Пример #1
0
        // Token: 0x060006D5 RID: 1749 RVA: 0x0001F870 File Offset: 0x0001DA70
        private void CreateUILayer(string name, string resPath, Action <SceneLayerBase> onComplete, bool enableReserve = false)
        {
            GameObject gameObject = UnityEngine.Object.Instantiate <GameObject>(this.m_uiLayerRootPrefab);

            Util.RemoveCloneFromGameObjectName(gameObject);
            gameObject.name = name + "_LayerRoot";
            UISceneLayer layer = gameObject.GetComponent <UISceneLayer>();

            layer.SetName(name);
            layer.SetReserve(enableReserve);
            this.m_layerDict.Add(name, layer);
            this.AddLayerToLoading(layer);
            IEnumerator corutine = ResourceManager.Instance.LoadAsset <GameObject>(resPath, delegate(string lpath, GameObject lasset)
            {
                if (layer.State == SceneLayerBase.LayerState.WaitForFree)
                {
                    this.FreeLayer(layer);
                    return;
                }
                this.OnLayerLoadAssetComplete(layer, lasset);
                onComplete((!(lasset == null)) ? layer : null);
            }, false, false);

            this.m_corutineHelper.StartCorutine(corutine);
        }
Пример #2
0
 // Token: 0x060006DB RID: 1755 RVA: 0x0001FCA8 File Offset: 0x0001DEA8
 public void BringLayerToTop(UISceneLayer layer)
 {
     this.PopLayer(layer);
     this.PushLayer(layer);
 }