color;
        image.type          = m_ImageSetting.m_ImageType;

        if (image.type == Image.Type.Filled)
        {
            image.fillMethod = m_ImageSetting.m_ImageFillMethod;
            image.fillOrigin = m_ImageSetting.m_ImageFillOrigin;
        }

        if (image.type == Image.Type.Simple)
        {
            image.preserveAspect = m_ImageSetting.m_IsPreserverAspec;
        }
    }
コード例 #7
0
 /// <summary>
 ///  加载一个缓存UI后的操作
 /// </summary>
 /// <param name="operateEnum">操作类型</param>
 /// <param name="paramet">参数</param>
 public virtual void OnGetUIItemInitial(UICacheMarkOperate operateEnum, string paramet)
 {
 }