示例#1
0
        private void RealShow(BaseWindowContextData contextData)
        {
            BeforeShowWindow(contextData);
            if (windowData.animationType != UIWindowAnimationType.None)
            {
                //if (_CurentPlayAnimation == null)
                //{
                //    EnterAnimation(() =>
                //    {

                //        ShowWindow(contextData);
                //    });
                //}
                //else
                //{
                //    _CurentPlayAnimation.PlayForward();
                //    _CurentPlayAnimation.OnComplete(() =>
                //    {
                //        //Debug.Log("第2次调用完成");
                //        ShowWindow(contextData);
                //    });
                //}
            }
            else
            {
                ShowWindow(contextData);
            }
        }
 public override void ShowWindow(BaseWindowContextData contextData)
 {
     isShown = true;
     EnterAnimation(delegate
     {
         TweenColor.Begin(spHeadIcon.gameObject, 0.35f, new Color(1.0f, 1.0f, 1.0f));
     });
 }
示例#3
0
 public override void ShowWindow(BaseWindowContextData contextData)
 {
     IsLock = true;
     EnterAnimation(delegate
     {
         IsLock = false;
     });
 }
示例#4
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 public override void ShowWindow(BaseWindowContextData contextData)
 {
     IsLock = true;
     EnterAnimation(delegate
     {
         IsLock = false;
     });
 }
 public override void ShowWindow(BaseWindowContextData contextData)
 {
     isShown = true;
     EnterAnimation(delegate 
     {
         TweenColor.Begin(spHeadIcon.gameObject, 0.35f, new Color(1.0f, 1.0f, 1.0f));
     });
 }
示例#6
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 public override void ShowWindow(BaseWindowContextData contextData)
 {
     NGUITools.SetActive(this.gameObject, true);
     IsLock = true;
     EnterAnimation(delegate
     {
         IsLock = false;
     });
 }
示例#7
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        protected virtual void RealShowWindow(UIWindowBase baseWindow, WindowID id, ShowWindowData showData = null)
        {
            BaseWindowContextData contextData = showData == null ? null : showData.contextData;

            baseWindow.ReadyToShowWindow(contextData);
            dicShownWindows[id] = baseWindow;
            if (baseWindow.windowData.navigationMode == UIWindowNavigationMode.NormalNavigation)
            {
                lastNavigationWindow = curNavigationWindow;
                curNavigationWindow  = baseWindow;
                Debug.Log("<color=magenta>### current Navigation window </color>" + baseWindow.ID.ToString());
            }
        }
示例#8
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        public override void ShowWindow(BaseWindowContextData rankContextData)
        {
            NGUITools.SetActive(this.gameObject, true);
            // you can also use Rank's window manager to show target child window
            // UIRankManager.GetInstance().ShowWindow(WindowID.WindowID_Rank_OwnDetail);
            EnterAnimation(delegate
            {
            });

            ContextDataRank data = rankContextData as ContextDataRank;
            if (data != null)
                FillRankItem(data.listRankItemDatas);
        }
示例#9
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        public override void ShowWindow(BaseWindowContextData rankContextData)
        {
            NGUITools.SetActive(this.gameObject, true);
            // you can also use Rank's window manager to show target child window
            // UIRankManager.GetInstance().ShowWindow(WindowID.WindowID_Rank_OwnDetail);
            EnterAnimation(delegate
            {
            });

            ContextDataRank data = rankContextData as ContextDataRank;

            if (data != null)
            {
                FillRankItem(data.listRankItemDatas);
            }
        }
示例#10
0
        public override void ShowWindow(BaseWindowContextData levelContextData)
        {
            realReturnToMainMenu = false;
            ResetAnimation();
            IsLock = true;
            NGUITools.SetActive(this.gameObject, true);
            FillLevelItems();

            EnterAnimation(delegate
            {
                IsLock = false;
            });

            // When exit the window execute logic
            // Just register the return logic
            // this.RegisterReturnLogic(this.RetrunPreLogic);
        }
示例#11
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        public override void ShowWindow(BaseWindowContextData levelContextData)
        {
            realReturnToMainMenu = false;
            ResetAnimation();
            IsLock = true;
            NGUITools.SetActive(this.gameObject, true);
            FillLevelItems();

            EnterAnimation(delegate
            {
                IsLock = false;
            });

