626 lines
17 KiB
C#
626 lines
17 KiB
C#
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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//using UnityEditor;
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using Game;
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using Axibug.Resources;
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using Axibug.Runtime;
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using UnityEngine.Events;
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using Axibug;
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using UnityEditor;
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using Game;
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public enum eUINodeType
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{
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NodeBg = 0, // 游戏根层显示, 主要用来显示背景贴图
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NodeScreen, // 全屏UI, 比如主场景的主UI, 战斗场景战斗UI.
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NodeUI, // 功能UI等
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NodeLoading, // 加载界面层
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NodeTip, // 提示层
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}
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/// <summary>
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/// 为了兼容异步加载的问题定义的数据结构
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/// </summary>
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public class CustomUserData
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{
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public UIBase ui;
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public Type mType;
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public string uiName;
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public Transform tfParent;
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public AssetBundle descBundle;
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public object[] userData;
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}
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/// <summary>
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/// UIManager
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/// UI管理器
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/// 常用方法:
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/// UIMgr.Instance.Open<T>() 显示某个UI
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/// UIMgr.Instance.OpenInChild() 在某个结点下显示UI
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/// UIMgr.Instance.GetUI<T>() 获取某个打开的UI实例
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/// UIMgr.Instance.GetTopUI() 获取最外层UI
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/// UIMgr.Instance.Hide<T>() 隐藏某个UI
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/// UIMgr.Instance.HideAll() 隐藏所有UI
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/// UIMgr.Instance.CloseUI<T>() 销毁某个UI
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/// UIMgr.Instance.CloseUI(UIBase _ui) 销毁某个UI
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/// UIMgr.Instance.Clean() 销毁所有UI
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/// UIMgr.Instance.CleanExceptLoading() 销毁除LoadingUI外的所有UI
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/// UIMgr.Instance.MoveRootUp() 移动UI上下位置
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/// </summary>
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public class UIMgr : GameComponent
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{
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public static UIMgr Instance;
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public static readonly string UIPrefabRootPath = "Assets/GameAssets/Prefabs/UI"; // UI Prefab根目录
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//public static readonly string UIPathConfigFile = "Assets/GameAssets/TextAssets/UIMgrPath.asset"; // UI Prefab资源路径文件名
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public static readonly string UIPathConfigFile = "Assets/GameAssets/TextAssets/UIMgrPath.json"; // UI Prefab资源路径文件名
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public static readonly string UIMainHubSubConfigFile = "Assets/GameAssets/TextAssets/UIMainHubSubConfig.asset"; //主UI的子UI预制体名
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public Transform m_NodeBg; // 背景层
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public Transform m_NodeScreen; // 全屏UI层, 比如主场景的主UI, 战斗场景战斗UI. 人物信息, 血条, 主界面的小地图等等
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public Transform m_NodeUI; // UI层, 功能层. 比如强化, 宠物等
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public Transform m_NodeLoading; // 加载界面层
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public Transform m_NodeTip; // 弹窗提示层
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public RectTransform m_RtfShelter; // 遮挡 用于4:3屏幕适配
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private Transform m_NodeUITop; // UI顶层
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private static UIBase mTopUI; // 当前最外层UI
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private static Dictionary<string, UIBase> m_UIDic;
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public static Dictionary<string, UIBase> UIDic
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{
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get
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{
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if (m_UIDic == null)
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m_UIDic = new Dictionary<string, UIBase>();
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return m_UIDic;
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}
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}
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// 同步方式 保留
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private static Dictionary<string, string> m_AllUIPath;
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public static Dictionary<string, string> AllUIPath
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{
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get
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{
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if (m_AllUIPath == null)
