示例#1
0
    protected T ShowPopWindow <T>(object obj = null, huqiang.UI.ModelElement parent = null) where T : PopWindow, new()
    {
        if (currentPop != null)
        {
            currentPop.Hide();
            currentPop = null;
        }
        for (int i = 0; i < pops.Count; i++)
        {
            if (pops[i] is T)
            {
                currentPop = pops[i];
                pops[i].Show(obj);
                return(pops[i] as T);
            }
        }
        var t = new T();

        pops.Add(t);
        currentPop = t;
        if (parent == null)
        {
            t.Initial(Parent, this, obj);
        }
        else
        {
            t.Initial(parent, this, obj);
        }
        t.ReSize();
        return(t);
    }
示例#2
0
 public virtual void Initial(huqiang.UI.ModelElement parent, UIPage page, object obj = null)
 {
     base.Initial(parent, page, obj);
     mainPage = page;
     if (model != null)
     {
         if (page != null)
         {
             model.SetParent(parent);
         }
     }
 }
示例#3
0
 public virtual void Initial(huqiang.UI.ModelElement parent, UIBase ui, object obj = null)
 {
     DataContext = obj;
     UIParent    = ui;
     Parent      = parent;
     if (parent != null)
     {
         if (model != null)
         {
             model.SetParent(parent);
         }
     }
 }
 public RenderForm(string name)
 {
     model = ModelElement.CreateNew(name);
     forms.Add(this);
 }
        public static void GetUVInfo(ModelElement child, List <UIVertex> vertices, List <int> tri, Vector3 position, Quaternion quate, Vector3 scale)
        {
            var     pos = child.data.localPosition;
            Vector3 p   = quate * pos;
            Vector3 o   = Vector3.zero;

            o.x = p.x * scale.x;
            o.y = p.y * scale.y;
            o.z = p.z * scale.z;
            o  += position;

            Vector3    s = child.data.localScale;
            Quaternion q = quate * child.data.localRotation;

            s.x *= scale.x;
            s.y *= scale.y;

            if (child.activeSelf)
            {
                var sic = child.GetComponent <ShareImageChildElement>();
                if (sic != null)
                {
                    UIVertex[] buff  = sic.buff;
                    float      w     = child.data.sizeDelta.x;
                    float      h     = child.data.sizeDelta.y;
                    float      left  = -child.data.pivot.x * w;
                    float      right = left + w * sic.data.fillAmountX;
                    float      down  = -child.data.pivot.y * h;
                    float      top   = down + h;
                    right           *= s.x;
                    left            *= s.x;
                    down            *= s.y;
                    top             *= s.y;
                    buff[0].position = q * new Vector3(left, down) + o;
                    buff[1].position = q * new Vector3(left, top) + o;
                    buff[2].position = q * new Vector3(right, top) + o;
                    buff[3].position = q * new Vector3(right, down) + o;
                    float tx = sic.data.txtSize.x;
                    float ty = sic.data.txtSize.y;
                    float l  = sic.data.rect.x / tx;
                    float d  = sic.data.rect.y / ty;
                    float r  = l + sic.data.rect.width / tx * sic.data.fillAmountX;
                    float t  = d + sic.data.rect.height / ty;
                    buff[0].uv0.x = l;
                    buff[0].uv0.y = d;
                    buff[1].uv0.x = l;
                    buff[1].uv0.y = t;
                    buff[2].uv0.x = r;
                    buff[2].uv0.y = t;
                    buff[3].uv0.x = r;
                    buff[3].uv0.y = d;
                    buff[0].color = sic.data.color;
                    buff[1].color = sic.data.color;
                    buff[2].color = sic.data.color;
                    buff[3].color = sic.data.color;
                    int c = vertices.Count;
                    vertices.AddRange(buff);
                    tri.Add(c);
                    tri.Add(c + 1);
                    tri.Add(c + 2);
                    tri.Add(c + 2);
                    tri.Add(c + 3);
                    tri.Add(c);
                }
                for (int i = 0; i < child.child.Count; i++)
                {
                    GetUVInfo(child.child[i], vertices, tri, o, q, s);
                }
            }
        }