内容简介:最近学习了Unity3d游戏界面UI的设计思路,发现自己原来的设计简直就是在瞎搞,特别记录一下,一份代码解决所有按钮与界面切换的逻辑,主要是通过命名按钮与界面名字的耦合以及deleget委托。一言不合,先上代码
最近学习了Unity3d游戏界面UI的设计思路,发现自己原来的设计简直就是在瞎搞,特别记录一下,
一份代码解决所有按钮与界面切换的逻辑,主要是通过命名按钮与界面名字的耦合以及deleget委托。
一言不合,先上代码
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; public class UIController : MonoBehaviour { Dictionary<string, GameObject> panels = new Dictionary<string, GameObject>(); Stack<GameObject> history = new Stack<GameObject>(); GameObject[] btns; public GameObject StartPanel; GameObject currentPanel; private void Start() { GameObject[] myPanels = GameObject.FindGameObjectsWithTag("UIPanel"); btns = GameObject.FindGameObjectsWithTag("UIBtn"); foreach(GameObject g in myPanels) { Debug.Log(g.name.Substring(2)); panels.Add(g.name.Substring(2),g); currentPanel = StartPanel; if(g != StartPanel) { g.SetActive(false); } } foreach(GameObject b in btns) { b.GetComponent<Button>().onClick.AddListener(delegate () { OnButtonClickEvent(b); }); } } public void ShowPanel(string panelName) { GameObject newPanel = null; if (panelName != "Back") { if (panels.ContainsKey(panelName)) { history.Push(currentPanel); newPanel = panels[panelName]; } }else if (history.Count > 0) { newPanel = history.Pop(); } if(newPanel != null && currentPanel != null) { currentPanel.SetActive(false); currentPanel = newPanel; currentPanel.SetActive(true); } } public void OnButtonClickEvent(GameObject g) { ShowPanel(g.name.Substring(2)); } }
效果图
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Data Structures and Algorithms in Java
Robert Lafore / Sams / 2002-11-06 / USD 64.99
Data Structures and Algorithms in Java, Second Edition is designed to be easy to read and understand although the topic itself is complicated. Algorithms are the procedures that software programs use......一起来看看 《Data Structures and Algorithms in Java》 这本书的介绍吧!