完成了脚本创建和绑定关系处理后基本就完成了编辑器中需要的工作,然后我们就开始将讲运行时的设计。
我们回到规则2.以panel为单位添加一个唯一的控制脚本编写UI逻辑。
Panel创建完成后,我们需要去加载Panel,加载方法要足够简单:
UIManager.Instance.OpenPanel("MainPanel");
像这样直接一个单例输入Panel的名字直接打开就行了,这里我们就需要一个总类来管理UI的开关:
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using static UIConfig;
/// <summary>
/// 主要用于UIPanel的开关
/// </summary>
public class UIManager : Singleton<UIManager>
{
private Canvas m_Canvas;
public Canvas Canvas
{
get
{
if (m_Canvas == null)
m_Canvas = GameObject.FindObjectOfType(typeof(Canvas)) as Canvas;
if (m_Canvas == null)
Debug.LogError("请在场景中创建Canvas!");
return m_Canvas;
}
set => m_Canvas = value;
}
/// <summary>
/// 用于暂存的Dictionary,用来判断是否已生成该页面
/// </summary>
private Dictionary<string, GameObject> m_PanelDictionary = new Dictionary<string, GameObject>();
/// <summary>
/// 打开Panel
/// </summary>
/// <param name="name"></param>
public void OpenPanel(string name)
{
UIPanelConfig uIItem = default;
if (Help.IsContainPanel(UIConfig.Instance.m_UIList, name, out uIItem))
{
if (m_PanelDictionary.ContainsKey(name))
{
//如果已生成此名字的Panel就打开
m_PanelDictionary[name].SetActive(true);
}
else
{
//创建Panel
GameObject gameObject = GameObject.Instantiate(uIItem.GameObject);
gameObject.transform.SetParent(Canvas.transform, false);
gameObject.name = name;
Type type = Type.GetType(name.Trim().Replace(" ", "") + "_UIControl");
UIControl uIControl = (UIControl)gameObject.AddComponent(type);
m_PanelDictionary.Add(name, gameObject);
}
}
else
{
Debug.LogError(name + " 未注册!");
}
}
/// <summary>
/// 关闭Panel
/// </summary>
/// <param name="name"></param>
public void ClosePanel(string name)
{
if (m_PanelDictionary.ContainsKey(name))
{
//如果已生成此名字的Panel就打开
m_PanelDictionary[name].SetActive(false);
}
else
{
Debug.Log(name + " 未注册!");
}
}
}
到此为止,UI的框架部分就完成了,也就是如下文件夹的主要内容: