c#层
GlobalGenerator
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AppFacade.Instance.StartUp();// RegisterCommand(NotiConst.START_UP, typeof(StartUpCommand));-> SendMessageCommand(NotiConst.START_UP); ->StartUpCommand
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//-----------------关联命令-----------------------
AppFacade.Instance.RegisterCommand(NotiConst.DISPATCH_MESSAGE, typeof(SocketCommand));
//-----------------初始化管理器-----------------------
AppFacade.Instance.AddManager(ManagerName.Lua, new LuaScriptMgr());
AppFacade.Instance.AddManager<PanelManager>(ManagerName.Panel);
AppFacade.Instance.AddManager<MusicManager>(ManagerName.Music);
AppFacade.Instance.AddManager<TimerManager>(ManagerName.Timer);
AppFacade.Instance.AddManager<NetworkManager>(ManagerName.Network);
AppFacade.Instance.AddManager<ResourceManager>(ManagerName.Resource);
AppFacade.Instance.AddManager<ThreadManager>(ManagerName.Thread);
AppFacade.Instance.AddManager<GameManager>(ManagerName.Game); -> OnResourceInited -》 LuaManager.DoFile("Logic/Network"); //加载游戏 LuaManager.DoFile("Logic/GameManager"); //加载网络
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c#调用 LuaScriptPanel
foreach (object o in panels) {
string name = o.ToString().Trim();
if (string.IsNullOrEmpty(name)) continue;
name += "Panel"; //添加
LuaManager.DoFile("View/" + name); //创建panel
Debug.LogWarning("LoadLua---->>>>" + name + ".lua");
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OnInitOK ->创建Panelctrl
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lua层
GameManager
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Panel 创建流程
PromptCtrl new
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PanelManager:CreatePanel
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{
string assetName = name + "Panel";
// Load asset from assetBundle.
string abName = name.ToLower() + AppConst.ExtName;
AssetBundleAssetOperation request = ResourceManager.LoadAssetAsync(abName, assetName, typeof(GameObject));
if (request == null) yield break;
yield return StartCoroutine(request);
// Get the asset.
GameObject prefab = request.GetAsset<GameObject>(); 获取prefab(预制的layerUI)
if (Parent.FindChild(name) != null || prefab == null) {
yield break;
}
GameObject go = Instantiate(prefab) as GameObject;
go.name = assetName;
go.layer = LayerMask.NameToLayer("Default"); 设置默认的层级
go.transform.SetParent(Parent);
go.transform.localScale = Vector3.one; 设置大小
go.transform.localPosition = Vector3.zero;设置位置
go.AddComponent<LuaBehaviour>(); 添加控件LuaBehaviour
}
ResManager:LoadAsset('prompt', 'PromptItem', this.InitPanel); 寻找目标PromptItem prefab 并在InitPanel 进行处理
function PromptCtrl.InitPanel(prefab) prefab 即为寻找到的预制物体
end
GlobalGenerator
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AppFacade.Instance.StartUp();// RegisterCommand(NotiConst.START_UP, typeof(StartUpCommand));-> SendMessageCommand(NotiConst.START_UP); ->StartUpCommand
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//-----------------关联命令-----------------------
AppFacade.Instance.RegisterCommand(NotiConst.DISPATCH_MESSAGE, typeof(SocketCommand));
//-----------------初始化管理器-----------------------
AppFacade.Instance.AddManager(ManagerName.Lua, new LuaScriptMgr());
AppFacade.Instance.AddManager<PanelManager>(ManagerName.Panel);
AppFacade.Instance.AddManager<MusicManager>(ManagerName.Music);
AppFacade.Instance.AddManager<TimerManager>(ManagerName.Timer);
AppFacade.Instance.AddManager<NetworkManager>(ManagerName.Network);
AppFacade.Instance.AddManager<ResourceManager>(ManagerName.Resource);
AppFacade.Instance.AddManager<ThreadManager>(ManagerName.Thread);
AppFacade.Instance.AddManager<GameManager>(ManagerName.Game); -> OnResourceInited -》 LuaManager.DoFile("Logic/Network"); //加载游戏 LuaManager.DoFile("Logic/GameManager"); //加载网络
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c#调用 LuaScriptPanel
foreach (object o in panels) {
string name = o.ToString().Trim();
if (string.IsNullOrEmpty(name)) continue;
name += "Panel"; //添加
LuaManager.DoFile("View/" + name); //创建panel
Debug.LogWarning("LoadLua---->>>>" + name + ".lua");
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OnInitOK ->创建Panelctrl
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lua层
GameManager
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Panel 创建流程
PromptCtrl new
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PanelManager:CreatePanel
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{
string assetName = name + "Panel";
// Load asset from assetBundle.
string abName = name.ToLower() + AppConst.ExtName;
AssetBundleAssetOperation request = ResourceManager.LoadAssetAsync(abName, assetName, typeof(GameObject));
if (request == null) yield break;
yield return StartCoroutine(request);
// Get the asset.
GameObject prefab = request.GetAsset<GameObject>(); 获取prefab(预制的layerUI)
if (Parent.FindChild(name) != null || prefab == null) {
yield break;
}
GameObject go = Instantiate(prefab) as GameObject;
go.name = assetName;
go.layer = LayerMask.NameToLayer("Default"); 设置默认的层级
go.transform.SetParent(Parent);
go.transform.localScale = Vector3.one; 设置大小
go.transform.localPosition = Vector3.zero;设置位置
go.AddComponent<LuaBehaviour>(); 添加控件LuaBehaviour
}
ResManager:LoadAsset('prompt', 'PromptItem', this.InitPanel); 寻找目标PromptItem prefab 并在InitPanel 进行处理
function PromptCtrl.InitPanel(prefab) prefab 即为寻找到的预制物体
end