            // When exit the window execute logic
            // Just register the return logic
            // this.RegisterReturnLogic(this.RetrunPreLogic);
        }
示例#12
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        public override UIWindowBase ShowWindow(WindowID id, ShowWindowData showData = null)
        {
            UIWindowBase baseWindow = ReadyToShowBaseWindow(id, showData);

            if (baseWindow != null)
            {
                RealShowWindow(baseWindow, id, showData);
            }
            else
            {
                baseWindow = GetGameWindow(id);
                if (baseWindow != null)
                {
                    BaseWindowContextData contextData = showData == null ? null : showData.contextData;
                    baseWindow.ReadyToShowWindow(contextData);
                }
            }
            return(baseWindow);
        }
        public override void ShowWindow(BaseWindowContextData contextData)
        {
            ResetAnimation();
            base.ShowWindow(contextData);
            IsLock = true;
            EnterAnimation(delegate
            {
                IsLock = false;
            });

            ContextDataLevelDetail detail = contextData as ContextDataLevelDetail;
            if (detail != null)
            {
                this.lbLevelDes.text = detail.levelDescription;
                this.lbLevelName.text = detail.levelName;

                for (int i = 0; i < listStarts.Count; i++)
                    this.listStarts[i].SetActive(i + 1 <= detail.starCount);
            }
        }
        public override void ShowWindow(BaseWindowContextData contextData)
        {
            ResetAnimation();
            base.ShowWindow(contextData);
            IsLock = true;
            EnterAnimation(delegate
            {
                IsLock = false;
            });

            ContextDataLevelDetail detail = contextData as ContextDataLevelDetail;

            if (detail != null)
            {
                this.lbLevelDes.text  = detail.levelDescription;
                this.lbLevelName.text = detail.levelName;

                for (int i = 0; i < listStarts.Count; i++)
                {
                    this.listStarts[i].SetActive(i + 1 <= detail.starCount);
                }
            }
        }
示例#15
0
        /// <summary>
        /// 有动画的窗口显示窗口分为3步
        /// 1.显示窗口之前的初始化
        /// 2.准备好显示窗口
        /// 3.显示完成
        /// 无动画的窗口 没有区别。
        /// </summary>
        /// <param name="contextData"></param>
        public void ReadyToShowWindow(BaseWindowContextData contextData = null)
        {
            ///算法有问题
            //List<Tween> playinglist = DOTween.TweensByTarget(_RectTransform);
            //if (playinglist != null && playinglist[playinglist.Count - 1].IsPlaying())
            //{
            //    Debug.Log(ID.ToString() + playinglist.Count + "正在执行");
            //    playinglist[playinglist.Count - 1].OnStepComplete(() =>
            //      {
            //          Debug.Log(ID.ToString() + "上次动画执行完成正在执行新的动画");
            //          //优先执行打开动画。
            //          //但是每次回调完成之后会把这个回调制空。否则会每次都调用
            //          RealShow(contextData);
            //          playinglist[playinglist.Count - 1].OnStepComplete(() => { });
            //      });
            //}
            //else
            //{
            //    RealShow(contextData);
            //}

            RealShow(contextData);
        }
示例#16
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 public override void ShowWindow(BaseWindowContextData contextData)
 {
     this.gameObject.SetActive(true);
 }
示例#17
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 public override void ShowWindow(BaseWindowContextData contextData)
 {
     this.gameObject.SetActive(true);
 }
示例#18
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 public override void ShowWindow(BaseWindowContextData contextData = null)
 {
     base.ShowWindow(contextData);
     UICenterMasterManager.Instance.HideWindow(WindowID.WindowID_TopBar);
 }
示例#19
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 public virtual void ShowWindow(BaseWindowContextData contextData = null)
 {
     isShown = true;
     isLock  = false;
     NGUITools.SetActive(this.gameObject, true);
 }
示例#20
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 public override void ShowWindow(BaseWindowContextData contextData = null)
 {
     base.ShowWindow(contextData);
     UICenterMasterManager.Instance.HideWindow(WindowID.WindowID_TopBar);
 }
示例#21
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 protected virtual void BeforeShowWindow(BaseWindowContextData contextData = null)
 {
     this.gameObject.SetActive(true);
 }
示例#22
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 public override void ShowWindow(BaseWindowContextData contextData)
 {
     NGUITools.SetActive(this.gameObject, true);
     IsLock = true;
     EnterAnimation(delegate
     {
         IsLock = false;
     });
 }
示例#23
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 public virtual void ShowWindow(BaseWindowContextData contextData = null)
 {
     isShown = true;
     NGUITools.SetActive(this.gameObject, true);
 }
示例#24
0
 public virtual void ShowWindow(BaseWindowContextData contextData)
 {
     isShown = true;
     isLock  = false;
 }