コード例 #1
0
        public void GenerateCodeEditor()
        {
            transformGroup.Clear();
            Transform[] children = CacheTransform.GetComponentsInChildren <Transform>(true);
            for (int i = 0; i < children.Length; i++)
            {
                Transform child    = children[i];
                string    fullName = child.name;
                string[]  tmpName  = fullName.Split('_');
                if (tmpName.Length > 1)
                {
                    Type type;
                    if (name_type.TryGetValue(tmpName[0], out type))
                    {
                        transformGroup.Add(child, type);
                    }
                }
            }

            //读取
            StreamReader streamReader = new StreamReader(UI_TEMPLATE_PATH, Encoding.UTF8);
            string       ClassText    = streamReader.ReadToEnd();

            streamReader.Close();

            //生成
            UIBase       uIBase       = GetComponent <UIBase>();
            string       uiBasePath   = StringPool.Format(Application.dataPath + "/Lemon/Scripts/UI/{0}/{1}_Generate.cs", uIBase.name, uIBase.name);
            StreamWriter streamWriter = new StreamWriter(uiBasePath, false, Encoding.UTF8);

            //添加自动化的变量
            StringBuilder stringBuilder = StringPool.GetStringBuilder();

            stringBuilder.Append("\n");
            Dictionary <Transform, Type> .Enumerator enumerator = transformGroup.GetEnumerator();
            while (enumerator.MoveNext())
            {
                string name = enumerator.Current.Key.name;
                Type   type = enumerator.Current.Value;
                stringBuilder.Append("        public " + type.Name + " " + name + "; ");
                stringBuilder.Append("\n");
            }

            ClassText = ClassText.Replace("UITemplate", uIBase.name);
            ClassText = ClassText.Replace(KEY_VARIABLE, KEY_VARIABLE + stringBuilder.ToString());

            //添加自动化的变量路径
            stringBuilder = StringPool.GetStringBuilder();
            stringBuilder.Append("\n");
            enumerator = transformGroup.GetEnumerator();
            while (enumerator.MoveNext())
            {
                Transform childTransform = enumerator.Current.Key;
                Type      type           = enumerator.Current.Value;
                stringBuilder.Append("            " + childTransform.name + " = " + "CacheTransform.Find(\"" + UtilityEditor.GetPath(childTransform, CacheTransform) + "\").GetComponent<" + type.Name + ">();\n");
            }

            ClassText = ClassText.Replace(KEY_PATH, KEY_PATH + stringBuilder.ToString());

            streamWriter.Write(ClassText);
            streamWriter.Close();

            UnityEditor.AssetDatabase.Refresh();
        }
コード例 #2
0
        public void Open(EUI eUI, EUIDepth eUIDepth = EUIDepth.Default, params object[] objs)
        {
            UIBase uIBase;

            if (TryGetUIBase(eUI, out uIBase))
            {
                QLog.LogWarning(StringPool.Concat("Already open UI, witch EUI is ", eUI.ToString()));
                return;
            }

            UIBase prefabDatabase = UnityEditor.AssetDatabase.LoadAssetAtPath <UIBase>(StringPool.Concat(PATH_PREFAB_UI, eUI.ToString(), ".prefab"));

            if (prefabDatabase == null)
            {
                QLog.LogError(StringPool.Concat("Can not find UIBase Script in EUI = ", eUI.ToString()));
                return;
            }

            uIBase = Object.Instantiate <UIBase>(prefabDatabase, UGUI.UGUICanvas.transform, false);
            if (uIBase == null)
            {
                QLog.LogError(StringPool.Concat("Instantiate fail, EUI = ", eUI.ToString()));
                return;
            }

            //设置数据,判断是否进入
            uIBase.SetData(objs);
            if (!uIBase.IsCanEnter())
            {
                QLog.Log(StringPool.Concat("The UIBase script can not enter, EUI = ", eUI.ToString()));
                return;
            }

            //取出最后的界面,执行OnPause函数
            UIBase lastUIBase;

            if (TryGetLastUIBase(out lastUIBase))
            {
                QLog.LogEditor(StringPool.Format("{0} 执行暂停函数", lastUIBase.eUI.ToString()));
                lastUIBase.OnPause();
            }

            uIBase.CacheGameObject.SetActive(true);

            //设置层级
            int tmpDepth;

            if (DepthPool.TryGetValue(eUIDepth, out tmpDepth))
            {
                tmpDepth           += DEPTH_BETWEEN_UI;
                DepthPool[eUIDepth] = tmpDepth;
            }
            else
            {
                tmpDepth += (int)eUIDepth + DEPTH_BETWEEN_UI;
                DepthPool.Add(eUIDepth, tmpDepth);
            }

            uIBase.SetDepth(eUI, eUIDepth, tmpDepth);
            QLog.LogEditor(StringPool.Format("{0} depth is {1}", uIBase.eUI.ToString(), tmpDepth.ToString()));


            //新界面,执行OnEnter函数
            QLog.LogEditor(StringPool.Format("{0} 执行OnEnter函数", uIBase.eUI.ToString()));
            uIBase.OnEnter();
            UIBasePool.Add(uIBase);
        }