예제 #1
0
        public override void OnClose()
        {
            mControllerNode = null;

            mDisposableList.Dispose();
            mDisposableList = null;
        }
예제 #2
0
        public void OnDispose()
        {
            mControllerNode.Recycle2Cache();
            mControllerNode = null;

            mDisposableList.Dispose();
            mDisposableList = null;
        }
예제 #3
0
        public void OnDispose()
        {
            mControllerNode.Recycle2Cache();
            mControllerNode = null;

            mDisposableList.Dispose();
            mDisposableList         = null;
            mCategoriesSelectorView = null;
        }
예제 #4
0
        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;
        }