コード例 #1
0
    /// <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;
            }
        }
    }
コード例 #2
0
 private void OnEnable()
 {
     nowUIFocus = uiFocusPath.GetFirstFocus();
     if (nowUIFocus)
     {
         nowUIFocus.SetForcus();
     }
 }
コード例 #3
0
    /// <summary>
    /// 创建时选择种族状态的手柄输入检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void CreateSelectRoleOfRaceType_HandleUpdate(UIManager.KeyType keyType, Vector2 rockValue)
    {
        if (nowRoleOfRaceFocus == null && roleOfRaceUIFocusPath)
        {
            nowRoleOfRaceFocus = roleOfRaceUIFocusPath.GetFirstFocus();
            if (nowRoleOfRaceFocus)
            {
                nowRoleOfRaceFocus.SetForcus();
            }
        }
        if (nowRoleOfRaceFocus)
        {
            //判断键位
            Action <UIFocusPath.MoveType> MoveFocusAction = (moveType) =>
            {
                UIFocus next = roleOfRaceUIFocusPath.GetNewNextFocus(nowRoleOfRaceFocus, moveType);// uiFocusPath.GetNextFocus(nowFocus, moveType, true);
                if (next)
                {
                    nowRoleOfRaceFocus = next;
                    CreateSelectRoleOfRaceUpdateNowFocus();
                }
            };
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowRoleOfRaceFocus)
                {
                    UIFocusButton uiFocusButton = nowRoleOfRaceFocus as UIFocusButton;
                    if (uiFocusButton)
                    {
                        uiFocusButton.ClickThisButton();
                    }
                }
                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;
            }
        }
    }
コード例 #4
0
    void Start()
    {
        entranceType = EnumEntranceType.Start;

        playerCreateTrans = GameObject.Find("PlayerInit").transform;

        if (settingCanvasPrefab)
        {
            GameObject settingGameObject = Instantiate(settingCanvasPrefab);
            settingCanvas = settingGameObject.GetComponent <Canvas>();
            settingGameObject.SetActive(false);
        }
        UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
        StartCoroutine(CrossoverMaskImageAlpha(0));

        //判断现在是否有默认存档,如果有则显示继续,如果没有则显示新建
        List <Archive> archiveList    = DataCenter.Instance.GetAllArchive();//获取所有存档名
        Archive        defaultArchive = archiveList.FirstOrDefault(temp => temp.ID == 1);
        UIFocus        continueFoucs  = startUIFocusPath.NewUIFocusArray.FirstOrDefault(temp => string.Equals(temp.Tag, "Continue"));
        UIFocus        newFocus       = startUIFocusPath.NewUIFocusArray.FirstOrDefault(temp => string.Equals(temp.Tag, "New"));

        if (defaultArchive == null)
        {
            if (continueFoucs)
            {
                continueFoucs.gameObject.SetActive(false);
            }
            if (newFocus)
            {
                newFocus.gameObject.SetActive(true);
            }
        }
        else
        {
            if (continueFoucs)
            {
                continueFoucs.gameObject.SetActive(true);
            }
            if (newFocus)
            {
                newFocus.gameObject.SetActive(false);
            }
        }
        //设置当前选中
        if (nowStartFocus == null && startUIFocusPath)
        {
            nowStartFocus = startUIFocusPath.GetFirstFocus();
            if (nowStartFocus)
            {
                nowStartFocus.SetForcus();
            }
        }
    }
コード例 #5
0
    private void OnEnable()
    {
        iGameState = GameState.Instance.GetEntity <IGameState>();
        //压入状态
        iGameState.PushEnumGameRunType(EnumGameRunType.Setting);

        UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
        if (!uiFocusPath)
        {
            uiFocusPath = GetComponent <UIFocusPath>();
        }
        if (uiFocusPath)
        {
            nowTabPageFocus = uiFocusPath.GetFirstFocus() as UIFocusTabPage;
            if (nowTabPageFocus)
            {
                nowTabPageFocus.SetForcus();
                if (nowTabPageFocus.panel)
                {
                    nowTabPageFocus.panel.gameObject.SetActive(true);
                }
            }
        }

