public BasePanel[] GetSceneUI(Transform _UITrans, bool includeUnActive = false) { BasePanel[] panels = _UITrans.GetComponentsInChildren <BasePanel>(includeUnActive); foreach (var panel in panels) { if (panel != null) { panel.Init(); if (panel is PausePanelUI && pauseStateUI != panel) { pauseStateUI = panel as PausePanelUI; continue; } else if (panel is PlayPanelUI && playStateUI != panel) { playStateUI = panel as PlayPanelUI; continue; } else if (panel is MarkPanelUI && endStateUI != panel) { endStateUI = panel as MarkPanelUI; continue; } else if (panel is HelpPanelUI && helpStateUI != panel) { helpStateUI = panel as HelpPanelUI; continue; } } } return(panels); }
/// <summary> /// 添加按钮数据 /// </summary> private void UpdateData() { serObj.Update(); if (controllerBase == null) { controllerBase = (MarkPanelUI)serObj.targetObject; } if (!controllerBase) { return; } EditorGUILayout.BeginVertical(); GUILayout.Space(10); isButtonData = EditorGUILayout.Foldout(isButtonData, "控制按钮", true, baseDataStyle); if (isButtonData) { GUI.backgroundColor = new Color(0.1f, 0.5f, 0.8f, 0.8f); if (GUILayout.Button("正放遮罩动画") && controllerBase) { controllerBase.TestForwardPlay(); } GUI.backgroundColor = new Color(0.1f, 0.5f, 0.8f, 0.8f); if (GUILayout.Button("倒放遮罩动画") && controllerBase) { controllerBase.TestBackPlay(); } GUI.backgroundColor = new Color(0.8f, 0.1f, 0.1f, 0.8f); if (GUILayout.Button("停止遮罩动画") && controllerBase) { controllerBase.TestStop(); } } EditorGUILayout.EndVertical(); }
public void Init() { if (sceneUIPerfab != null) { GameObject sceneUIObj = GameObject.Find(sceneUIPerfab.name); if (sceneUIObj) { GameObject.Destroy(sceneUIObj); } ResMgr.GetInstance().loadAsync <GameObject>("UI/" + sceneUIPerfab.name, (o) => { if (o != null) { o.SetActive(true); Canvas cav = o.GetComponent <Canvas>(); cav.worldCamera = Camera.main; cav.sortingLayerName = "InputUI"; cav.sortingOrder = 10; cav.planeDistance = 1; cav = null; maskUI = o.transform.GetComponentInChildren <MarkPanelUI>(true); if (maskUI != null) { maskUI.Center = new Vector2(0.47f, 0.5f); maskUI.Raidus = 1; maskUI.TargetRaidus = 0; if (maskUI.gameObject.activeSelf == true) { maskUI.gameObject.SetActive(false); } } } }); } isScene = false; isTempTime = false; isContiue = false; operation = null; }