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{
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m_AllUIPath = new Dictionary<string, string>();
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m_AllUIPath = UIMgrPath.GetDic();
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}
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return m_AllUIPath;
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}
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}
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public static Dictionary<eUINodeType, Transform> m_TypeParent;
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private RawImage m_imgBg;
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public Camera m_camera;
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private bool m_isScreenClip; // 屏幕是否用黑边裁剪了
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public bool IsScreenClip
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{
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get { return m_isScreenClip; }
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set { m_isScreenClip = true; }
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}
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public Type hotResources = null;
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protected override void Awake()
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{
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base.Awake();
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Instance = this;
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//DontDestroyOnLoad(this);
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m_camera = transform.Find("Camera").GetComponent<Camera>();
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m_NodeBg = transform.Find("Canvas/NodeBg");
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m_NodeScreen = transform.Find("Canvas/NodeScreen");
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m_NodeUI = transform.Find("Canvas/NodeUI");
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m_NodeLoading = transform.Find("Canvas/NodeLoading");
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m_NodeTip = transform.Find("Canvas/NodeTip");
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m_RtfShelter = transform.Find("Canvas/RtfShelter").GetComponent<RectTransform>();
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m_TypeParent = new Dictionary<eUINodeType, Transform>
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{
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{eUINodeType.NodeBg, m_NodeBg },
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{eUINodeType.NodeScreen, m_NodeScreen },
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{eUINodeType.NodeUI, m_NodeUI },
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{eUINodeType.NodeTip, m_NodeTip },
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{eUINodeType.NodeLoading, m_NodeLoading },
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};
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m_NodeUITop = m_NodeUI.Find("Top");
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m_imgBg = m_NodeBg.Find("imgBg").GetComponent<RawImage>();
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}
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private void OnEnable()
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{
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Inform.Listen(eInformId.SenceChange, CleanExceptLoading);
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}
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private void OnDisable()
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{
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Inform.Cancel(eInformId.SenceChange, CleanExceptLoading);
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}
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public T LoadAsset<T>(string assetName) where T : UnityEngine.Object
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{
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if (AppEntry.Base.EditorResourceMode)
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{
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#if UNITY_EDITOR
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T asset = AssetDatabase.LoadAssetAtPath<T>(assetName);
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return asset;
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#endif
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}
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string rootPath = "Assets/GameAssets";
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string tmp = assetName.Remove(0, rootPath.Length + 1);
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int idx = tmp.LastIndexOf('/');
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string bundleName = tmp.Substring(0, idx);
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int id = assetName.GetHashCode();
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return PrefabManager.LoadPrefab<T>(bundleName.ToLower(), assetName, id, null);
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}
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public GameObject Clone(string assetName, Transform parent = null)
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{
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string rootPath = "Assets/GameAssets";
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string tmp = assetName.Remove(0, rootPath.Length + 1);
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int idx = tmp.LastIndexOf('/');
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string bundleName = tmp.Substring(0, idx);
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//if (bundleName.Contains("Login/"))
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//{
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// idx = bundleName.LastIndexOf('/');
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// bundleName = bundleName.Substring(0, idx);
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//}
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UnityEngine.Object asset = null;
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if (AppEntry.Base.EditorResourceMode)
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{
