Пример #1
0
 //动态增加ui时需传入uipath,在uitype和uiname中均需要配置
 public UIOperateBase showUI <T>(UITypes type, string path = "") where T : UIOperateBase
 {
     if (!_UIList.ContainsKey(type))
     {
         if (!checkNameConfig(type))
         {
             return(null);
         }
         string name = UIName.Type2Name[type];
         if (path == "")
         {
             _UIList.Add(type, UIOperateBase.New <T>(name));
         }
         else
         {
             _UIList.Add(type, UIOperateBase.DynamicNew <T>(name, path));
         }
     }
     _UIList[type].Open();
     if (!checkIsHUDUI(type))
     {
         updateOpenCout(1);
     }
     EventManager.SendEvent(EventMacro.SHOW_UI, type);
     _layerController.updateLayer(type, UILayers.HIGHEST);
     return(_UIList[type]);
 }
Пример #2
0
        public void registerUI <T>(UITypes type) where T : UIOperateBase
        {
            if (!checkNameConfig(type))
            {
                return;
            }

            string name = UIName.Type2Name[type];

            _UIList.Add(type, UIOperateBase.New <T>(name));
            _layerController.register(_UIList[type]);
        }
Пример #3
0
 public void OpenText()
 {
     if (itemBag == null)
     {
         itemBag = UIOperateBase.New <UIOpBag> ("Bag");
     }
     else
     {
         itemBag.Open();
     }
     //text.gameObject.SetActive (true);
 }