zoukankan      html  css  js  c++  java
  • Unity3d:UI面板管理整合进ToLua

    本文基于

    https://github.com/chiuan/TTUIFramework

    https://github.com/jarjin/LuaFramework_UGUI

    进行的二次开发,Thanks!

    需求:

    1.需要一个UI面板管理器,逻辑写在lua里面,方便热更新。

    2.管理器控制面板的打开(show),隐藏(Hide),销毁(Destroy),刷新(Rest)。

    3.要有类似网页浏览器那样,点击后退(<---),会显示上一个页面。用到数据结构:栈(Stack),先进后出。打开顺序是线性的,点击“后退“”会线性的回退到上一层。

    5.顶部固定的“后退”按钮所在面板,在上一层没的退的情况下,会Hide。

    6.面板第一次打开是Instantiate,关闭是Hide,再次打开是Rest。避免频繁的 Instantiate和Destroy。我的想法是所有面板都是在切场景的时候,才全部Destroy。回收内存。

    先看结果,不知道能不能吸引你继续往下看!

    XPage:

    复制代码
      1 using System;
      2 using UnityEngine;
      3 using System.Collections;
      4 using Object = UnityEngine.Object;
      5 using LuaFramework;
      6 
      7 public enum EPageType
      8 {
      9     None,
     10     Normal,
     11     PopUp,
     12     Fixed,
     13     Toppest,
     14 }
     15 
     16 public enum EPageMode
     17 {
     18     DoNothing,
     19     HideOtherOnly, 
     20     HideOtherAndNeedBack,       
     21 }
     22 
     23 public enum EPageState
     24 {
     25     NONE,
     26     OPEN, //打开
     27     HIDE, //隐藏
     28     CLOSE,//销毁
     29 }
     30 
     31 public class XPageLoadBind
     32 {
     33     /// <summary>
     34     /// 绑定你自己的资源加载管理器
     35     /// </summary>
     36     /// <param name="xPage"></param>
     37     public static void Bind(XPage xPage)
     38     {
     39         xPage.delegateSyncLoadUI = Resources.Load;
     40         //xPage.delegateAsyncLoadUI = ResourcesMgr.Load;
     41     }
     42 }
     43 
     44 public class XPage
     45 {
     46     public string m_pageName;
     47     public string m_loadPath;
     48     public GameObject m_pageInst;
     49     public Transform m_pageTrans;
     50     public EPageType m_pageType = EPageType.None;
     51     public EPageMode m_pageMode = EPageMode.DoNothing;
     52     public EPageState m_currState = EPageState.NONE;
     53 
     54     private string m_luaPageCtrl;
     55     private string m_luaPageView;
     56 
     57     //delegate load ui function.
     58     public Func<string, Object> delegateSyncLoadUI = null;
     59     public Action<string, Action<Object>> delegateAsyncLoadUI = null;
     60 
     61     public XPage(string pageName, string loadPath)
     62     {
     63         m_pageName = pageName;
     64         m_loadPath = loadPath;
     65     }
     66 
     67     public void Awake()
     68     {
     69         m_luaPageCtrl = m_pageName + "Ctrl";
     70         m_luaPageView = m_pageName + "View";
     71         //Debug.LogError("call lua awake :(" + m_pageName + "Ctrl)");
     72         Util.CallMethod(m_luaPageCtrl, "Awake",this);
     73 
     74         //设置type和mode
     75         //m_pageType = EPageType.PopUp;
     76         //m_pageMode = EPageMode.HideOtherAndNeedBack;
     77     }
     78 
     79     public void Start()
     80     {
     81         m_currState = EPageState.OPEN;
     82         m_pageInst.gameObject.SetActive(true);
     83         AnchorUIGameObject();
     84         //Debug.LogError("call lua start :(" + m_pageName + "Ctrl)");
     85         Util.CallMethod(m_luaPageView, "Start", this.m_pageInst);
     86         Util.CallMethod(m_luaPageCtrl, "Start");
     87     }
     88 
     89     public void Rest()
     90     {
     91         m_currState = EPageState.OPEN;
     92         m_pageInst.gameObject.SetActive(true);
     93         //Debug.LogError("call lua rest :(" + m_pageName + "Ctrl)");
     94         Util.CallMethod(m_luaPageCtrl, "Rest");
     95     }
     96 
     97     public void Hide()
     98     {
     99         m_currState = EPageState.HIDE;
    100         m_pageInst.gameObject.SetActive(false);
    101         //Debug.LogError("call lua hide :(" + m_pageName + "Ctrl)");
    102         Util.CallMethod(m_luaPageCtrl, "Hide");
    103     }
    104 
    105     public void Destroy()
    106     {
    107         m_currState = EPageState.CLOSE;
    108         GameObject.Destroy(m_pageInst);
    109         //Debug.LogError("call lua destroy :(" + m_pageName + "Ctrl)");
    110         Util.CallMethod(m_luaPageCtrl, "Destroy");
    111     }
    112 
    113     public void LoadSync(Action<GameObject> callback)
    114     {
    115         if (this.m_pageInst == null && string.IsNullOrEmpty(m_loadPath) == false)
    116         {
    117             GameObject go = null;
    118             if (delegateSyncLoadUI != null)
    119             {