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#if UNITY_EDITOR
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asset = AssetDatabase.LoadAssetAtPath<GameObject>(assetName);
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#endif
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}
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else
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{
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int id = assetName.GetHashCode();
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asset = PrefabManager.LoadPrefab<UnityEngine.Object>(bundleName.ToLower(), assetName, id, parent);
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}
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if (asset == null)
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{
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Debug.LogError($"asset加载失败,path={assetName}");
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return null;
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}
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GameObject go = Instantiate(asset, parent) as GameObject;
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if (go == null)
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{
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Debug.LogError("LoadPrefabByEditor2. go == null. asset:" + asset);
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}
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return go;
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}
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public UIBase OpenUI<T>(eUINodeType _layer = eUINodeType.NodeUI, params object[] _params) where T : UIBase
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{
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Transform _tfParent = m_TypeParent[_layer];
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return OpenUIInChild<T>(_tfParent, _params);
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//return OpenUIInChild<T>(_layer, _params);
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}
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public UIBase OpenUIInChild<T>(Transform _tfParent = null , params object[] _params) where T:UIBase
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{
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Type vT = typeof(T);
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string uiName = vT.Name;
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return OpenUIInChild(uiName, _tfParent, vT, _params) as T;
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}
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public UIBase OpenUIInChild(string _uiName, Transform _tfParent = null, Type _typeOfT = null, params object[] _params)
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{
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string uiName = _uiName;
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if (!AllUIPath.ContainsKey(uiName))
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{
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Debug.LogError("OpenUIInChild. not found UIPath. uiName:" + uiName);
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return null;
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}
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var uiPath = AllUIPath[uiName];
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if (string.IsNullOrEmpty(uiPath))
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{
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Debug.LogError("OpenUIInChild. string.IsNullOrEmpty(uiPath). uiName:" + uiName);
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return null;
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}
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if(_tfParent == null)
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_tfParent = m_TypeParent[eUINodeType.NodeUI];
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// 如果已经有缓存的了 则直接激活换成缓存里的
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if (UIDic.ContainsKey(uiName))
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{
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var uiScript = UIDic[uiName];
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uiScript.gameObject.SetActive(true);
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uiScript.transform.SetParent(_tfParent);
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UIMoveTop(uiScript);
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uiScript.Show(_params);
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return uiScript;
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}
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Log.Debug($"uipath = {uiPath}");
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GameObject uiObj = Clone(uiPath, _tfParent);
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uiObj.name = uiName;
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UIBase uiBase = uiObj.GetComponent<UIBase>();
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if (uiBase == null)
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{
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uiBase = uiObj.AddComponent(_typeOfT) as UIBase;
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}
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UIDic.Add(uiName, uiBase);
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UIMoveTop(uiBase);
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uiBase.Show(_params);
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return uiBase;
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}
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/// <summary>
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/// 跳转UI, 请用Common.SkipToUI 来跳转UI
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/// </summary>
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/// <param name="uiScript"></param>
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//public UIBase SkipToUI(int _funcCid, int _funcSubCid = 0)
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private void UIMoveTop(UIBase uiScript)
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{
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mTopUI = uiScript;
