/// <summary> /// 打开UI窗体 /// </summary> /// <param name="uiFormId"></param> /// <param name="userData"></param> internal void OpenUIForm(int uiFormId, object userData = null) { if (IsExists(uiFormId)) { return; } Sys_UIFormEntity entity = GameEntry.DataTable.DataTableManager.Sys_UIFormDBModel.Get(uiFormId); if (entity == null) { Debug.Log("对应的UI窗体数据不存在,id:" + uiFormId); return; } UIFormBase formBase = GameEntry.UI.Dequeue(uiFormId); if (formBase == null) { //TODO:异步加载UI需要时间 过滤正在加载的UI string assetPath = string.Empty; switch (GameEntry.Localization.CurrLanguage) { case LocalizationComponent.LanguageEnum.Chinese: assetPath = entity.AssetPath_Chinese; break; case LocalizationComponent.LanguageEnum.English: assetPath = entity.AssetPath_English; break; } LoadUIAsset(assetPath, (ResourceEntity resourceEntity) => { GameObject UIObj = Object.Instantiate((Object)resourceEntity.Target) as GameObject; //把克隆出来的资源加入实例对象资源池 GameEntry.Pool.RegisterInstanceResource(UIObj.GetInstanceID(), resourceEntity); UIObj.transform.SetParent(GameEntry.UI.GetUIGroup(entity.UIGroupId).Group); UIObj.transform.localPosition = Vector3.zero; UIObj.transform.localScale = Vector3.one; formBase = UIObj.GetComponent <UIFormBase>(); formBase.Init(uiFormId, entity.UIGroupId, entity.DisableUILayer == 1, entity.IsLock == 1, userData); m_OpenUIFormList.AddLast(formBase); }); } else { formBase.gameObject.SetActive(true); formBase.Open(userData); m_OpenUIFormList.AddLast(formBase); } }
/// <summary> /// 设置层级 /// </summary> /// <param name="formBase"></param> /// <param name="isAdd"></param> internal void SetSortingOrder(UIFormBase formBase, bool isAdd) { if (isAdd) { m_UILayerDic[formBase.GroupId] += 10; } else { m_UILayerDic[formBase.GroupId] -= 10; } formBase.CurrCanvas.sortingOrder = m_UILayerDic[formBase.GroupId]; }
/// <summary> /// 打开UI窗体 /// </summary> /// <param name="uiFormId"></param> /// <param name="userData"></param> internal void OpenUIForm(int uiFormId, object userData = null) { if (IsExists(uiFormId)) { return; } Sys_UIFormEntity entity = GameEntry.DataTable.DataTableManager.Sys_UIFormDBModel.Get(uiFormId); if (entity == null) { Debug.Log("对应的UI窗体数据不存在,id:" + uiFormId); return; } #if DISABLE_ASSETBUNDLE && UNITY_EDITOR UIFormBase formBase = GameEntry.UI.Dequeue(uiFormId); if (formBase == null) { string assetPath = string.Empty; switch (GameEntry.Localization.CurrLanguage) { case LocalizationComponent.LanguageEnum.Chinese: assetPath = entity.AssetPath_Chinese; break; case LocalizationComponent.LanguageEnum.English: assetPath = entity.AssetPath_English; break; } string path = string.Format("Assets/Download/UI/UIPrefab/{0}.prefab", assetPath); //加载镜像 Object obj = UnityEditor.AssetDatabase.LoadAssetAtPath <GameObject>(path); GameObject UIObj = Object.Instantiate(obj) as GameObject; UIObj.transform.SetParent(GameEntry.UI.GetUIGroup(entity.UIGroupId).Group); UIObj.transform.localPosition = Vector3.zero; UIObj.transform.localScale = Vector3.one; formBase = UIObj.GetComponent <UIFormBase>(); formBase.Init(uiFormId, entity.UIGroupId, entity.DisableUILayer == 1, entity.IsLock == 1, userData); } else { formBase.gameObject.SetActive(true); formBase.Open(userData); } #endif m_OpenUIFormList.AddLast(formBase); }
/// <summary> /// 关闭UI窗体(根据UIFormBase) /// </summary> /// <param name="formBase"></param> internal void CloseUIForm(UIFormBase formBase) { m_OpenUIFormList.Remove(formBase); formBase.ToClose(); }
/// <summary> /// UI回池 /// </summary> /// <param name="form"></param> internal void Enqueue(UIFormBase form) { form.gameObject.SetActive(false); m_UIFormList.AddLast(form); }
/// <summary> /// UI回池 /// </summary> /// <param name="form"></param> public void Enqueue(UIFormBase form) { m_UIPool.Enqueue(form); }
/// <summary> /// 设置层级 /// </summary> /// <param name="formBase"></param> /// <param name="isAdd"></param> public void SetSortingOrder(UIFormBase formBase, bool isAdd) { m_UILayer.SetSortingOrder(formBase, isAdd); }
/// <summary> /// 关闭UI窗体(根据UIFormBase) /// </summary> /// <param name="formBase"></param> public void CloseUIForm(UIFormBase formBase) { m_UIManager.CloseUIForm(formBase); }