// 加载 Prefab protected void loadPrefab() { if (m_bNeedReload) { if (m_selfGo != null) { UtilApi.Destroy(m_selfGo); m_selfGo = null; } if (m_prefabRes != null) { Ctx.m_instance.m_uiPrefabMgr.unload(m_prefabRes.GetPath(), null); m_prefabRes = null; } m_prefabRes = Ctx.m_instance.m_uiPrefabMgr.getAndSyncLoad <UIPrefabRes>(m_prefabPath); m_selfGo = m_prefabRes.InstantiateObject(m_prefabPath); if (m_bNeedPlaceHolderGo && m_placeHolderGo != null) { UtilApi.SetParent(m_selfGo, m_placeHolderGo, false); } else if (m_pntGo != null) { UtilApi.SetParent(m_selfGo, m_pntGo, false); } findWidget(); m_bImageGoChange = true; // 设置重新更新图像 } m_bNeedReload = false; }
// 加载 Prefab protected void loadPrefab() { if (m_bNeedReload) { if (m_selfGo != null) { UtilApi.Destroy(m_selfGo); m_selfGo = null; } if (m_prefabRes != null) { Ctx.m_instance.m_uiPrefabMgr.unload(m_prefabRes.GetPath(), null); m_prefabRes = null; } m_prefabRes = Ctx.m_instance.m_uiPrefabMgr.getAndSyncLoad<UIPrefabRes>(m_prefabPath); m_selfGo = m_prefabRes.InstantiateObject(m_prefabPath); if (m_bNeedPlaceHolderGo && m_placeHolderGo != null) { UtilApi.SetParent(m_selfGo, m_placeHolderGo, false); } else if (m_pntGo != null) { UtilApi.SetParent(m_selfGo, m_pntGo, false); } findWidget(); m_bImageGoChange = true; // 设置重新更新图像 } m_bNeedReload = false; }
virtual protected void addUIAndBox() { if (m_uiPrefabRes == null) { m_uiPrefabRes = Ctx.m_instance.m_uiPrefabMgr.getAndSyncLoad <UIPrefabRes>(m_uiPrefabPath); GameObject _go = m_uiPrefabRes.InstantiateObject(m_uiPrefabPath); _go.name = "UIRoot"; UtilApi.SetParent(_go, gameObject(), false); } if (m_boxModel == null) { m_boxModel = Ctx.m_instance.m_modelMgr.getAndSyncLoad <ModelRes>(m_boxModelPath); UtilApi.copyBoxCollider(m_boxModel.getObject() as GameObject, gameObject()); } }
// 窗口控件资源加载完成处理 public void onWidgetloadedByRes(UIPrefabRes res) { string path = res.GetPath(); UIFormID ID = m_UIAttrs.GetFormIDByPath(path, ResPathType.ePathComUI); // 获取 FormID m_ID2WidgetLoadingItemDic.Remove(ID); UIAttrItem attrItem = m_UIAttrs.m_id2AttrDic[ID]; m_id2FormDic[ID].bLoadWidgetRes = true; m_id2FormDic[ID].m_GUIWin.m_uiRoot = res.InstantiateObject(attrItem.m_widgetPath); if (attrItem.m_bNeedLua) { m_id2FormDic[ID].luaCSBridgeForm.gameObject = m_id2FormDic[ID].m_GUIWin.m_uiRoot; m_id2FormDic[ID].luaCSBridgeForm.init(); } // 设置位置 UtilApi.SetParent(m_id2FormDic[ID].m_GUIWin.m_uiRoot.transform, m_canvasList[(int)attrItem.m_canvasID].layerList[(int)attrItem.m_LayerID].layerTrans, false); // 先设置再设置缩放,否则无效 m_id2FormDic[ID].m_GUIWin.m_uiRoot.transform.SetAsLastSibling(); // 放在最后 UtilApi.SetActive(m_id2FormDic[ID].m_GUIWin.m_uiRoot, false); // 出发 onShow 事件 //if (m_dicForm[ID].hideOnCreate) //{ // UtilApi.SetActive(m_dicForm[ID].m_GUIWin.m_uiRoot, false); //} if (!m_id2FormDic[ID].hideOnCreate) { showFormInternal(ID); // 如果 onShow 中调用 exit 函数,就会清掉 m_dicForm 中的内容。如果设置了 exitMode = false,就不会清掉 m_dicForm ,就不会有问题 } if (null != Ctx.m_instance.m_cbUIEvent) { if (m_id2FormDic.ContainsKey(ID)) // 如果 onShow 中调用 exit 函数,并且没有设置 exitMode = false ,就会清除 m_dicForm, 这个时候再调用这个函数,就会有问题,是不是添加延迟卸载 { Ctx.m_instance.m_cbUIEvent.onWidgetLoaded(m_id2FormDic[ID]); // 资源加载完成 } } // 卸载资源 Ctx.m_instance.m_uiPrefabMgr.unload(path, onWidgetLoadEventHandle); }
virtual protected void addUIAndBox() { if (m_uiPrefabRes == null) { m_uiPrefabRes = Ctx.m_instance.m_uiPrefabMgr.getAndSyncLoad<UIPrefabRes>(m_uiPrefabPath); GameObject _go = m_uiPrefabRes.InstantiateObject(m_uiPrefabPath); _go.name = "UIRoot"; UtilApi.SetParent(_go, gameObject(), false); } if (m_boxModel == null) { m_boxModel = Ctx.m_instance.m_modelMgr.getAndSyncLoad<ModelRes>(m_boxModelPath); UtilApi.copyBoxCollider(m_boxModel.getObject() as GameObject, gameObject()); } }