/// <summary> /// 增加界面组。 /// </summary> /// <param name="uiGroupName">界面组名称。</param> /// <param name="depth">界面组深度。</param> /// <returns>是否增加界面组成功。</returns> public bool AddUIGroup(string uiGroupName, int depth) { if (m_UIManager.HasUIGroup(uiGroupName)) { return(false); } UIGroupHelperBase uiGroupHelper = Helper.CreateHelper(m_UIGroupHelperTypeName, m_CustomUIGroupHelper, UIGroupCount); if (uiGroupHelper == null) { Log.Error("Can not create UI group helper."); return(false); } uiGroupHelper.name = Utility.Text.Format("UI Group - {0}", uiGroupName); uiGroupHelper.gameObject.layer = LayerMask.NameToLayer("UI"); Transform transform = uiGroupHelper.transform; transform.SetParent(m_InstanceRoot); transform.localScale = Vector3.one; transform.localPosition = Vector3.zero; return(m_UIManager.AddUIGroup(uiGroupName, depth, uiGroupHelper)); }
/// <summary> /// 增加界面组。 /// </summary> /// <param name="uiGroupName">界面组名称。</param> /// <param name="depth">界面组深度。</param> /// <returns>是否增加界面组成功。</returns> public bool AddUIGroup(string uiGroupName, int depth) { if (m_UIManager.HasUIGroup(uiGroupName)) { return(false); } UIGroupHelperBase helper = null; if (m_UIGroupHelperTemplate != null) { helper = Instantiate(m_UIGroupHelperTemplate); } else { helper = (new GameObject()).AddComponent <DefaultUIGroupHelper>(); } helper.name = string.Format("UI Group - {0}", uiGroupName); helper.gameObject.layer = LayerMask.NameToLayer("UI"); Transform transform = helper.transform; transform.SetParent(m_InstanceRoot); transform.localScale = Vector3.one; return(m_UIManager.AddUIGroup(uiGroupName, depth, helper)); }
/// <inheritdoc /> public void Init() { Guard.Verify <ArgumentException>(UIGroupRoot == null, "UIForm root is invaild."); // 获取UI管理器 IUIManager ui = App.Make <IUIManager>(); // 设置UIForm辅助器 ui.SetUIFormHelper(new DefaultUIFormHelper(UIGroupRoot)); // 初始化分组信息 foreach (var group in UIGroups) { if (!ui.HasUIGroup(group.Name)) { ui.AddUIGroup(group.Name, group.Depth); } } }