public void preFireBnt(GameObject obj) { if (LOGINBTN0 == obj.name) { Msg_2_2 msg = new Msg_2_2(); msg.aid = "Test02"; //先写死角色名 msg.zoneId = 1; //先写死1 //NetWorkManage.SendData<Msg_2_2>(2, 2, msg); } else if (LOGINBTN1 == obj.name) { //UILayerManage.getInstance().CreateAndAdd("UIHeroUP", "UIHeroUP", false); UIHeroUP.AddNew(); } else if (LOGINBTN2 == obj.name) { Debug.Log("我我我"); } }
//// Use this for initialization //void Start () { //} //// Update is called once per frame //void Update () { //} //void Awake() //{ // UIComponent netWork = gameObject.GetComponent<UIComponent>(); // netWork.onEnter = OnEnterkkk; // netWork.onExit = OnExitkkk; // // // UIEventListener.Get(netWork.objMap["getTestBnt0"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["getTestBnt1"]).onClick += preFireBnt; // UIEventListener.Get(netWork.objMap["getTestBnt2"]).onClick += preFireBnt; //} //加入场景 replace=true 替换上一层。replace=false 直接叠加一层。 public static UIHeroUP AddNew(bool replace = false) { UIHeroUP s_UIHeroUP = (UIHeroUP)UILayerManage.getInstance().CreateAndAdd(new UIHeroUP(), "UIHeroUP", replace); return(s_UIHeroUP); }