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场景中加个使用说明

tanghai před 4 roky
rodič
revize
362aabd7c1

+ 222 - 0
Unity/Assets/Bundles/UI/UIHelp.prefab

@@ -0,0 +1,222 @@
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+    m_LineSpacing: 1
+  m_Text: 'Help:
+
+    1. Mouse Right Move
+
+    2. R Reload Dll
+
+    3. T Transfer
+    Map'

+ 7 - 0
Unity/Assets/Bundles/UI/UIHelp.prefab.meta

@@ -0,0 +1,7 @@
+fileFormatVersion: 2
+guid: c54e8d9624286b24fa23519e5df2ed0a
+PrefabImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: uihelp.unity3d
+  assetBundleVariant: 

+ 1 - 1
Unity/Codes/Hotfix/Demo/Scene/SceneChangeHelper.cs

@@ -23,7 +23,7 @@
             
             zoneScene.RemoveComponent<AIComponent>();
             
-            Game.EventSystem.Publish(new EventType.SceneChangeFinish() {ZoneScene = zoneScene});
+            Game.EventSystem.Publish(new EventType.SceneChangeFinish() {ZoneScene = zoneScene, CurrentScene = currentScene});
 
             // 通知等待场景切换的协程
             zoneScene.GetComponent<ObjectWait>().Notify(new WaitType.Wait_SceneChangeFinish());

+ 3 - 3
Unity/Codes/HotfixView/Demo/Scene/AfterCreateCurrentScene_AddComponent.cs

@@ -4,9 +4,9 @@ namespace ET
     {
         protected override async ETTask Run(EventType.AfterCreateCurrentScene args)
         {
-            Scene zoneScene = args.CurrentScene;
-            zoneScene.AddComponent<UIComponent>();
-            zoneScene.AddComponent<ResourcesLoaderComponent>();
+            Scene currentScene = args.CurrentScene;
+            currentScene.AddComponent<UIComponent>();
+            currentScene.AddComponent<ResourcesLoaderComponent>();
             await ETTask.CompletedTask;
         }
     }

+ 10 - 0
Unity/Codes/HotfixView/Demo/UI/UIHelp/SceneChangeFinishEvent_CreateUIHelp.cs

@@ -0,0 +1,10 @@
+namespace ET
+{
+    public class SceneChangeFinishEvent_CreateUIHelp : AEvent<EventType.SceneChangeFinish>
+    {
+        protected override async ETTask Run(EventType.SceneChangeFinish args)
+        {
+            await UIHelper.Create(args.CurrentScene, UIType.UIHelp);
+        }
+    }
+}

+ 32 - 0
Unity/Codes/HotfixView/Demo/UI/UIHelp/UIHelpEvent.cs

@@ -0,0 +1,32 @@
+using System;
+using UnityEngine;
+
+namespace ET
+{
+	[UIEvent(UIType.UIHelp)]
+    public class UIHelpEvent: AUIEvent
+    {
+        public override async ETTask<UI> OnCreate(UIComponent uiComponent)
+        {
+	        try
+	        {
+		        await uiComponent.Domain.GetComponent<ResourcesLoaderComponent>().LoadAsync(UIType.UIHelp.StringToAB());
+		        GameObject bundleGameObject = (GameObject) ResourcesComponent.Instance.GetAsset(UIType.UIHelp.StringToAB(), UIType.UIHelp);
+		        GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject);
+		        UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UIHelp, gameObject);
+
+				ui.AddComponent<UIHelpComponent>();
+				return ui;
+	        }
+	        catch (Exception e)
+	        {
+				Log.Error(e);
+		        return null;
+	        }
+		}
+
+        public override void OnRemove(UIComponent uiComponent)
+        {
+        }
+    }
+}

+ 1 - 1
Unity/Codes/HotfixView/Demo/UI/UILobby/UILobbyEvent.cs

@@ -9,7 +9,7 @@ namespace ET
         public override async ETTask<UI> OnCreate(UIComponent uiComponent)
         {
             await ETTask.CompletedTask;
-            await uiComponent.Parent.GetComponent<ResourcesLoaderComponent>().LoadAsync(UIType.UILobby.StringToAB());
+            await uiComponent.Domain.GetComponent<ResourcesLoaderComponent>().LoadAsync(UIType.UILobby.StringToAB());
             GameObject bundleGameObject = (GameObject) ResourcesComponent.Instance.GetAsset(UIType.UILobby.StringToAB(), UIType.UILobby);
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject);
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILobby, gameObject);

+ 1 - 1
Unity/Codes/HotfixView/Demo/UI/UILogin/UILoginEvent.cs

@@ -8,7 +8,7 @@ namespace ET
     {
         public override async ETTask<UI> OnCreate(UIComponent uiComponent)
         {
-            await uiComponent.Parent.GetComponent<ResourcesLoaderComponent>().LoadAsync(UIType.UILogin.StringToAB());
+            await uiComponent.Domain.GetComponent<ResourcesLoaderComponent>().LoadAsync(UIType.UILogin.StringToAB());
             GameObject bundleGameObject = (GameObject) ResourcesComponent.Instance.GetAsset(UIType.UILogin.StringToAB(), UIType.UILogin);
             GameObject gameObject = UnityEngine.Object.Instantiate(bundleGameObject);
             UI ui = uiComponent.AddChild<UI, string, GameObject>(UIType.UILogin, gameObject);

+ 1 - 0
Unity/Codes/Model/Demo/EventType.cs

@@ -17,6 +17,7 @@ namespace ET
         public struct SceneChangeFinish
         {
             public Scene ZoneScene;
+            public Scene CurrentScene;
         }
 
         public struct ChangePosition

+ 10 - 0
Unity/Codes/ModelView/Demo/UI/UIHelp/UIHelpComponent.cs

@@ -0,0 +1,10 @@
+using UnityEngine;
+using UnityEngine.UI;
+
+namespace ET
+{
+	public class UIHelpComponent : Entity, IAwake
+	{
+		public Text text;
+	}
+}

+ 1 - 0
Unity/Codes/ModelView/Module/UI/UIType.cs

@@ -9,5 +9,6 @@ namespace ET
 	    public const string UILoading = "UILoading";
 	    public const string UILogin = "UILogin";
 	    public const string UILobby = "UILobby";
+	    public const string UIHelp = "UIHelp";
     }
 }