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