private void AdjustBaseWindowDepth(UIBaseWindow baseWindow) { UIWindowType windowType = baseWindow.windowData.windowType; int needDepth = 1; if (windowType == UIWindowType.Normal) { needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue); Debug.Log("[UIWindowType.Normal] maxDepth is " + needDepth + baseWindow.GetID); } else if (windowType == UIWindowType.PopUp) { needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue); Debug.Log("[UIWindowType.PopUp] maxDepth is " + needDepth); } else if (windowType == UIWindowType.Fixed) { needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue); Debug.Log("[UIWindowType.Fixed] max depth is " + needDepth); } if (baseWindow.MinDepth != needDepth) { GameUtility.SetTargetMinPanel(baseWindow.gameObject, needDepth); } baseWindow.MinDepth = needDepth; }
/// <summary> /// Calculate right depth with windowType /// </summary> /// <param name="baseWindow"></param> private void AdjustBaseWindowDepth(UIBaseWindow baseWindow) { UIWindowType windowType = baseWindow.windowData.windowType; int needDepth = 1; if (windowType == UIWindowType.Normal) { needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue); Debuger.Log(string.Format("<color=cyan>[UIWindowType.Normal] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString())); } else if (windowType == UIWindowType.PopUp) { needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue); Debuger.Log(string.Format("<color=cyan>[UIWindowType.PopUp] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString())); } else if (windowType == UIWindowType.Fixed) { needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue); Debuger.Log(string.Format("<color=cyan>[UIWindowType.Fixed] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString())); } if (baseWindow.MinDepth != needDepth) { GameUtility.SetTargetMinPanelDepth(baseWindow.gameObject, needDepth); } // send window added message to game client if (baseWindow.windowData.windowType == UIWindowType.PopUp) { // trigger the window PopRoot added window event EventDispatcher.GetInstance().UIFrameWorkEventManager.TriggerEvent(EventSystemDefine.EventUIFrameWorkPopRootWindowAdded); } baseWindow.MinDepth = needDepth; }
// // Depth Helper Functions // // Push target GameObject to top depth // Case: when you open multi PopWindow // You want one of these PopWindow stay at the Top // You can register the EventSystemDefine.EventUIFrameWorkPopRootWindowAdded // Call this method to push window to top public static void AdjustTargetWindowDepthToTop(UIBaseWindow targetWindow) { if (targetWindow == null) { return; } Transform windowRoot = UICenterMasterManager.Instance.GetTargetRoot(targetWindow.windowData.windowType); int needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(windowRoot.gameObject, true) + 1, popUpWindowDepth, int.MaxValue); GameUtility.SetTargetMinPanelDepth(targetWindow.gameObject, needDepth); targetWindow.MinDepth = needDepth; }