コード例 #1
0
        /// <summary>
        /// 初始化FairyGUI,配置全局参数。
        /// </summary>
        public void Awake()
        {
            Instance         = this;
            baseUIContainer  = ComponentFactory.Create <FairyGUIContainer>();
            _LayerDictionary = new Dictionary <FairyGUIType, List <FairyGUIBaseUI> >();
            _LayerDictionary.Add(ETModel.FairyGUIType.UITYPE_FIXED, new List <FairyGUIBaseUI>());
            _LayerDictionary.Add(ETModel.FairyGUIType.UITYPE_POPUP, new List <FairyGUIBaseUI>());

            //加载UI包
#if UNITY_EDITOR
            //  UIPackage.AddPackage("UI/ASource");
#else
            //ResourcesComponent resourcesComponent = Game.Scene.GetComponent<ResourcesComponent>();
            //resourcesComponent.LoadOneBundle($"ui");
            //ABInfo abInfo = resourcesComponent.GetABInfoByName("ui");
            //UIPackage.AddPackage(abInfo.AssetBundle);
#endif
            //UI的配置
            //Groot的参数初始化
            //GRoot.inst.SetContentScaleFactor(1136, 640, ScreenMatchMode.MatchWidthOrHeight);
            // Game.Scene.GetComponent<ResourcesComponent>().LoadBundle("uiaudio.unity3d");

            //UIConfig.buttonSound = (AudioClip)UIPackage.GetItemAssetByURL("ui://ASource/buttonclick");
            //GameObject bunddleObject = (GameObject)Game.Scene.GetComponent<ResourcesComponent>().GetAsset("uiaudio.unity3d", "UIAudio");
            //UIConfig.buttonSound =bunddleObject.Get<AudioClip>("ButtonClickAudio");
            //UIConfig.modalLayerColor = new Color(186f, 85f, 211f, 0.4f);
        }
コード例 #2
0
        /// <summary>
        /// 创建UI Mono层使用
        /// </summary>
        /// <returns></returns>
        public T Create <T>() where T : FairyGUIBaseUI, new()
        {
            if (baseUIContainer.IsDisposed)
            {
                baseUIContainer = ComponentFactory.Create <FairyGUIContainer>();
            }
            T t = baseUIContainer.GetComponent <T>();

            if (t == null)
            {
                t = baseUIContainer.AddComponent <T>();
#if UNITY_EDITOR
                UIPackage.AddPackage("UI/" + t.pakName);
#endif
                t.gObj = UIPackage.CreateObject(t.pakName, t.cmpName);
                //加入到对应层中。
                _LayerDictionary[t.UIType].Add(t);
            }
            t.InitUI();
            return(t);
        }