public override void OnClose() { mControllerNode = null; mDisposableList.Dispose(); mDisposableList = null; }
public void OnDispose() { mControllerNode.Recycle2Cache(); mControllerNode = null; mDisposableList.Dispose(); mDisposableList = null; }
public void OnDispose() { mControllerNode.Recycle2Cache(); mControllerNode = null; mDisposableList.Dispose(); mDisposableList = null; mCategoriesSelectorView = null; }
public void OnCreateUIPanelClick() { var controllerNode = ControllerNode <PackageKit> .Allocate(); var panelName = mPanelNameToCreate; if (panelName.IsNotNullAndEmpty()) { var fullScenePath = "Assets/Scenes/TestUIPanels/".CreateDirIfNotExists() .Append("Test{0}.unity".FillFormat(panelName)).ToString(); var panelPrefabPath = "Assets/Art/UIPrefab/".CreateDirIfNotExists() .Append("{0}.prefab".FillFormat(panelName)).ToString(); if (File.Exists(panelPrefabPath)) { SingletonProperty <PackageKit> .Instance.GetUtility <IEditorDialogUtility>() .ShowErrorMsg("UI 界面已存在:{0}".FillFormat(panelPrefabPath)); return; } if (File.Exists(fullScenePath)) { SingletonProperty <PackageKit> .Instance.GetUtility <IEditorDialogUtility>() .ShowErrorMsg("测试场景已存在:{0}".FillFormat(fullScenePath)); return; } RenderEndCommandExecuter.PushCommand(() => { var currentScene = SceneManager.GetActiveScene(); EditorSceneManager.SaveScene(currentScene); var scene = EditorSceneManager.NewScene(NewSceneSetup.EmptyScene); EditorSceneManager.SaveScene(scene, fullScenePath); var uiroot = Resources.Load <GameObject>("UIRoot").Instantiate().Name("UIRoot"); var designTransform = uiroot.transform.Find("Design"); var gameObj = new GameObject(panelName); gameObj.transform.Parent(designTransform) .LocalScaleIdentity(); var rectTransform = gameObj.AddComponent <RectTransform>(); rectTransform.offsetMin = Vector2.zero; rectTransform.offsetMax = Vector2.zero; rectTransform.anchoredPosition3D = Vector3.zero; rectTransform.anchorMin = Vector2.zero; rectTransform.anchorMax = Vector2.one; var prefab = PrefabUtils.SaveAndConnect(panelPrefabPath, gameObj); EditorSceneManager.SaveScene(scene); // 标记 AssetBundle ResKitAssetsMenu.MarkAB(panelPrefabPath); var tester = new GameObject("Test{0}".FillFormat(panelName)); var uiPanelTester = tester.AddComponent <UIPanelTester>(); uiPanelTester.PanelName = panelName; // 开始生成代码 UICodeGenerator.DoCreateCode(new[] { prefab }); }); } controllerNode.Recycle2Cache(); controllerNode = null; }