    120                 Object o = delegateSyncLoadUI(m_loadPath);
    121                 go = o != null ? GameObject.Instantiate(o) as GameObject : null;
    122             }
    123             else
    124             {
    125                 go = GameObject.Instantiate(Resources.Load(m_loadPath)) as GameObject;
    126             }
    127 
    128             if (go == null)
    129             {
    130                 Debug.LogError("[UI] Cant sync load your ui prefab.");
    131                 return;
    132             }
    133 
    134             m_pageInst = go;
    135             m_pageTrans = go.transform;
    136 
    137             if (callback != null)
    138                 callback(go);
    139         }
    140         else
    141         {
    142             if (callback != null)
    143                 callback(m_pageInst);
    144         }
    145     }
    146 
    147     public void LoadAsync(Action<GameObject> callback)
    148     {
    149         XPageRoot.Instance.StartCoroutine(AsyncShow(callback));
    150     }
    151 
    152     IEnumerator AsyncShow(Action<GameObject> callback)
    153     {
    154         if (this.m_pageInst == null && string.IsNullOrEmpty(m_loadPath) == false)
    155         {
    156             GameObject go = null;
    157             bool _loading = true;
    158             delegateAsyncLoadUI(m_loadPath, (o) =>
    159             {
    160                 go = o != null ? GameObject.Instantiate(o) as GameObject : null;
    161 
    162                 _loading = false;
    163 
    164                 m_pageInst = go;
    165                 m_pageTrans = go.transform;
    166 
    167                 if (callback != null)
    168                     callback(go);
    169             });
    170 
    171             float _t0 = Time.realtimeSinceStartup;
    172             while (_loading)
    173             {
    174                 if (Time.realtimeSinceStartup - _t0 >= 10.0f)
    175                 {
    176                     Debug.LogError("[UI] WTF async load your ui prefab timeout!");
    177                     yield break;
    178                 }
    179                 yield return null;
    180             }
    181         }
    182         else
    183         {
    184             if (callback != null)
    185                 callback(m_pageInst);
    186         }
    187     }
    188 
    189     protected void AnchorUIGameObject()
    190     {
    191         if (XPageRoot.Instance == null || m_pageInst == null)
    192             return;
    193 
    194         GameObject ui = m_pageInst;
    195 
    196         //check if this is ugui or (ngui)?
    197         Vector3 anchorPos = Vector3.zero;
    198         Vector2 sizeDel = Vector2.zero;
    199         Vector3 scale = Vector3.one;
    200         if (ui.GetComponent<RectTransform>() != null)
    201         {
    202             anchorPos = ui.GetComponent<RectTransform>().anchoredPosition;
    203             sizeDel = ui.GetComponent<RectTransform>().sizeDelta;
    204             scale = ui.GetComponent<RectTransform>().localScale;
    205         }
    206         else
    207         {
    208             anchorPos = ui.transform.localPosition;
    209             scale = ui.transform.localScale;
    210         }
    211 
    212         EPageType type = this.m_pageType;
    213         if (type == EPageType.Normal)
    214         {
    215             ui.transform.SetParent(XPageRoot.Instance.normalRoot);
    216         }
    217         else if(type == EPageType.PopUp)
    218         {
    219             ui.transform.SetParent(XPageRoot.Instance.popupRoot);
    220         }
    221         else if (type == EPageType.Fixed)
    222         {
    223             ui.transform.SetParent(XPageRoot.Instance.fixedRoot);
    224         }
    225         else if (type == EPageType.Toppest)
    226         {
    227             ui.transform.SetParent(XPageRoot.Instance.ToppestRoot);
    228         }
    229 
    230         if (ui.GetComponent<RectTransform>() != null)
    231         {
    232             ui.GetComponent<RectTransform>().anchoredPosition = anchorPos;
    233             ui.GetComponent<RectTransform>().sizeDelta = sizeDel;
    234             ui.GetComponent<RectTransform>().localScale = scale;
    235         }
    236         else
    237         {
    238             ui.transform.localPosition = anchorPos;
    239             ui.transform.localScale = scale;
    240         }
    241     }
    242 }
    复制代码

