"Version": "v0.0.9"
因为笔者水平有限,加之也最近才开始接触这个框架,不足之处,请多多指教。
框架github下载地址:https://github.com/liangxiegame/QFramework
框架作者文档:http://qframework.io/
1. 将框架预设体 UIRoot 添加到面板
2.在 Design 里面新建一个 panel ,我这取名为 UIFirstPanel,下级加一个 button(因为我后期需要对这个Button做监听,所以你需要给它加一个 UIMark 组件,任何你需要监听的对象,你都给它加一个这个组件)
3.推荐在Asset目录下建一个这样的文件结构,将刚才的panel拖到文件夹下成为预设体
4.在刚才的 Panel 预设体右键,选择@UIKit,如图所示,成功之后如图二会生成一个UI文件夹目录,并有这两个对应的脚本
5.将这个预设体 Assetbundle名设置为 UIFirstPanel.ab
6.新建一个空对象,挂上一个框架自带的 UIPanelTester.cs (注意这个脚本是你下来的框架就自带的,不用你自己写)
7.点击运行一下Unity ,看一下效果如下:(运行时Design对象会自动隐藏,而Common则会Open出来一个Panel)
新建一个Panel push出来的代码如下:
/****************************************************************************
* Copyright (c) 2018.5 ~ 8 liangxie
*
* http://qframework.io
* https://github.com/liangxiegame/QFramework
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
****************************************************************************/
namespace QFramework
{
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
[System.Serializable]
public class UIPanelTesterInfo
{
/// <summary>
/// 页面的名字
/// </summary>
public string PanelName;
/// <summary>
/// 层级名字
/// </summary>
public UILevel Level;
}
public class UIPanelTester : MonoBehaviour
{
/// <summary>
/// 页面的名字
/// </summary>
public string PanelName;
/// <summary>
/// 层级名字
/// </summary>
public UILevel Level;
[SerializeField] private List<UIPanelTesterInfo> mOtherPanels;
private void Awake()
{
ResMgr.Init();
}
private IEnumerator Start()
{
yield return new WaitForSeconds(0.2f);
// 这行代码就是将你创建的 Panel 创建了出来
UIMgr.OpenPanel(PanelName, Level);
mOtherPanels.ForEach(panelTesterInfo => { UIMgr.OpenPanel(panelTesterInfo.PanelName, panelTesterInfo.Level); });
}
}
}
当初笔者很奇怪,如图一所示,UIManager既然是单例模式,而在这个框架里也是去调的这个单例,,难道就是为了少写一个 .Instance 吗 所以多了一个 UIMgr.cs 的管理器,而后期我们也使用这个脚本去对 UI 进行操作的,最后笔者在框架作者那边得到了回答,大彻大悟,只剩下深深的佩服,如图二所示