        ShowIndex(0);
    }
コード例 #6
0
 private void OnEnable()
 {
     UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
     if (uiFocusPath)
     {
         nowTabPageFocus = uiFocusPath.GetFirstFocus() as UIFocusTabPage;
         if (nowTabPageFocus)
         {
             nowTabPageFocus.SetForcus();
         }
         if (nowTabPageFocus != null && nowTabPageFocus.panel)
         {
             nowTabPageFocus.panel.gameObject.SetActive(true);
         }
         if (nowTabPageFocus != null && nowTabPageFocus.panelFocusPath)
         {
             tabPanelFocus = nowTabPageFocus.panelFocusPath.GetFirstFocus();
             if (tabPanelFocus != null)
             {
                 tabPanelFocus.SetForcus();
             }
         }
     }
     //重新载入数据
     //throw new NotImplementedException();
 }
コード例 #7
0
 private void OnEnable()
 {
     fisrtKeyUP  = false;
     uiFocusPath = GetComponent <UIFocusPath>();
     nowUIFocus  = uiFocusPath.GetFirstFocus();
     saveingImage.gameObject.SetActive(false);
     UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
 }
コード例 #8
0
 /// <summary>
 /// 当显示时初始化按键数据
 /// </summary>
 private void OnEnable()
 {
     playerState     = DataCenter.Instance.GetEntity <PlayerState>();
     keyContactData  = DataCenter.Instance.GetEntity <KeyContactData>();
     skillStructData = DataCenter.Instance.GetMetaData <SkillStructData>();
     selectTargetPanel.gameObject.SetActive(false);
     UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
     enumKeySettingType              = EnumKeySettingType.Lattice;
     if (keySettingFocusPath)
     {
         nowKeySettingLattice = keySettingFocusPath.GetFirstFocus() as UIFocusKeySettingLattice;
         if (nowKeySettingLattice)
         {
             nowKeySettingLattice.SetForcus();
         }
         //初始化显示
         UIFocus[] uiKeySettingLatticeArray = keySettingFocusPath.NewUIFocusArray;// keySettingFocusPath.UIFocuesArray;
         foreach (UIFocus item in uiKeySettingLatticeArray)
         {
             if (!item)
             {
                 continue;
             }
             UIFocusKeySettingLattice uiKeySettingLattice = item as UIFocusKeySettingLattice;
             int inputKey = uiKeySettingLattice.GetKeySettingInput();//输入的按键值
             if (uiKeySettingLattice)
             {
                 KeyContactStruct[] keyContactStructs = keyContactData.GetKeyContactStruct(inputKey);
                 if (keyContactStructs.Length > 0)
                 {
                     uiKeySettingLattice.keyLatticeType = keyContactStructs[0].keyContactType;
                     uiKeySettingLattice.id             = keyContactStructs[0].id;
                 }
                 else
                 {
                     uiKeySettingLattice.keyLatticeType = EnumKeyContactType.None;
                     uiKeySettingLattice.id             = 0;
                 }
                 //初始化显示
                 uiKeySettingLattice.InitShow();
             }
         }
     }
 }
コード例 #9
0
    /// <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;
        }
    }
コード例 #10
0
    /// <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;
        }
    }
コード例 #11
0
    private void OnEnable()
    {
        UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
        if (uiFocusPath)
        {
            nowUIFocus = uiFocusPath.GetFirstFocus();
            if (nowUIFocus)
            {
                nowUIFocus.SetForcus();
            }
        }
        //给任务系统填入状态
        INowTaskState iNowTaskState = GameState.Instance.GetEntity <INowTaskState>();

        iNowTaskState.CheckNowTask(EnumCheckTaskType.Special, (int)TaskMap.Enums.EnumTaskSpecialCheck.OpenItemUI);
    }
コード例 #12
0
    private void OnEnable()
    {
        isSaving   = false;
        iGameState = GameState.Instance.GetEntity <IGameState>();
        //压入状态
        iGameState.PushEnumGameRunType(EnumGameRunType.Setting);
        UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
        if (uiFocusPath)
        {
            nowTabPageFocus = uiFocusPath.GetFirstFocus() as UIFocusTabPage;
            if (nowTabPageFocus)
            {
                nowTabPageFocus.SetForcus();
                if (nowTabPageFocus.panel)
                {
                    nowTabPageFocus.panel.gameObject.SetActive(true);
                }
            }
        }
        //重新载入数据
        //检测此时是否有点击地图的ID(如果是则载入地图标签)
        IInteractiveState iInteractiveState = GameState.Instance.GetEntity <IInteractiveState>();
        NPCData           npcData           = DataCenter.Instance.GetMetaData <NPCData>();
        NPCDataInfo       npcDataInfo       = npcData.GetNPCDataInfo(iGameState.SceneName, iInteractiveState.ClickInteractiveNPCID);

        if (npcDataInfo != null && npcDataInfo.NPCType == EnumNPCType.Street)
        {
            UIFocusTabPage[] tabPages = uiFocusPath.NewUIFocusArray.OfType <UIFocusTabPage>().ToArray();
            var tempUIBigMaps         = Enumerable.Range(0, tabPages.Length).Select(temp => new { index = temp, uiBigMap = tabPages[temp].panel.GetComponent <UIBigMap>() }).Where(temp => temp.uiBigMap != null).FirstOrDefault();
            if (tempUIBigMaps != null)
            {
                ShowIndex(tempUIBigMaps.index);
            }
            else
            {
                ShowIndex(1);//第一个标签是地图则此处选取第二个标签(属性)
            }
        }
        else//如果不是则载入第一个标签
        {
            ShowIndex(0);
        }
        //给任务系统填入状态
        INowTaskState iNowTaskState = GameState.Instance.GetEntity <INowTaskState>();

