/// <summary> /// 按键检测(抬起) /// </summary> /// <param name="keyType"></param> /// <param name="rockValue"></param> private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue) { Func <UIFocusPath.MoveType, UIFocus> GetNext = (key) => { UIFocus nextFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, key); return(nextFocus); }; switch (keyType) { case UIManager.KeyType.A: if (nowUIFocus) { nowUIFocus.MoveChild(UIFocusPath.MoveType.OK); } break; case UIManager.KeyType.LEFT: if (nowUIFocus) { nowUIFocus.MoveChild(UIFocusPath.MoveType.LEFT); } break; case UIManager.KeyType.RIGHT: if (nowUIFocus) { nowUIFocus.MoveChild(UIFocusPath.MoveType.RIGHT); } break; case UIManager.KeyType.UP: case UIManager.KeyType.DOWN: if (!nowUIFocus) { nowUIFocus = uiFocusPath.GetFirstFocus(); } else { UIFocus nextFocus = GetNext(keyType == UIManager.KeyType.UP ? UIFocusPath.MoveType.UP : UIFocusPath.MoveType.DOWN); nowUIFocus.LostForcus(); nowUIFocus = nextFocus; } if (nowUIFocus) { nowUIFocus.SetForcus(); } break; } }
/// <summary> /// 按键检测 /// </summary> /// <param name="keyType"></param> /// <param name="rockValue"></param> private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue) { if (!fisrtKeyUP) { fisrtKeyUP = true; return; } if (UIAction.isSaving) { return; } Action <UIFocusPath.MoveType> MoveNextEndAction = (moveType) => { if (nowUIFocus) { UIFocus uiFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType); if (uiFocus) { nowUIFocus.LostForcus(); nowUIFocus = uiFocus; nowUIFocus.SetForcus(); } } else { nowUIFocus = uiFocusPath.GetFirstFocus(); nowUIFocus.SetForcus(); } }; switch (keyType) { case UIManager.KeyType.A: UIFocusButton uiFocusButton = nowUIFocus as UIFocusButton; if (uiFocusButton) { uiFocusButton.ClickThisButton(); } break; case UIManager.KeyType.UP: MoveNextEndAction(UIFocusPath.MoveType.UP); break; case UIManager.KeyType.DOWN: MoveNextEndAction(UIFocusPath.MoveType.DOWN); break; } }
/// <summary> /// 创建时输入名字状态的手柄输入检测 /// </summary> /// <param name="keyType"></param> /// <param name="rockValue"></param> private void CreateNameInputType_HandleUpdate(UIManager.KeyType keyType, Vector2 rockValue) { if (nowNameInputFocus == null && nameInputUIFocusPath) { nowNameInputFocus = nameInputUIFocusPath.GetFirstFocus(); if (nowNameInputFocus) { nowNameInputFocus.SetForcus(); } } if (nowNameInputFocus) { //判断键位 Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) => { UIFocus next = nameInputUIFocusPath.GetNewNextFocus(nowNameInputFocus, moveType);// uiFocusPath.GetNextFocus(nowFocus, moveType, true); if (next) { nowNameInputFocus.LostForcus(); nowNameInputFocus = next; nowNameInputFocus.SetForcus(); } }; switch (keyType) { case UIManager.KeyType.A: if (nowNameInputFocus) { UIFocusButton uiFocusButton = nowNameInputFocus as UIFocusButton; UIFocusInputField uiFocusInputField = nowNameInputFocus as UIFocusInputField; if (uiFocusButton) { uiFocusButton.ClickThisButton(); } else if (uiFocusInputField) { uiFocusInputField.EnterInputField(); } } break; case UIManager.KeyType.LEFT: MoveFocusAction(UIFocusPath.MoveType.LEFT); break; case UIManager.KeyType.RIGHT: MoveFocusAction(UIFocusPath.MoveType.RIGHT); break; case UIManager.KeyType.UP: MoveFocusAction(UIFocusPath.MoveType.UP); break; case UIManager.KeyType.DOWN: MoveFocusAction(UIFocusPath.MoveType.DOWN); break; } } }
/// <summary> /// 点击标签页 /// </summary> /// <param name="nextTabPageFocus"></param> public void TabPageClick(UIFocusTabPage nextTabPageFocus) { if (nextTabPageFocus != null) { nowTabPageFocus.LostForcus(); nowTabPageFocus.panel.gameObject.SetActive(false); nowTabPageFocus = nextTabPageFocus; nowTabPageFocus.panel.gameObject.SetActive(true); nowTabPageFocus.SetForcus(); if (nowTabPageFocus.panelFocusPath) { if (tabPanelFocus) { tabPanelFocus.LostForcus(); } tabPanelFocus = nowTabPageFocus.panelFocusPath.GetFirstFocus(); if (tabPanelFocus) { tabPanelFocus.SetForcus(); } } } }
/// <summary> /// 按键检测(功能键) /// </summary> /// <param name="keyType"></param> /// <param name="rockValue"></param> private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue) { if (!fisrtKeyUP) { fisrtKeyUP = true; return; } switch (bigMapOperateState) { case EnumBigMapOperateState.OperateMap: //操作地图 switch (keyType) { case UIManager.KeyType.A: Vector2 handlePos = uiMapControl.GetHandlePosInTerrain(); ActionAtTerrain(handlePos); break; case UIManager.KeyType.Y: bigMapOperateState = EnumBigMapOperateState.CheckSetting; showSettingPanel.gameObject.SetActive(true); if (uiFocusPath) { nowUIFocus = uiFocusPath.GetFirstFocus(); } if (nowUIFocus) { nowUIFocus.SetForcus(); } break; } break; case EnumBigMapOperateState.CheckSetting: //操作设置 if (!nowUIFocus) { if (uiFocusPath) { nowUIFocus = uiFocusPath.GetFirstFocus(); } } if (nowUIFocus) { Action <UIFocusPath.MoveType> MoveUIFocusAction = (moveType) => { UIFocus nextUIFocus = uiFocusPath.GetNewNextFocus(nowUIFocus, moveType); //uiFocusPath.GetNextFocus(nowUIFocus, moveType); if (nextUIFocus != null) { nowUIFocus.LostForcus(); nowUIFocus = nextUIFocus; nowUIFocus.SetForcus(); } }; switch (keyType) { case UIManager.KeyType.A: if (nowUIFocus.GetType().Equals(typeof(UIFocusButton))) { ((UIFocusButton)nowUIFocus).ClickThisButton(); } else if (nowUIFocus.GetType().Equals(typeof(UIFocusToggle))) { ((UIFocusToggle)nowUIFocus).MoveChild(UIFocusPath.MoveType.OK); } break; case UIManager.KeyType.B: ExitSetting_Click(); break; case UIManager.KeyType.LEFT: MoveUIFocusAction(UIFocusPath.MoveType.LEFT); break; case UIManager.KeyType.RIGHT: MoveUIFocusAction(UIFocusPath.MoveType.RIGHT); break; case UIManager.KeyType.UP: case UIManager.KeyType.DOWN: if (string.Equals(nowUIFocus.Tag, "SceneDropDown")) { UIFocusDropdown uiFocusDropDown = nowUIFocus as UIFocusDropdown; if (uiFocusDropDown != null) { uiFocusDropDown.MoveChild(keyType == UIManager.KeyType.UP ? UIFocusPath.MoveType.UP : UIFocusPath.MoveType.DOWN); } } break; } } break; } }