Пример #1
0
    public void SetLayer(GameObject go, EUILayerType type)
    {
        int        t        = (int)type;
        GameObject layerobj = mLayerDic[t];

        CSAssist.SetParent(mLayerDic[t].transform, go, true);
    }
Пример #2
0
 private void AddWindowToWidgetRoot <T>(Transform transform)
 {
     UIManager.Instance.CreatePanel <T>((ui) =>
     {
         CSAssist.SetParent(transform, ui.gameObject, true);
     });
 }
Пример #3
0
    private GameObject CreateLayerGameObject(string name, Transform parent, EUILayerType type)
    {
        GameObject layer = new GameObject(name);

        CSAssist.SetParent(parent, layer);

        RectTransform rectTransform = layer.AddComponent <RectTransform>();;

        rectTransform.anchorMax = Vector2.one;
        rectTransform.anchorMin = Vector2.zero;
        rectTransform.offsetMax = Vector2.zero;
        rectTransform.offsetMin = Vector2.zero;

        int z = ((int)type) * -1;

        //由于界面上存在层级设置,不能再直接修改UILayerType的层级(新增可以  修改不行)  所以之后的z轴修改在这里处理
        layer.transform.localPosition = new Vector3(0f, 0f, z);

        return(layer);
    }