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; } }
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); }
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; }
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); }
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; }
// 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(); }
/// <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>(); }
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>(); }
public void addUISceneType(UISceneType sceneType) { UtilMath.setState((int)sceneType, ref m_uiSceneType); }