Unity简单的UI框架---------UGUI

5 篇文章 0 订阅
/* 
    那天看了SIKI的一个UI框架,他是用到了json解析,感觉有点繁琐,对于新增需求或者需求变动,所更改的内容比较多: 
    1、需要更改json文本  2、需要更改对应的枚举类型。所以自己又总结了一个简单的,只需要增加或者更改UIPanelPath即可, 
    里面都是存放着对应的Resources文件夹下的UI面板路径 
 */  
using UnityEngine;  
using System.Collections;  
using System.Collections.Generic;  
  
/// <summary>  
/// UI管理器,用于管理所有面板的显示和隐藏  
/// </summary>  
public class UIManager{  
  
    private static UIManager instance;  
    public static UIManager Instance  
    {  
        get  
        {  
            if (instance==null)  
            {  
                instance = new UIManager();  
            }  
            return instance;  
        }  
    }  
  
    private UIManager()  
    {  
        Init();  
    }  
  
    private Transform canvasTransform;  
    private Transform CanvasTransform  
    {  
        get  
        {  
            if (canvasTransform==null)  
            {  
                canvasTransform = GameObject.Find("Canvas").transform;  
            }  
            return canvasTransform;  
        }  
    }  
    private Dictionary<string, BasePanel> panelDict;    //储存实例化面板的字典  
    private Stack<BasePanel> panelStack;    //储存面板的栈  
  
    /// <summary>  
    /// 获取面板  
    /// </summary>  
    private BasePanel GetPanel(string panelPath)  
    {  
        BasePanel panel;  
        panelDict.TryGetValue(panelPath, out panel);  
        if (panel==null)  
        {  
            GameObject insObj = GameObject.Instantiate(Resources.Load(panelPath)) as GameObject;  
            insObj.transform.SetParent(CanvasTransform, false);  
            BasePanel basePanel = insObj.GetComponent<BasePanel>();  
            panelDict.Add(panelPath, basePanel);  
            return basePanel;  
        }  
        else  
        {  
            return panel;  
        }  
    }  
  
    /// <summary>  
    /// 初始化对应的字典和栈  
    /// </summary>  
    private void Init()  
    {  
        if (panelDict == null)  
            panelDict = new Dictionary<string, BasePanel>();  
        if (panelStack == null)  
            panelStack = new Stack<BasePanel>();  
    }  
  
    /// <summary>  
    /// 入栈,显示面板  
    /// </summary>  
    /// <param name="panelPath"> 面板的路径 </param>  
    public void PushPanel(string panelPath)  
    {  
        if (panelStack.Count > 0)  
        {  
            BasePanel topPanel = panelStack.Peek();  
            topPanel.OnPause();  
        }  
        BasePanel panel = GetPanel(panelPath);  
        panel.OnEnter();  
        panelStack.Push(panel);  
    }  
  
    /// <summary>  
    /// 出栈,移除面板  
    /// </summary>  
    public void PopPanel()  
    {  
        if (panelStack.Count <= 0) return;  
        BasePanel topPanel = panelStack.Pop();  
        topPanel.OnExit();  
        if (panelStack.Count <= 0) return;  
        BasePanel nextPanel = panelStack.Peek();  
        nextPanel.OnResume();  
    }  
}  

using UnityEngine;  
using System.Collections;  
  
/// <summary>  
/// Resources文件夹下UI面板的路径,新增和变动只需更改这里即可  
/// </summary>  
public class UIPanelPath {  
  
    public const string MAINUIPANEL = "UIPanel/MainUIPanel";  
    public const string MISSIONCHANGEPANEL = "UIPanel/MissionChangePanel";  
}  

using UnityEngine;  
using System.Collections;  
  
/// <summary>  
/// 面板基类,每个面板继承此类,重写里面的方法即可  
/// </summary>  
public class BasePanel : MonoBehaviour {  
  
    //每个子类面板都挂CanvasGroup组件,用于控制显示和隐藏  
    protected CanvasGroup canvasGroup;   
  
    public virtual void Awake()  
    {  
        canvasGroup = GetComponent<CanvasGroup>();  
    }  
  
    /// <summary>  
    /// 面板显示  
    /// </summary>  
    public virtual void OnEnter()  
    {  
    }  
  
    /// <summary>  
    /// 面板暂停  
    /// </summary>  
    public virtual void OnPause()  
    {  
    }  
  
    /// <summary>  
    /// 面板恢复  
    /// </summary>  
    public virtual void OnResume()  
    {  
    }  
  
    /// <summary>  
    /// 面板关闭  
    /// </summary>  
    public virtual void OnExit()  
    {  
    }  
}  

using UnityEngine;  
using System.Collections;  
  
/// <summary>  
///启动框架  
/// </summary>  
public class FrameworkStart : MonoBehaviour {  
     
    void Start ()  
    {  
        UIManager.Instance.PushPanel(UIPanelPath.MAINUIPANEL);  
    }  
}  

using UnityEngine;  
using System.Collections;  
using UnityEngine.UI;  
  
public class MainUIPanel : BasePanel {  
  
    [SerializeField]  
    private Button missileButton;  
    [SerializeField]  
    private Button satelliteButton;  
    [SerializeField]  
    private Button spaceportButton;  
  
    private void Start()  
    {  
        missileButton.onClick.AddListener(OnClickMissileButton);  
        satelliteButton.onClick.AddListener(OnClickSatelliteButton);  
        spaceportButton.onClick.AddListener(OnClickSpaceportButton);  
    }  
  
    /// <summary>  
    /// 点击导弹按钮  
    /// </summary>  
    private void OnClickMissileButton()  
    {  
        Debug.Log("导弹");  
    }  
  
    /// <summary>  
    /// 点击卫星按钮  
    /// </summary>  
    private void OnClickSatelliteButton()  
    {  
        Debug.Log("卫星");  
    }  
  
    /// <summary>  
    /// 点击空间站按钮  
    /// </summary>  
    private void OnClickSpaceportButton()  
    {  
        UIManager.Instance.PushPanel(UIPanelPath.MISSIONCHANGEPANEL);  
    }  
  
    public override void OnPause()  
    {  
        canvasGroup.alpha = 0;  
    }  
  
    public override void OnResume()  
    {  
        canvasGroup.alpha = 1;  
    }  
}  

  • 1
    点赞
  • 11
    收藏
    觉得还不错? 一键收藏
  • 7
    评论
评论 7
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值