public GameObject LoadUIRoot(UIRootType type, System.Action onViewLoadDone = null) { GameObject obj = null; switch (type) { case UIRootType.LOGIN: obj = ResourcesManager.Instance. Load(ResourcesManager.ResourceType.UIRoot, "UIRoot_LoginUGUI"); currentScene = obj.GetComponent <UIRootViewBase>(); break; case UIRootType.LOADING: break; case UIRootType.MAIN: obj = ResourcesManager.Instance. Load(ResourcesManager.ResourceType.UIRoot, "UIRoot_MainCityUGUI"); currentScene = obj.GetComponent <UIRootViewBase>(); break; case UIRootType.SELECT_ROLE: obj = ResourcesManager.Instance. Load(ResourcesManager.ResourceType.UIRoot, "UIRoot_SelectRoleUGUI"); currentScene = obj.GetComponent <UIRootViewBase>(); break; } currentScene.OnViewLoadDone = onViewLoadDone; //带一个委托,用于判断这个UI是否加载完毕 return(obj); }
/// <summary> /// 加载场景UI /// </summary> /// <returns>The scene U.</returns> /// <param name="type">Type.</param> public GameObject LoadUIRoot(UIRootType type) { GameObject obj = null; switch (type) { case UIRootType.LogOn: obj = ResourcesMgr.Instance.Load(ResourcesMgr.ResourceType.UIScene, "UI Root_LogOnScene"); CurrentUIScene = obj.GetComponent <UIRootLoginOnCtrl>(); break; case UIRootType.Loading: obj = ResourcesMgr.Instance.Load(ResourcesMgr.ResourceType.UIScene, "UI Root_Loading"); CurrentUIScene = obj.GetComponent <UIRootLoadingCtrl>(); break; case UIRootType.Game: obj = ResourcesMgr.Instance.Load(ResourcesMgr.ResourceType.UIScene, "UI Root_Game"); CurrentUIScene = obj.GetComponent <UIRootGameCtrl>(); break; default: break; } return(obj); }
private void OpenUIRoot(UIRootType uiRootType) { foreach (var uiRoot in uiRootDict) { uiRoot.Value.SetActive(false); } uiRootDict[uiRootType].SetActive(true); }
public UICoreData(UIRootType rootType, UIShowModel showModel, UIColliderType colliderType = UIColliderType.Penetrate, UINavigationMode navigationMode = UINavigationMode.IngoreNavigation, bool isClearNavStack = false, bool isColseOnSceneChange = false, bool isDestoryOnClosed = false) { RootType = rootType; ShowModel = showModel; ColliderType = colliderType; NavigationMode = navigationMode; IsClearNavStack = isClearNavStack; IsCloseOnSceneChange = isColseOnSceneChange; IsDestoryOnClosed = isDestoryOnClosed; }