Пример #1
0
    public void UpdateFightUI(UISceneType _UISceneType)
    {
        switch (_UISceneType)
        {
        case UISceneType.MultiPveScene:
        case UISceneType.PvpScene:
            if (timeOrSome != null)
            {
                NGUITools.SetActive(timeOrSome, false);
            }
            if (jinbi != null)
            {
                NGUITools.SetActive(jinbi, false);
            }
            break;

        case UISceneType.JinBiScene:
        case UISceneType.TreasureScene:
            if (timeOrSome != null)
            {
                NGUITools.SetActive(timeOrSome, false);
            }
            break;
        }
    }
Пример #2
0
    public GameObject Load(UISceneType type)
    {
        GameObject go = null;

        //注意命名格式要和枚举一致 UI Root_Init
        go             = ResourcesMrg.Instance.Load(ResourcesMrg.ResourceType.UIScene, string.Format("UI Root_{0}", type.ToString()));
        CurrentUIScene = go.GetComponent <UISceneViewBase>();
        return(go);
    }
Пример #3
0
        public bool canUnloadUIBySceneType(UISceneType unloadSceneType, UISceneType loadSceneTpe)
        {
            // 在卸载 UI 场景类型中,但是不在加载场景类型中
            if (UtilMath.checkState((int)unloadSceneType, m_uiSceneType) &&
               !UtilMath.checkState((int)loadSceneTpe, m_uiSceneType))
            {
                return true;
            }

            return false;
        }
Пример #4
0
        public bool canUnloadUIBySceneType(UISceneType unloadSceneType, UISceneType loadSceneTpe)
        {
            // 在卸载 UI 场景类型中,但是不在加载场景类型中
            if (UtilMath.checkState((int)unloadSceneType, m_uiSceneType) &&
                !UtilMath.checkState((int)loadSceneTpe, m_uiSceneType))
            {
                return(true);
            }

            return(false);
        }
Пример #5
0
    public void LoadAllWindows(UISceneType sceneType, UnityEngine.Camera cam)
    {
        if (null == m_RootWindow)
        {
            return;
        }

        foreach (UiConfig info in uiConfigDataDic.Values)
        {
            if (info.m_ShowType != (int)(UILoadType.DontLoad) && info.m_OwnToSceneList.Contains((int)sceneType))
            {
                //Debug.Log(info.m_WindowName);
                UnityEngine.GameObject go = CrossObjectHelper.TryCastObject <UnityEngine.GameObject>(ArkCrossEngine.ResourceSystem.GetSharedResource(info.m_WindowPath));
                if (go == null)
                {
                    Debug.Log("!!!Load ui " + info.m_WindowPath + " failed.");
                    continue;
                }
                UnityEngine.GameObject child = NGUITools.AddChild(m_RootWindow, go);
                if (info.m_ShowType == (int)(UILoadType.Active))
                {
                    NGUITools.SetActive(child, true);
                    if (!m_VisibleWindow.ContainsKey(info.m_WindowName))
                    {
                        m_VisibleWindow.Add(info.m_WindowName, child);
                    }
                }
                else
                {
                    NGUITools.SetActive(child, false);
                    if (!m_UnVisibleWindow.ContainsKey(info.m_WindowName))
                    {
                        m_UnVisibleWindow.Add(info.m_WindowName, child);
                    }
                }
                UnityEngine.Vector3 screenPos = CalculateUiPos(info.m_OffsetLeft, info.m_OffsetRight, info.m_OffsetTop, info.m_OffsetBottom);
                if (!m_IsLoadedWindow.ContainsKey(info.m_WindowName))
                {
                    m_IsLoadedWindow.Add(info.m_WindowName, child);
                }
                if (null != child && cam != null)
                {
                    child.transform.position = cam.ScreenToWorldPoint(screenPos);
                }
            }
        }
        IsUIVisible = true;
    }
Пример #6
0
        // 根据场景类型卸载 UI,强制卸载
        public void unloadUIBySceneType(UISceneType unloadSceneType, UISceneType loadSceneTpe)
        {
            foreach (UIFormID id in m_id2FormDic.Keys)
            {
                if (m_UIAttrs.m_id2AttrDic[id].canUnloadUIBySceneType(unloadSceneType, loadSceneTpe))
                {
                    m_tmpList.Add(id);
                }
            }

            foreach (UIFormID id in m_tmpList)
            {
                exitForm(id, true);
            }
            m_tmpList.Clear();
        }
Пример #7
0
    /// <summary>
    /// Opens the user interface scene.
    /// </summary>
    /// <param name="sceneType">Scene type.</param>
    public void OpenUIScene(UISceneType sceneType)
    {
        GameObject sceneUI = null;

        switch (sceneType)
        {
        case UISceneType.Login:
            sceneUI = ResourceManager.Instance.Load("UI Root_LoginScene", resType: ResourceType.UIScene);
            break;

        case UISceneType.Loading:
            sceneUI = ResourceManager.Instance.Load("UI Root_LoadingScene", resType: ResourceType.UIScene);
            break;

        case UISceneType.Battle:
            sceneUI = ResourceManager.Instance.Load("UI Root_BattleScene", resType: ResourceType.UIScene);
            break;

        default:
            break;
        }
        currentUISceneController = sceneUI.GetComponent <UISceneControllerBase>();
    }
Пример #8
0
    public void OpenUIScene(UISceneType sceneType)
    {
        GameObject sceneUI = null;

        switch (sceneType)
        {
        case UISceneType.Login:
            //sceneUI = ResourceMgr.Instance.Load("DScene", resType:ResourceType.UIScene);
            break;

        case UISceneType.Loading:
            sceneUI = ResourceMgr.Instance.Load("HeroScene", resType: ResourceType.UIScene);
            sceneUI.GetComponent <Canvas>().renderMode  = RenderMode.ScreenSpaceCamera;
            sceneUI.GetComponent <Canvas>().worldCamera = Camera.main;
            break;

        case UISceneType.Battle:
            break;

        default:
            break;
        }
        currentUISceneCtr = sceneUI.GetComponent <UISceneCtrBase>();
    }
Пример #9
0
 public void addUISceneType(UISceneType sceneType)
 {
     UtilMath.setState((int)sceneType, ref m_uiSceneType);
 }
Пример #10
0
        // 根据场景类型卸载 UI,强制卸载
        public void unloadUIBySceneType(UISceneType unloadSceneType, UISceneType loadSceneTpe)
        {
            foreach (UIFormID id in m_id2FormDic.Keys)
            {
                if (m_UIAttrs.m_id2AttrDic[id].canUnloadUIBySceneType(unloadSceneType, loadSceneTpe))
                {
                    m_tmpList.Add(id);
                }
            }

            foreach (UIFormID id in m_tmpList)
            {
                exitForm(id, true);
            }
            m_tmpList.Clear();
        }
Пример #11
0
 public void addUISceneType(UISceneType sceneType)
 {
     UtilMath.setState((int)sceneType, ref m_uiSceneType);
 }