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MoveRootUp(uiScript.transform, m_NodeUITop);
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MoveRootUp(m_NodeUITop, uiScript.transform);
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}
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/// <summary>
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/// 关闭UI 建议在UI内直接调用CloseUI(this)
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/// </summary>
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public void CloseUI(string _uiName)
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{
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var strNameAry = _uiName.Split('.');
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_uiName = strNameAry[strNameAry.Length - 1];
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if (!UIDic.ContainsKey(_uiName))
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{
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Debug.LogError("缓存中 没找到该UI _uiName:" + _uiName);
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return;
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}
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//这里改一下,直接删除ab包
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if (!AllUIPath.ContainsKey(_uiName))
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{
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Debug.LogError("CloseUI. not found UIPath. uiName:" + _uiName);
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return ;
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}
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var uiPath = AllUIPath[_uiName];
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string rootPath = "Assets/GameAssets";
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string tmp = uiPath.Remove(0, rootPath.Length + 1);
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int idx = tmp.LastIndexOf('/');
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string bundleName = tmp.Substring(0, idx);
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Hide(_uiName);
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if(!AppEntry.Base.EditorResourceMode)
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AssetBundleManager.UnLoad(bundleName.ToLower());
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GameObject.Destroy(UIDic[_uiName].gameObject);
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if (UIDic.ContainsKey(_uiName))
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UIDic.Remove(_uiName);
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}
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/// <summary>
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/// 关闭UI
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/// </summary>
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public void CloseUI<T>() where T : UIBase
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{
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string uiName = typeof(T).Name;
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CloseUI(uiName);
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}
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/// <summary>
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/// 关闭UI 建议在UI内直接调用CloseUI(this)
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/// </summary>
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/// <param name="_ui">界面实力</param>
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public void CloseUI(UIBase _ui)
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{
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if (_ui == null)
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{
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Debug.LogError("CloseUI, _ui == null.");
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return;
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}
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Type _t = _ui.GetType();
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string uiName = _t.Name;
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CloseUI(uiName);
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}
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public void CloseAll()
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{
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List<string> needCloseUIName = new List<string>();
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foreach (KeyValuePair<string, UIBase> Pair in UIDic)
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{
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needCloseUIName.Add(Pair.Key);
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}
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UIDic.Clear();
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HideBg();
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}
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public void CloseAllUI()
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{
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List<UIBase> tCloseList = new List<UIBase>();
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foreach (var ui in UIDic.Values)
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{
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tCloseList.Add(ui);
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}
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foreach (var ui in tCloseList)
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{
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CloseUI(ui);
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}
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}
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public void Hide(UIBase _ui)
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{
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if (_ui == null)
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{
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Debug.LogError("CloseUI, _ui == null.");
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return;
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}
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Type _t = _ui.GetType();
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string uiName = _t.Name;
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Hide(uiName);