    XpageMgr:

    复制代码
      1 using UnityEngine;
      2 using System.Collections.Generic;
      3 using System;
      4 
      5 public class XPageMgr
      6 {
      7     private static XPageMgr m_inst;
      8     public static XPageMgr Inst
      9     {
     10         get
     11         {
     12             if (m_inst == null)
     13                 m_inst = new XPageMgr();
     14             return m_inst;
     15         }
     16     }
     17 
     18     public XPage currShowXPage;//当前正打开的界面
     19     public Stack<XPage> m_pageNeedBackPool = new Stack<XPage>();//需要返回的页面的池子,栈,先进后出
     20     public Dictionary<string, XPage> m_pageDic = new Dictionary<string, XPage>();//所有的页面
     21 
     22 
     23     public int GetNeedBackCount()
     24     {
     25         return m_pageNeedBackPool.Count;
     26     }
     27 
     28     /// <summary>
     29     /// 获取所有面板
     30     /// </summary>
     31     /// <returns></returns>
     32     private List<XPage> GetAllPages()
     33     {
     34         return new List<XPage>(m_pageDic.Values);
     35     }
     36 
     37     /// <summary>
     38     /// 检查面板打开类型
     39     /// </summary>
     40     /// <param name="currXPage"></param>
     41     private void CheckPageMode(XPage currXPage)
     42     {
     43         if (currXPage.m_pageMode == EPageMode.DoNothing)
     44         {
     45 
     46         }
     47         else if (currXPage.m_pageMode == EPageMode.HideOtherOnly)
     48         {
     49             HideOtherPages(currXPage);
     50         }
     51         else if (currXPage.m_pageMode == EPageMode.HideOtherAndNeedBack)
     52         {
     53             HideOtherPages(currXPage);
     54             m_pageNeedBackPool.Push(currXPage);
     55         }
     56     }
     57 
     58     private void HideOtherPages(XPage currXPage)
     59     {
     60         List<XPage> xpages = GetAllPages();
     61         int count = xpages.Count;
     62         for (int i = 0; i < count; i++)
     63         {
     64             XPage curr = xpages[i];
     65             if (curr.Equals(currXPage))
     66                 continue;
     67             if (curr.m_currState == EPageState.OPEN && curr.m_pageType != EPageType.Fixed && curr.m_pageType != EPageType.Normal ) 
     68             {
     69                 curr.Hide();
     70             }
     71         }
     72     }
     73 
     74     /// <summary>
     75     /// 检测面板是否在队列里
     76     /// </summary>
     77     /// <param name="pageName"></param>
     78     /// <returns></returns>
     79     private bool CheckPageExist(string pageName)
     80     {
     81         if (m_pageDic.ContainsKey(pageName))
     82         {
     83             return true;
     84         }
     85         else
     86         {
     87             return false;
     88         }
     89     }
     90 
     91     /// <summary>
     92     /// 用相对路径获取面板名称
     93     /// </summary>
     94     /// <param name="pageLoadPath"></param>
     95     /// <returns></returns>
     96     private string GetPageName(string pageLoadPath)
     97     {
     98         string pageName = pageLoadPath.Substring(pageLoadPath.LastIndexOf("/") + 1);
     99         return pageName;
    100     }
    101 
    102     #region api
    103     /// <summary>
    104     /// 打开面板
    105     /// </summary>
    106     /// <param name="isSync">是否同步加载</param>
    107     /// <param name="pageLoadPath">加载的相对路径</param>
    108     public void ShowPage(bool isSync, string pageLoadPath)
    109     {
    110         string pageName = GetPageName(pageLoadPath);
    111         bool isExist = CheckPageExist(pageName);
    112         XPage currXPage = null;
    113         if (isExist)
    114         {
    115             currXPage = m_pageDic[pageName];
    116             if(currXPage.m_currState == EPageState.HIDE)
    117             {
    118                 CheckPageMode(currXPage);
    119                 currXPage.Rest();
    120                 currShowXPage = currXPage;
    121             }
    122         }
