/// <summary> /// Gotos the battle user interface sence. /// 打开战场界面UI; /// 添加摇杆l /// 添加QTe; /// 添加屠夫接近提示; /// 添加暴露位置提醒; /// 添加队友信息提示; /// /// </summary> public void GotoBattleUISence(EndAddUI endCallUI) { RootTrans.IsOpenListener = false; CloseCurSence(); curSenceType = UISenceType.warUISence; AddBattleUIBack(); AddBattleUI(); }
public override void Updata() { if (panelTypeToPush != UIPanelType.None) { PushPanel(panelTypeToPush); panelTypeToPush = UIPanelType.None; } if (senceType != UISenceType.None) { SceneManager.LoadScene(Enum.GetName(typeof(UISenceType), senceType)); senceType = UISenceType.None; } base.Updata(); }
/// <summary> /// Starts the open main user interface sence. /// 直接加载主场景到界面上; /// </summary> void StartOpenMainUISence() { curSenceType = UISenceType.mainUISence; StartCoroutine(GTUIManager.Instance().AddUiToCanvas("uimain.unity3d", "uimain", true, true, (GameObject obj) => { MainUI sence = obj.AddComponent <MainUI>(); CloseCurSence(); if (loadingSence != null) { loadingSence.CloseUI(); } curSence = sence; })); // StartCoroutine(AddmainUIToSence()); }
/// <summary> /// Gotos the logon sence. /// 进入登录场景; /// </summary> public void GotoLogonSence() { curSenceType = UISenceType.logonUISence; StartCoroutine(GTUIManager.Instance().AddUiToCanvas("uilogin.unity3d", "UILogin", true, false, (GameObject obj) => { CloseCurSence(); LoginUI sence = obj.AddComponent <LoginUI>(); curSence = sence; if (loadingSence != null) { loadingSence.CloseUI(); } })); // StartCoroutine(AddLoginUIToSence()); }
public void PushSenceSync(UISenceType senceType) { this.senceType = senceType; }
/// <summary> /// Gotos the main user interface sence. /// 开始进入主ui场景; /// 上一个场景需要关闭。--- 关闭需要删除显示 清除ab 缓存; /// /// </summary> public void GotoMainUISence() { curSenceType = UISenceType.loadingUISence; AddLoadingUIToSence <PreCtrlMainScene>(true, StartOpenMainUISence, null); }
public void GotoMainUiSenceFromLogon() { curSenceType = UISenceType.loadingUISence; AddLoadingUIToSence <GamePreCtrl>(true, GotoMainUISence, null); }