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}
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public void Hide<T>() where T : UIBase
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{
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string uiName = typeof(T).Name;
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Hide(uiName);
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}
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public void Hide(string uiName)
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{
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if (!UIDic.ContainsKey(uiName))
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{
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Debug.LogError("缓存中 没找到该UI uiName:" + uiName);
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return;
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}
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var ui = UIDic[uiName];
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if (ui == null)
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{
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UIDic.Remove(uiName);
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return;
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}
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ui.gameObject.SetActive(false);
|
|||
|
|
|||
|
if (ui == mTopUI)
|
|||
|
mTopUI = null;
|
|||
|
}
|
|||
|
|
|||
|
public void HideAll()
|
|||
|
{
|
|||
|
foreach (KeyValuePair<string, UIBase> Pair in UIDic)
|
|||
|
{
|
|||
|
Hide(Pair.Key);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 判断某个界面是否已经打开
|
|||
|
/// </summary>
|
|||
|
public bool IsOpen<T>() where T : UIBase
|
|||
|
{
|
|||
|
string uiName = typeof(T).Name;
|
|||
|
return IsOpen(uiName);
|
|||
|
}
|
|||
|
|
|||
|
public bool IsOpen(string uiName)
|
|||
|
{
|
|||
|
if (!UIDic.ContainsKey(uiName))
|
|||
|
{
|
|||
|
//Debug.LogError("缓存中 没找到该UI uiName:" + uiName);
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
var ui = UIDic[uiName];
|
|||
|
if (ui == null)
|
|||
|
{
|
|||
|
UIDic.Remove(uiName);
|
|||
|
return false;
|
|||
|
}
|
|||
|
|
|||
|
return ui.gameObject.activeSelf;
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取打开的某个界面
|
|||
|
/// </summary>
|
|||
|
/// <typeparam name="T"></typeparam>
|
|||
|
/// <returns>null:没有打开</returns>
|
|||
|
public T GetUI<T>() where T : UIBase
|
|||
|
{
|
|||
|
string uiName = typeof(T).Name;
|
|||
|
return GetUI(uiName) as T;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取UI
|
|||
|
/// </summary>
|
|||
|
/// <param name="_uiName"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public UIBase GetUI(string _uiName)
|
|||
|
{
|
|||
|
if (UIDic.ContainsKey(_uiName))
|
|||
|
{
|
|||
|
return UIDic[_uiName];
|
|||
|
}
|
|||
|
|
|||
|
Debug.Log("GetUI. return null. _uiName:" + _uiName);
|
|||
|
return null;
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 获取最顶层的UI
|
|||
|
/// </summary>
|
|||
|
/// <returns>null:没有打开的UI</returns>
|
|||
|
public UIBase GetTopUI()
|
|||
|
{
|
|||
|
if (mTopUI != null)
|
|||
|
return mTopUI;
|
|||
|
|
|||
|
int maxSiblingIdx = -9999;
|
|||
|
foreach (var ui in UIDic.Values)
|
|||
|
{
|
|||
|
if (ui == null)
|
|||
|
continue;
|
|||
|
|
|||
|
int siblingIdx = ui.transform.GetSiblingIndex();
|
|||
|
|
|||
|
if (siblingIdx <= maxSiblingIdx)
|
|||
|
continue;
|
|||
|
|
|||
|
mTopUI = ui;
|
|||
|
maxSiblingIdx = siblingIdx;
|
|||
|
}
|
|||
|
|
|||
|
if (mTopUI == null)
|
|||
|
{
|
|||
|
// 获取最外层
|
|||
|
Debug.Log("GetTopUI. mTopUI == null. 当前没有打开的UI");
|
|||
|
}
|
|||
|
|
|||
|
return mTopUI;
|
|||
|
}
|
|||
|
|
|||
|
public void HideBg()
|
|||
|
{
|
|||
|
if (m_imgBg.gameObject.activeSelf)
|
|||
|
m_imgBg.gameObject.SetActive(false);
|
|||
|
}
|
|||
|
|
|||
|
public void Clean()
|
|||
|
{
|
|||
|
foreach (KeyValuePair<string, UIBase> Pair in UIDic)
|
|||
|
{
|
|||
|
if (Pair.Value.gameObject != null)
|
|||
|
GameObject.Destroy(Pair.Value.gameObject);
|
|||
|
}
|
|||
|
|
|||
|
UIDic.Clear();
|
|||
|
|
|||
|
HideBg();
|
|||
|
}
|
|||
|
|
|||
|
// 清理除Loading以外的UI
|
|||
|
public void CleanExceptLoading()
|
|||
|
{
|
|||
|
List<string> exceptUIList = new List<string>() { "LoadingUI" };
|
|||
|
CleanExceptList(exceptUIList);
|
|||
|
}
|
|||
|
|
|||
|
// 清理除传入列表相关UI
|
|||
|
public void CleanExceptList(List<string> _uiNameList = null)
|
|||
|
{
|
|||
|
if (_uiNameList == null || _uiNameList.Count <= 0)
|
|||
|
{
|
|||
|
Clean();
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
List<string> needRemoveKeyLst = new List<string>();
|
|||
|
foreach (KeyValuePair<string, UIBase> Pair in UIDic)
|
|||
|
{
|
|||
|
if (Pair.Value.transform.parent == m_NodeLoading)
|
|||
|
continue;
|
|||
|
|
|||
|
if (Pair.Value.gameObject != null)
|
|||
|
{
|
|||
|
if (_uiNameList.Contains(Pair.Key))
|
|||
|
continue;
|
|||
|
|
|||
|
needRemoveKeyLst.Add(Pair.Key);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
for (int i = 0; i < needRemoveKeyLst.Count; i++)
|
|||
|
{
|
|||
|
CloseUI(needRemoveKeyLst[i]);
|
|||
|
}
|
|||
|
needRemoveKeyLst.Clear();
|
|||
|
|
|||
|
HideBg();
|
|||
|
}
|
|||
|
|
|||
|
public void CloseCamera()
|
|||
|
{
|
|||
|
m_camera.gameObject.SetActive(false);
|
|||
|
}
|
|||
|
|
|||
|
public void ShowCamera()
|
|||
|
{
|
|||
|
if (m_camera)
|
|||
|
m_camera.gameObject.SetActive(true);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 把一个UI的Transform _Tf1 移到 另一个UI的Transform _Tf2 上面
|
|||
|
/// </summary>
|
|||
|
public void MoveRootUp(Transform _Tf1, Transform _Tf2)
|
|||
|
{
|
|||
|
_Tf1.SetSiblingIndex(_Tf2.GetSiblingIndex() + 1);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// 改变UI透明度, 先不对外开放功能
|
|||
|
/// </summary>
|
|||
|
/// <param name="_tf"></param>
|
|||
|
/// <param name="_alpha"></param>
|
|||
|
private void ChangeAlpha(Transform _tf, float _alpha)
|
|||
|
{
|
|||
|
// 是否有必要改成canvasGroup
|
|||
|
|
|||
|
Image[] imageAry = _tf.GetComponentsInChildren<Image>();
|
|||
|
for (int i = 0; i < imageAry.Length; i++)
|
|||
|
{
|
|||
|
Color old = imageAry[i].color;
|
|||
|
imageAry[i].color = new Color(old.r, old.g, old.b, _alpha);
|
|||
|
}
|
|||
|
|
|||
|
Text[] textAry = _tf.GetComponentsInChildren<Text>();
|
|||
|
for (int i = 0; i < textAry.Length; i++)
|
|||
|
{
|
|||
|
Color old = textAry[i].color;
|
|||
|
textAry[i].color = new Color(old.r, old.g, old.b, _alpha);
|
|||
|
}
|
|||
|
}
|
|||
|
}
|