public void show() { if (m_selfGo != null) { UtilApi.SetActive(m_selfGo, true); } }
public void hide() { if (m_selfGo != null) { UtilApi.SetActive(m_selfGo, false); } }
public void show() { if (Ctx.m_instance.m_maze.mazeData.bInFisrstScene()) { UtilApi.SetActive(m_bigStartPnl, true); UtilApi.SetActive(m_smallStarPnl_0, true); UtilApi.SetActive(m_smallStarPnl_1, true); UtilApi.SetActive(m_smallStarPnl_2, true); } }
public void hide() { if (Ctx.m_instance.m_maze.mazeData.bInFisrstScene()) { UtilApi.SetActive(m_bigStartPnl, false); UtilApi.SetActive(m_smallStarPnl_0, false); UtilApi.SetActive(m_smallStarPnl_1, false); UtilApi.SetActive(m_smallStarPnl_2, false); } }
// 隐藏一个 UI private void hideFormInternal(UIFormID ID) { Form win = getForm(ID); if (win != null) { if (win.IsVisible()) { UtilApi.SetActive(win.m_GUIWin.m_uiRoot, false); win.onHide(); } } }
public void showFormInternal(UIFormID ID) { Form win = getForm(ID); if (win != null) { if (!win.bReady) { win.onReady(); } if (!win.IsVisible()) { UtilApi.SetActive(win.m_GUIWin.m_uiRoot, true); win.onShow(); } } }
// 窗口控件资源加载完成处理 public void onWidgetloadedByRes(UIPrefabRes res) { string path = res.GetPath(); UIFormID ID = m_UIAttrs.GetFormIDByPath(path, ResPathType.ePathComUI); // 获取 FormID m_ID2WidgetLoadingItemDic.Remove(ID); UIAttrItem attrItem = m_UIAttrs.m_id2AttrDic[ID]; m_id2FormDic[ID].bLoadWidgetRes = true; m_id2FormDic[ID].m_GUIWin.m_uiRoot = res.InstantiateObject(attrItem.m_widgetPath); if (attrItem.m_bNeedLua) { m_id2FormDic[ID].luaCSBridgeForm.gameObject = m_id2FormDic[ID].m_GUIWin.m_uiRoot; m_id2FormDic[ID].luaCSBridgeForm.init(); } // 设置位置 UtilApi.SetParent(m_id2FormDic[ID].m_GUIWin.m_uiRoot.transform, m_canvasList[(int)attrItem.m_canvasID].layerList[(int)attrItem.m_LayerID].layerTrans, false); // 先设置再设置缩放,否则无效 m_id2FormDic[ID].m_GUIWin.m_uiRoot.transform.SetAsLastSibling(); // 放在最后 UtilApi.SetActive(m_id2FormDic[ID].m_GUIWin.m_uiRoot, false); // 出发 onShow 事件 //if (m_dicForm[ID].hideOnCreate) //{ // UtilApi.SetActive(m_dicForm[ID].m_GUIWin.m_uiRoot, false); //} if (!m_id2FormDic[ID].hideOnCreate) { showFormInternal(ID); // 如果 onShow 中调用 exit 函数,就会清掉 m_dicForm 中的内容。如果设置了 exitMode = false,就不会清掉 m_dicForm ,就不会有问题 } if (null != Ctx.m_instance.m_cbUIEvent) { if (m_id2FormDic.ContainsKey(ID)) // 如果 onShow 中调用 exit 函数,并且没有设置 exitMode = false ,就会清除 m_dicForm, 这个时候再调用这个函数,就会有问题,是不是添加延迟卸载 { Ctx.m_instance.m_cbUIEvent.onWidgetLoaded(m_id2FormDic[ID]); // 资源加载完成 } } // 卸载资源 Ctx.m_instance.m_uiPrefabMgr.unload(path, onWidgetLoadEventHandle); }
override protected void updateLeftAttr(TableCardItemBody tableBody) { // 根据表中的数据更新,如果服务器有数据,还会根据服务器的数据更新一次,因为图鉴的数据是根据表中更新的,场景中的牌是根据服务器的数据更新的 UtilLogic.updateCardDataNoChangeByTable(tableBody, m_model.selfGo); UtilLogic.updateCardDataChangeByTable(tableBody, m_model.selfGo); AuxLabel raceText = new AuxLabel(m_model.selfGo, "UIRoot/RaceText"); // 更新种族 if (tableBody.m_race > 0) { TableRaceItemBody raceTableItem = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_RACE, (uint)tableBody.m_race).m_itemBody as TableRaceItemBody; raceText.text = raceTableItem.m_raceName; } else { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, m_cardModelItem.m_raceSubModel); UtilApi.SetActive(raceGO, false); raceText.text = ""; } if (tableBody.m_type == (int)CardType.CARDTYPE_MAGIC)//法术牌 { GameObject raceGO = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "gongji_kapai"); UtilApi.SetActive(raceGO, false); AuxLabel attText = new AuxLabel(m_model.selfGo, "UIRoot/AttText"); attText.text = ""; GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } else if (tableBody.m_type == (int)CardType.CARDTYPE_EQUIP)//武器牌 { GameObject raceGO2 = UtilApi.TransFindChildByPObjAndPath(m_model.selfGo, "xue_kapai"); UtilApi.SetActive(raceGO2, false); AuxLabel hpText = new AuxLabel(m_model.selfGo, "UIRoot/HpText"); hpText.text = ""; } }
// 修改卡牌纹理 override protected void modifyTex(GameObject go_, TableCardItemBody tableBody) { // 头像是每一个卡牌一个配置 string path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], tableBody.m_cardHeader); m_subTex[(int)CardSubPartType.eHeader].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_headerSubModel); m_subTex[(int)CardSubPartType.eHeader].tex.texPath = path; m_subTex[(int)CardSubPartType.eHeader].tex.syncUpdateTex(); TableJobItemBody jobTable; // 边框 jobTable = Ctx.m_instance.m_tableSys.getItem(TableID.TABLE_JOB, (uint)(tableBody.m_career)).m_itemBody as TableJobItemBody; path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_frameImage); m_subTex[(int)CardSubPartType.eFrame].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_frameSubModel); m_subTex[(int)CardSubPartType.eFrame].tex.texPath = path; m_subTex[(int)CardSubPartType.eFrame].tex.syncUpdateTex(); // 腰带 path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], jobTable.m_yaoDaiImage); m_subTex[(int)CardSubPartType.eBelt].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_yaoDaiSubModel); m_subTex[(int)CardSubPartType.eBelt].tex.texPath = path; m_subTex[(int)CardSubPartType.eBelt].tex.syncUpdateTex(); // 品质 m_subTex[(int)CardSubPartType.EQuality].tex.selfGo = UtilApi.TransFindChildByPObjAndPath(go_, m_cardModelItem.m_pinZhiSubModel); if (tableBody.m_quality == 0) // 品质 0 ,不显示 { UtilApi.SetActive(m_subTex[(int)CardSubPartType.EQuality].tex.selfGo, false); } else { path = string.Format("{0}{1}", Ctx.m_instance.m_cfg.m_pathLst[(int)ResPathType.ePathCardImage], UtilLogic.getImageByPinZhi(tableBody.m_quality)); m_subTex[(int)CardSubPartType.EQuality].tex.texPath = path; m_subTex[(int)CardSubPartType.EQuality].tex.syncUpdateTex(); } }
public void showLightWin() { UtilApi.SetActive(m_darkWin, false); UtilApi.SetActive(m_lightWin, true); }
override public void hide() { UtilApi.SetActive(m_model.selfGo, false); }
override public void show() { UtilApi.SetActive(m_model.selfGo, true); }
public void onSmallStar2fTimerEndHandle(TimerItemBase timer) { UtilApi.SetActive(m_smallStarPnl_2, true); }
public void onBigStartTimerEndHandle(TimerItemBase timer) { UtilApi.SetActive(m_bigStartPnl, true); }
public void showLayout() { UtilApi.SetActive(pntGo, true); }
public void hideLayout() { UtilApi.SetActive(pntGo, false); }