require "Game.View.init" require "Game.View.LobbyNew.FilterData" UIManager = { ViewLogin = 1, LobbyView = 2, ViewCreateCardGame = 4, ViewCreateUnit = 5, ViewGameGroup = 6, ViewMatch = 7, ViewFilter = 8, ViewShop = 9, ViewWallet = 10, ViewOther = 11, ViewWait = 12, ViewSetting = 13, ViewGame = 20, ViewToolsTip = 100 --提示 } local _viewMap = {} function UIManager.Init() _viewMap[UIManager.ViewLogin] = { view = LoginViewNew, isload = false, path = "base/login/" } _viewMap[UIManager.ViewLogin].name = "ViewLogin.prefab" _viewMap[UIManager.LobbyView] = { view = LobbyView, isload = false, path = "base/lobby/" } _viewMap[UIManager.LobbyView].name = "Lobby.prefab" _viewMap[UIManager.ViewCreateCardGame] = { view = CreateCardGameView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewCreateCardGame].name = "ViewCreateCardGame.prefab" _viewMap[UIManager.ViewCreateUnit] = { view = CreateUnitView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewCreateUnit].name = "ViewCreateUnit.prefab" _viewMap[UIManager.ViewGameGroup] = { view = GameGroupView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewGameGroup].name = "ViewGameGroup.prefab" _viewMap[UIManager.ViewMatch] = { view = MatchView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewMatch].name = "ViewMatch.prefab" _viewMap[UIManager.ViewFilter] = { view = FilterView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewFilter].name = "ViewFilter.prefab" _viewMap[UIManager.ViewShop] = { view = ShopView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewShop].name = "ViewShop.prefab" _viewMap[UIManager.ViewWallet] = { view = WalletView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewWallet].name = "ViewWallet.prefab" _viewMap[UIManager.ViewOther] = { view = OtherView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewOther].name = "ViewOther.prefab" _viewMap[UIManager.ViewWait] = { view = WaitView, isload = false, path = "base/common/" } _viewMap[UIManager.ViewWait].name = "ViewWait.prefab" _viewMap[UIManager.ViewSetting] = { view = SettingViewNew, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewSetting].name = "ViewSetting.prefab" _viewMap[UIManager.ViewGame] = { view = GameView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewGame].name = "ViewGame.prefab" _viewMap[UIManager.ViewToolsTip] = { view = ToolsTipView, isload = false, path = "base/prefab/" } _viewMap[UIManager.ViewToolsTip].name = "ViewToolsTip.prefab" end function UIManager.ShowUI(v, callback) if not _viewMap[v].isload then _viewMap[v].isload = true local view = _viewMap[v].view.new() print("加载UI资源:" .. _viewMap[v].path .. _viewMap[v].name) local pref = ResourcesManager.LoadObject(_viewMap[v].path .. _viewMap[v].name, typeof(UnityEngine.GameObject)) local go = UnityEngine.GameObject.Instantiate(pref, UGUIRootCanvas.transform, false) view._view = go _viewMap[v].view = view _viewMap[v].view.path = _viewMap[v].path view.callback = callback view:InitView() view:init() end _viewMap[v].view._view:SetActive(true) LuaUIHelper:SetGameObjectLastSibling(_viewMap[v].view._view) return _viewMap[v].view end function UIManager.HideUI(v) if _viewMap[v] and _viewMap[v].view._view then _viewMap[v].view._view:SetActive(false) end end function UIManager.GetGo(path, transform) local pref = ResourcesManager.LoadObject(path, typeof(UnityEngine.GameObject)) return UnityEngine.GameObject.Instantiate(pref, transform, false) end