示例#1
0
        /// <summary>
        /// 初始化UIPrefab
        /// </summary>
        /// <param name="ui"></param>
        /// <param name="uiObj"></param>
        /// <param name="name"></param>
        /// <param name="resource"></param>
        /// <param name="paramList"></param>
        void InitPrefab(BaseUI ui, GameObject uiObj, string name, AssetAddress resource = AssetAddress.AssetBundle, params object[] paramList)
        {
            if (uiObj == null)
            {
                Debug.Log("创建窗口Prefagb失败:" + name);
                return;
            }

            //添加到所有UI字典中去
            if (!m_AllUIDic.ContainsKey(name))
            {
                m_AllUIDic.Add(name, ui);
            }

            ui.GameObject = uiObj;
            ui.Transform  = uiObj.transform;
            ui.Name       = name;
            ui.Resource   = resource;

            //设置UI的挂在节点
            SetUIRoot(ui);

            //设置UI的显示模式
            SetUIShowMode(ui);

            ui.Awake(paramList);

            ShowUI(ui, paramList);
        }
示例#2
0
        /// <summary>
        /// 初始化UIPrefab
        /// </summary>
        /// <param name="ui"></param>
        /// <param name="uiObj"></param>
        /// <param name="name"></param>
        /// <param name="resource"></param>
        /// <param name="paramList"></param>
        void InitFairyGUIPanel(BaseUI ui, string name, AssetAddress resource = AssetAddress.AssetBundle, params object[] paramList)
        {
            //添加到所有UI字典中去
            if (!m_AllUIDic.ContainsKey(name))
            {
                m_AllUIDic.Add(name, ui);
            }
            //创建一个Window
            ui.wnd = new FairyGUI.Window();

            //设置UI的显示模式
            SetUIShowMode(ui);

            ui.Awake(paramList);

            ShowUI(ui, paramList);
        }