        iNowTaskState.CheckNowTask(EnumCheckTaskType.Special, (int)TaskMap.Enums.EnumTaskSpecialCheck.OpenMenuUI);
    }
コード例 #13
0
 /// <summary>
 /// 设置焦点
 /// </summary>
 public override void SetForcus()
 {
     if (equipentsLatticePath)
     {
         nowLattice = equipentsLatticePath.GetFirstFocus() as UIFocusItemEquipmentLattice;
         if (nowLattice)
         {
             nowLattice.SetForcus();
         }
         SelectNowLattice();
         try
         {
             UIManager.Instance.KeyUpHandle -= Instance_KeyUpHandle;
         }
         catch { }
         UIManager.Instance.KeyUpHandle += Instance_KeyUpHandle;
     }
 }
コード例 #14
0
    /// <summary>
    /// 按键检测
    /// </summary>
    /// <param name="keyType"></param>
    /// <param name="rockValue"></param>
    private void Instance_KeyUpHandle(UIManager.KeyType keyType, Vector2 rockValue)
    {
        switch (enumUISkillCombine)
        {
        case EnumUISkillCombine.CombineSkillItem:    //处于左侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                if (nowCombineSkillItem)
                {
                    //设置技能框的边框显示
                    nowUISkilCombineLattice = uiFocusPath.GetFirstFocus <UIFocusSkillCombineLattice>();
                    if (nowUISkilCombineLattice)
                    {
                        nowUISkilCombineLattice.SetForcus();
                    }
                    //同时将模式更改为CombineSkillLattice
                    enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                    uiCombineSkillList.CanClickListItem = false;
                }
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiCombineSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowCombineSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiCombineSkillList.ShowItem(tempArrays[index]);
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = false;
                        nowCombineSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowCombineSkillItem = tempArrays[index];
                    if (nowCombineSkillItem && nowCombineSkillItem.childImage)
                    {
                        nowCombineSkillItem.childImage.enabled = true;
                        nowCombineSkillItem.childImage.gameObject.SetActive(true);
                    }
                    if (nowCombineSkillItem)
                    {
                        SetSkillCombineLatticeAndShowVadio((EnumSkillType[])nowCombineSkillItem.value);
                    }
                }
            }
            break;
            }
            break;

        case EnumUISkillCombine.CombineSkillLattice:    //处于右侧状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                SetSelectSkill();
                break;

            case UIManager.KeyType.B:
                if (nowUISkilCombineLattice)
                {
                    nowUISkilCombineLattice.LostForcus();
                }
                enumUISkillCombine = EnumUISkillCombine.CombineSkillItem;        //切换模式到组合技能集合
                uiCombineSkillList.CanClickListItem = true;
                break;

            case UIManager.KeyType.LEFT:
            case UIManager.KeyType.RIGHT:
                if (nowUISkilCombineLattice)
                {
                    UIFocusSkillCombineLattice tempUIFocuesSkillCombineLattice =
                        uiFocusPath.GetNewNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    //uiFocusPath.GetNextFocus(nowUISkilCombineLattice, keyType == UIManager.KeyType.LEFT ? UIFocusPath.MoveType.LEFT : UIFocusPath.MoveType.RIGHT) as UIFocusSkillCombineLattice;
                    if (tempUIFocuesSkillCombineLattice)
                    {
                        nowUISkilCombineLattice.LostForcus();
                        nowUISkilCombineLattice = tempUIFocuesSkillCombineLattice;
                        nowUISkilCombineLattice.SetForcus();
                    }
                }
                break;
            }
            break;

        case EnumUISkillCombine.CombineSkillSelect:    //处于选择技能状态
            switch (keyType)
            {
            case UIManager.KeyType.A:
                ResetCombineSkillLattice();
                break;

            case UIManager.KeyType.B:
                //切换状态
                uiSelectSkillList.gameObject.SetActive(false);
                enumUISkillCombine = EnumUISkillCombine.CombineSkillLattice;
                break;

            case UIManager.KeyType.UP:
            case UIManager.KeyType.DOWN:
            {
                UIListItem[] tempArrays = uiSelectSkillList.GetAllImtes();
                int          index      = 0;
                if (nowCombineSkillItem)
                {
                    index = tempArrays.ToList().IndexOf(nowSelectSkillItem);
                }
                if (index < 0)
                {
                    index = 0;
                }
                switch (keyType)
                {
                case UIManager.KeyType.UP: index--; break;

                case UIManager.KeyType.DOWN: index++; break;
                }
                index = Mathf.Clamp(index, 0, tempArrays.Length - 1);
                if (index < tempArrays.Length)
                {
                    uiSelectSkillList.ShowItem(tempArrays[index]);
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = false;
                        nowSelectSkillItem.childImage.gameObject.SetActive(false);
                    }
                    nowSelectSkillItem = tempArrays[index];
                    if (uiSelectSkillList && nowSelectSkillItem.childImage)
                    {
                        nowSelectSkillItem.childImage.enabled = true;
                        nowSelectSkillItem.childImage.gameObject.SetActive(true);
                    }
                }
            }
            break;
            }
            break;
        }
    }
コード例 #15
0
    /// <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;
        }
    }