    123         else
    124         {
    125             //add
    126             currXPage = new XPage(pageName, pageLoadPath);
    127             currXPage.Awake();
    128             XPageLoadBind.Bind(currXPage);
    129             if (isSync)
    130             {
    131                 currXPage.LoadSync((go) =>
    132                 {
    133                     m_pageDic.Add(pageName, currXPage);
    134                     currShowXPage = currXPage;
    135                     CheckPageMode(currXPage);
    136                     currXPage.Start();
    137     
    138                 });
    139             }
    140             else
    141             {
    142                 currXPage.LoadAsync((go) =>
    143                 {
    144                     m_pageDic.Add(pageName, currXPage);
    145                     currShowXPage = currXPage;
    146                     CheckPageMode(currXPage);
    147                     currXPage.Start();
    148                 });
    149             }
    150         }
    151     }
    152 
    153     /// <summary>
    154     /// 隐藏当前的页面
    155     /// </summary>
    156     public bool HideCurrPage()
    157     {
    158         if (currShowXPage != null)
    159         {
    160             if (currShowXPage.m_pageMode == EPageMode.HideOtherAndNeedBack)
    161             {
    162                 if (m_pageNeedBackPool.Count > 0)
    163                 {
    164                     if (m_pageNeedBackPool.Peek().Equals(currShowXPage))
    165                     {
    166                         XPage topPage = m_pageNeedBackPool.Pop();
    167                         topPage.Hide();
    168                         currShowXPage = null;
    169 
    170                         if (m_pageNeedBackPool.Count > 0)
    171                         {
    172                             XPage _curr = m_pageNeedBackPool.Peek();
    173                             _curr.Rest();
    174                             currShowXPage = _curr;
    175                         }
    176                     }
    177                 }
    178             }
    179             else
    180             {
    181                 if (currShowXPage.m_currState == EPageState.OPEN)
    182                 {
    183                     currShowXPage.Hide();
    184                     currShowXPage = null;
    185                 }
    186             }
    187 
    188             return true;
    189         }
    190         else
    191         {
    192             Debug.Log("currShowPage is null");
    193             return false;
    194         }
    195     }
    196 
    197     /// <summary>
    198     ///隐藏指定面板 
    199     /// </summary>
    200     /// <param name="pageName">Page name.</param>
    201     public void HidePage(string pageName)
    202     {
    203         bool isExist = CheckPageExist(pageName);
    204         if (isExist)
    205         {
    206             XPage _currXpage = m_pageDic[pageName];
    207             if(_currXpage.m_currState == EPageState.OPEN)
    208                 _currXpage.Hide();
    209         }
    210 
    211     }
    212     
    213     /// <summary>
    214     /// 销毁所有面板
    215     /// </summary>
    216     public void CloseAllPages()
    217     {
    218         List<XPage> allPages = GetAllPages();
    219         int count = allPages.Count;
    220         for (int i = 0; i < count; i++)
    221         {
    222             allPages[i].Destroy();
    223             allPages[i] = null;
    224         }
    225         m_pageDic.Clear();
    226         m_pageNeedBackPool.Clear();
    227     }
    228     #endregion
    229 
    230     /// <summary>
    231     /// 销毁
    232     /// </summary>
    233     public void Destroy()
    234     {
    235         CloseAllPages();
    236         currShowXPage = null;
    237         m_pageDic = null;
    238         m_pageNeedBackPool = null;
    239         m_inst = null;
    240         Debug.Log("~XPageMgr was destroy");
    241     }
    242 }
    复制代码

