/// <summary> /// 初始化UIPrefab /// </summary> /// <param name="ui"></param> /// <param name="uiObj"></param> /// <param name="name"></param> /// <param name="resource"></param> /// <param name="paramList"></param> void InitPrefab(BaseUI ui, GameObject uiObj, string name, AssetAddress resource = AssetAddress.AssetBundle, params object[] paramList) { if (uiObj == null) { Debug.Log("创建窗口Prefagb失败:" + name); return; } //添加到所有UI字典中去 if (!m_AllUIDic.ContainsKey(name)) { m_AllUIDic.Add(name, ui); } ui.GameObject = uiObj; ui.Transform = uiObj.transform; ui.Name = name; ui.Resource = resource; //设置UI的挂在节点 SetUIRoot(ui); //设置UI的显示模式 SetUIShowMode(ui); ui.Awake(paramList); ShowUI(ui, paramList); }
/// <summary> /// 初始化UIPrefab /// </summary> /// <param name="ui"></param> /// <param name="uiObj"></param> /// <param name="name"></param> /// <param name="resource"></param> /// <param name="paramList"></param> void InitFairyGUIPanel(BaseUI ui, string name, AssetAddress resource = AssetAddress.AssetBundle, params object[] paramList) { //添加到所有UI字典中去 if (!m_AllUIDic.ContainsKey(name)) { m_AllUIDic.Add(name, ui); } //创建一个Window ui.wnd = new FairyGUI.Window(); //设置UI的显示模式 SetUIShowMode(ui); ui.Awake(paramList); ShowUI(ui, paramList); }