//新建一层,叠加或覆盖 如果replace=true 则s_LLStatus的值无效 public GameObject CreateAndAdd(string uiLayer, string uiname, bool replace = true, LastLayerStatus s_LLStatus = LastLayerStatus.Active_N_Net_N) { if (currLayerComp != null) { if (currLayerComp.name == uiname) { Debug.Log("T CreateAndAdd 同样的界面不要连续加两次!" + uiname); return(currLayerComp.gameObject); } } //实例化 GameObject s_UILayer = UILayerManage.InstantiateUIPre(uiname); //添加通用组件 s_UILayer.AddComponent <UIComponent>(); //添加本身组件 s_UILayer.AddComponent(uiLayer); // if (s_UILayer != null) { if (replace) { ReplaceLayer(s_UILayer); } else { AddNewLayer(s_UILayer, s_LLStatus); } } return(s_UILayer); }
public static UILayerManage getInstance() { if (s_UILayerManage == null) { s_UILayerManage = new UILayerManage(); } return(s_UILayerManage); }
void OnGUI() { if (GUI.Button(new Rect(10, 10, 100, 50), "连接测试")) { Debug.Log("开始连接"); string ip = "192.168.0.43"; int port = 6000; NetWorkManage s_NetWorkManage = NetWorkManage.getInstance(); s_NetWorkManage.setHostPort(ip, port); if (!s_NetWorkManage.Connect()) { Debug.Log("服务器连接失败,请检查网络!"); return; } } if (GUI.Button(new Rect(150, 10, 100, 50), "登陆")) { //登录请求 Debug.Log("登录请求"); Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 SendDataStruct data = new SendDataStruct(); data.cmd = 2; data.dest = 2; data.instance = msg; //NetWorkManage.SendData(2, 2, msg); NetWorkManage.SendData(data); } if (GUI.Button(new Rect(350, 10, 100, 50), "login")) { //登录请求 Debug.Log("login界面"); GameObject obj = UILayerManage.getInstance().CreateRoot("UILogin", "UILogin"); } if (GUI.Button(new Rect(500, 10, 100, 50), "抽象工厂模式")) { IProtocolFactory factory = new ProtocolFactory(); factory.createProtocolType1().DeserializeData(null); factory.createProtocolType2().DeserializeData(null); } }
public void preFireBnt(GameObject obj) { if ("netBnt" == obj.name) { Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 NetWorkManage.SendData <Msg_2_2>(2, 2, msg); } else { UILayerManage.getInstance().RemoveLayer(gameObject); } }
public void preFireBnt(GameObject obj) { if ("getTestBnt0" == obj.name) { UILayerManage.getInstance().RemoveLayer(gameObject); } else if ("getTestBnt1" == obj.name) { UILayerManage.getInstance().CreateAndAdd("UIAdditionTip", "UIAdditionTip", false); } else if ("getTestBnt2" == obj.name) { UILayerManage.getInstance().CreateAndAdd("UIAdditionTip", "UIAdditionTip", true); } }
public void preFireBnt(GameObject obj) { if (LOGINBTN0 == obj.name) { Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 //NetWorkManage.SendData<Msg_2_2>(2, 2, msg); } else if (LOGINBTN1 == obj.name) { UILayerManage.getInstance().CreateAndAdd("UIHeroUP", "UIHeroUP", false); } else if (LOGINBTN2 == obj.name) { Debug.Log("我我我"); } }
//创建第一层界面 public UIComponent CreateRoot(UIComponent uiLayer, string uiname) { while (currLayerComp != null) { RemoveLayer(null, true); } UIComponent _ui = UILayerManage.InstantiateUIPre(uiLayer, uiname); //添加组件 //s_obj.AddComponent<UIComponent>(); //s_obj.AddComponent(scriptName); if (_ui != null) { AddNewLayer(_ui, LastLayerStatus.Active_N_Net_N); } DisposeRes(); return(_ui); }
//创建第一层界面 public GameObject CreateRoot(string uiname, string scriptName) { while (currLayerComp != null) { RemoveLayer(currLayerComp.gameObject, true); } GameObject s_obj = UILayerManage.InstantiateUIPre(uiname); //添加组件 s_obj.AddComponent <UIComponent>(); s_obj.AddComponent(scriptName); if (s_obj != null) { AddNewLayer(s_obj, LastLayerStatus.Active_N_Net_N); } DisposeRes(); return(s_obj); }
//// Use this for initialization //void Start () { //} //// Update is called once per frame //void Update () { //} //void Awake() //{ // UIComponent netWork = gameObject.GetComponent<UIComponent>(); // UIEventListener.Get(netWork.objMap["closeBnt"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["netBnt"]).onClick += preFireBnt; // netWork.onNetWord = NetResponse; // netWork.onEnter = OnEnterkkk; // netWork.onExit = OnExitkkk; //} //加入场景 replace=true 替换上一层。replace=false 直接叠加一层。 public static UIAdditionTip AddNew(bool replace = false) { UIAdditionTip s_UIHeroUP = (UIAdditionTip)UILayerManage.getInstance().CreateAndAdd(new UIAdditionTip(), "UIAdditionTip", replace); return(s_UIHeroUP); }
//void Awake() //{ // UIComponent netWorkCOM = gameObject.GetComponent<UIComponent>(); // netWorkCOM.setCallback(NetResponse, OnEnterkkk, OnExitkkk); // //添加按钮回调 // UIEventListener.Get(netWorkCOM.objMap[LOGINBTN0]).onClick += preFireBnt; // UIEventListener.Get(netWorkCOM.objMap[LOGINBTN1]).onClick += preFireBnt; // UIEventListener.Get(netWorkCOM.objMap[LOGINBTN2]).onClick += preFireBnt; //} //// Use this for initialization //void Start() //{ //} //加入场景 replace=true 替换上一层。replace=false 直接叠加一层。 public static UILogin AddNew(bool replace = false) { UILogin s_UITongtiantaView = (UILogin)UILayerManage.getInstance().CreateAndAdd(new UILogin(), "UILogin", replace); return(s_UITongtiantaView); }
//// Use this for initialization //void Start () { //} //// Update is called once per frame //void Update () { //} //void Awake() //{ // UIComponent netWork = gameObject.GetComponent<UIComponent>(); // netWork.onEnter = OnEnterkkk; // netWork.onExit = OnExitkkk; // // // UIEventListener.Get(netWork.objMap["getTestBnt0"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["getTestBnt1"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["getTestBnt2"]).onClick += preFireBnt; //} //加入场景 replace=true 替换上一层。replace=false 直接叠加一层。 public static UIHeroUP AddNew(bool replace = false) { UIHeroUP s_UIHeroUP = (UIHeroUP)UILayerManage.getInstance().CreateAndAdd(new UIHeroUP(), "UIHeroUP", replace); return(s_UIHeroUP); }