    XPageRoot:

    复制代码
      1 using UnityEngine;
      2 using System.Collections;
      3 using UnityEngine.UI;
      4 using UnityEngine.EventSystems;
      5 
      6 /// <summary>
      7 /// Init The UI Root
      8 /// </summary>
      9 public class XPageRoot : MonoBehaviour
     10 {
     11     private static XPageRoot m_Instance = null;
     12     public static XPageRoot Instance
     13     {
     14         get
     15         {
     16             if (m_Instance == null)
     17             {
     18                 InitRoot();
     19             }
     20             return m_Instance;
     21         }
     22     }
     23 
     24     public Transform root;
     25     public Transform normalRoot;//Canvas order in layer 0
     26     public Transform popupRoot;//250
     27     public Transform fixedRoot;//500
     28     public Transform ToppestRoot;//750
     29     public Camera uiCamera;
     30 
     31     static void InitRoot()
     32     {
     33         GameObject go = new GameObject("UIRoot");
     34         go.layer = LayerMask.NameToLayer("UI");
     35         m_Instance = go.AddComponent<XPageRoot>();
     36         go.AddComponent<RectTransform>();
     37         m_Instance.root = go.transform;
     38 
     39         Canvas can = go.AddComponent<Canvas>();
     40         can.renderMode = RenderMode.ScreenSpaceCamera;
     41         can.pixelPerfect = true;
     42         GameObject camObj = new GameObject("UICamera");
     43         camObj.layer = LayerMask.NameToLayer("UI");
     44         camObj.transform.parent = go.transform;
     45         camObj.transform.localPosition = new Vector3(0, 0, -100f);
     46         Camera cam = camObj.AddComponent<Camera>();
     47         cam.clearFlags = CameraClearFlags.Depth;
     48         cam.orthographic = true;
     49         cam.farClipPlane = 200f;
     50         can.worldCamera = cam;
     51         m_Instance.uiCamera = cam;
     52         cam.cullingMask = 1 << 5;
     53         cam.nearClipPlane = -50f;
     54         cam.farClipPlane = 50f;
     55 
     56         //add audio listener
     57         camObj.AddComponent<AudioListener>();
     58         camObj.AddComponent<GUILayer>();
     59 
     60         CanvasScaler cs = go.AddComponent<CanvasScaler>();
     61         cs.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
     62         cs.referenceResolution = new Vector2(1136f, 640f);
     63         cs.screenMatchMode = CanvasScaler.ScreenMatchMode.Expand;
     64 
     65         ////add auto scale camera fix size.
     66         //TTCameraScaler tcs = go.AddComponent<TTCameraScaler>();
     67         //tcs.scaler = cs;
     68 
     69         //set the raycaster
     70         //GraphicRaycaster gr = go.AddComponent<GraphicRaycaster>();
     71 
     72         GameObject subRoot = CreateSubCanvasForRoot(go.transform, 0);
     73         subRoot.name = "NormalRoot";
     74         m_Instance.normalRoot = subRoot.transform;
     75 
     76         subRoot = CreateSubCanvasForRoot(go.transform, 250);
     77         subRoot.name = "PopupRoot";
     78         m_Instance.popupRoot = subRoot.transform;
     79 
     80         subRoot = CreateSubCanvasForRoot(go.transform, 500);
     81         subRoot.name = "FixedRoot";
     82         m_Instance.fixedRoot = subRoot.transform;
     83 
     84         subRoot = CreateSubCanvasForRoot(go.transform, 750);
     85         subRoot.name = "ToppestRoot";
     86         m_Instance.ToppestRoot = subRoot.transform;
     87 
     88         //add Event System
     89         GameObject esObj = GameObject.Find("EventSystem");
     90         if (esObj != null)
     91         {
     92             GameObject.DestroyImmediate(esObj);
     93         }
     94 
     95         GameObject eventObj = new GameObject("EventSystem");
     96         eventObj.layer = LayerMask.NameToLayer("UI");
     97         eventObj.transform.SetParent(go.transform);
     98         eventObj.AddComponent<EventSystem>();
     99         if (!Application.isMobilePlatform || Application.isEditor)
    100         {
    101             eventObj.AddComponent<UnityEngine.EventSystems.StandaloneInputModule>();
    102         }
    103         else
    104         {
    105             eventObj.AddComponent<UnityEngine.EventSystems.TouchInputModule>();
    106         }
    107 
    108 
    109     }
    110 
    111     static GameObject CreateSubCanvasForRoot(Transform root, int sort)
    112     {
    113         GameObject go = new GameObject("canvas");
    114         go.transform.parent = root;
    115         go.layer = LayerMask.NameToLayer("UI");
    116 
    117         Canvas can = go.AddComponent<Canvas>();
    118         RectTransform rect = go.GetComponent<RectTransform>();
    119         rect.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Left, 0, 0);
    120         rect.SetInsetAndSizeFromParentEdge(RectTransform.Edge.Top, 0, 0);
    121         rect.anchorMin = Vector2.zero;
    122         rect.anchorMax = Vector2.one;
    123 
    124         can.overrideSorting = true;
    125         can.sortingOrder = sort;
    126 
    127         go.AddComponent<GraphicRaycaster>();
    128 
    129         return go;
    130     }
    131 
    132     void OnDestroy()
    133     {
    134         m_Instance = null;
    135     }
    136 }
    复制代码

    ToLua使用:

    熟悉Tolua的同学都知道要

    _GT(typeof(XPage)),
    _GT(typeof(XPageMgr)),
    _GT(typeof(EPageType)),
    _GT(typeof(EPageMode)),
    _GT(typeof(EventTriggerListener)),

