/// <summary> /// 计算窗体的排序顺序(sorting order) /// 1:RenderMode.ScreenSpaceOverlay模式下,Order的在1000+ (int)priority * 1000 + openOrder * 10; /// 2:RenderMode.ScreenSpaceCamera模式下,Order的在0+ (int)priority * 1000 + openOrder * 10; /// </summary> /// <param name="priority">优先级</param> /// <param name="openOrder">窗体索引</param> /// <returns>顺序</returns> public int CalculateSortingOrder(enFormPriority priority, int openOrder) { if (openOrder * 10 >= 1000) { openOrder %= 100; } return((int)(((!IsOverlay()) ? 0 : 10000) + (int)priority * 1000 + openOrder * 10)); }
private int CalculateSortingOrder(enFormPriority priority, int openOrder) { if (openOrder >= 0x3e8) { openOrder = openOrder % 0x3e8; } return(((int)((!this.IsOverlay() ? enFormPriority.Priority0 : ((enFormPriority)0x2710)) + (priority * ((enFormPriority)0x3e8)))) + openOrder); }
private int CalculateSortingOrder(enFormPriority priority, int openOrder) { if (openOrder * 10 >= 1000) { openOrder %= 100; } return((int)(((!this.IsOverlay()) ? 0 : 10000) + priority * (enFormPriority)1000 + openOrder * 10)); }
public void SetPriority(enFormPriority priority) { if (this.m_priority != priority) { this.m_priority = priority; SetDisplayOrder(this.m_openOrder); } }
public void SetPriority(enFormPriority priority) { if (this.m_priority != priority) { this.m_priority = priority; this.SetDisplayOrder(this.m_openOrder); this.DispatchChangeFormPriorityEvent(); } }
public void Initialize() { if (!this.m_isInitialized) { this.m_defaultPriority = this.m_priority; this.InitializeComponent(base.gameObject); this.m_isInitialized = true; } }
/// <summary> /// 设置窗体的优先级 /// </summary> /// <param name="formPriority"></param> public void SetPriority(enFormPriority formPriority) { if (priority == formPriority) { return; } priority = formPriority; SetDisplayOrder(m_openOrder); DispatchChangeFormPriorityEvent(); }
/// <summary> /// 初始化 /// </summary> public void Initialize() { if (m_isInitialized) { return; } m_defaultPriority = priority; InitializeComponent(gameObject); m_isInitialized = true; }
public void SetTopBarPriority(enFormPriority prioRity) { if ((this.m_SysEntryForm != null) && (this.m_SysEntryForm.m_FormObj != null)) { CUIFormScript component = this.m_SysEntryForm.m_FormObj.GetComponent <CUIFormScript>(); if (component != null) { component.SetPriority(prioRity); } } }
private void OnNtyAddSkin(uint heroId, uint skinId, uint addReason) { if (addReason == 7u) { enFormPriority priority = enFormPriority.Priority3; CUIFormScript form = Singleton <CUIManager> .GetInstance().GetForm(Singleton <SettlementSystem> .GetInstance()._profitFormName); if (form != null) { priority = form.m_priority + 1; } CUICommonSystem.ShowNewHeroOrSkin(heroId, skinId, enUIEventID.None, true, COM_REWARDS_TYPE.COM_REWARDS_TYPE_SKIN, false, null, priority, 0u, 0); } }
private int CalculateSortingOrder(enFormPriority priority, int openOrder) { if ((openOrder * 10) >= 1000) { openOrder = openOrder % 100; } int order = openOrder * 10; if (!this.IsOverlay()) { order += ((int)enFormPriority.Priority0 + (int)priority * 1000); } else { order += (10000 + (int)priority * 1000); } return(order); }