    如果你还不知道ToLua是什么,那么你先去了解一下咯。

    这样,这些类,在lua里就能用了。

    初始化:

    复制代码
     1 require "Logic/LuaClass"
     2 require "Common/define"
     3 require "Common/functions"
     4 
     5 --管理器--
     6 XGame = {};
     7 local this = XGame;
     8 
     9 local game; 
    10 local transform;
    11 local gameObject;
    12 local WWW = UnityEngine.WWW;
    13 
    14 function XGame.InitViewPanels()
    15     for i = 1, #XPanelNames do
    16         require ("XUI/XView/"..tostring(XPanelNames[i]).."View")
    17         require ("XUI/XCtrl/"..tostring(XPanelNames[i]).."Ctrl")
    18     end
    19 end
    20 
    21 xpageMgr = XPageMgr.Inst
    22 
    23 --初始化完成,发送链接服务器信息--
    24 function XGame.OnInitOK()
    25     --注册LuaView--
    26     this.InitViewPanels();
    27 
    28     
    29     logWarn('LuaFramework InitOK--->>>');
    30 end
    复制代码

    当你调XPageMgr.Inst.ShowPage(true, "UI/UIPrefab/MainPanel");来显示MainPanel的面板时

    我的做法是去调lua里面MainPanelCtrl,MainPanelView。

    MainPanelCtrl

    复制代码
     1 local transform;
     2 local gameObject;
     3 
     4 MainPanelCtrl = {};
     5 local this = MainPanelCtrl;
     6 
     7 --构建函数--
     8 function MainPanelCtrl.New()
     9     logWarn("MainPanelCtrl.New--->>");
    10     return this;
    11 end
    12 
    13 function MainPanelCtrl.Awake(xpage)
    14     --logWarn('MainPanelCtrl Awake--->>>'..'xpage name:'..xpage.m_pageName);
    15     xpage.m_pageType = EPageType.Normal;
    16     xpage.m_pageMode = EPageMode.DoNothing;
    17 end
    18 
    19 function MainPanelCtrl.Start()
    20     logWarn('MainPanelCtrl Start--->>>');
    21     local eventTriggerListener = EventTriggerListener.Get(MainPanelView.packageBtn.gameObject);
    22     eventTriggerListener:AddClick(MainPanelView.packageBtn,this.OnClick);
    23 end
    24 
    25 function MainPanelCtrl.Rest()
    26     logWarn('MainPanelCtrl Rest--->>>');
    27 end
    28 
    29 function MainPanelCtrl.Hide()
    30     logWarn('MainPanelCtrl Hide--->>>');
    31 end
    32 
    33 function MainPanelCtrl.Destroy()
    34     logWarn('MainPanelCtrl Destroy--->>>');
    35 end
    36 
    37 --单击事件--
    38 function MainPanelCtrl.OnClick(go)
    39     xpageMgr:ShowPage(true,"UI/UIPrefab/TopBar");
    40     xpageMgr:ShowPage(true,"UI/Prompt/PromptPanel");
    41 end
    复制代码

    MainPanelView

    复制代码
     1 local transform;
     2 local gameObject;
     3 
     4 MainPanelView = {};
     5 local this = MainPanelView;
     6 
     7 
     8 function MainPanelView.Start(obj)
     9     gameObject = obj;
    10     transform = obj.transform;
    11     logWarn('MainPanelView Start--->>>'..gameObject.name);
    12 
    13     this.packageBtn = transform:FindChild("Button").gameObject;
    14 end
    复制代码

    其他面板也是这个道理,所以我的结构是这样的。

    结束语:

    1.代码写的很粗糙,但是基本满足我目前的需求。

    2.再次感谢开源,避免重复造轮子,毕竟人生苦短,当你有想法时,也许可以进行二次开发。

    原文地址:http://www.cnblogs.com/joeshifu/p/5655064.html

  • 相关阅读:
    WSGI-mini-web框架服务器
    pymsql链接数据库报错2003的解决过程记录
    官方案例--Survival Shoot(一)
    Python-Day5修改haproxy配置文件
    Python-Day4实现简单的shell sed替换功能
    Python-列表嵌套字典-名片管理系统(适合刚学习完字典和列表的同学练手)
    Python-列表的运用-名字管理系统
    Vi 编写一个剪刀石头布游戏
    Python-Day3 购物系统
    Python-Day2三级菜单
  • 原文地址:https://www.cnblogs.com/dabiaoge/p/6445427.html
Copyright © 2011-2022 走看看