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@@ -15,6 +15,7 @@ namespace GFGGame
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public bool backRefresh;
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public List<String> smallWindow;
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}
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+
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/// <summary>
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/// 视图管理类
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/// 管理视图的显示、隐藏
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@@ -30,26 +31,80 @@ namespace GFGGame
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private static GComponent _alertLayer;
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private static GComponent _debugLayer;
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private static GComponent _floatLayer;
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- private static bool _nowHideOthers = false; //正在关闭所有界面的循环中
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+ private static bool _nowHideOthers = false; //正在关闭所有界面的循环中
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private static Dictionary<string, List<object[]>> _goBackDatas = new Dictionary<string, List<object[]>>();
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-
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+
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public static void Clear()
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{
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_viewStack.Clear();
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}
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- public static void Init()
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+ public static async void Init()
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{
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//设置CustomLoader
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UIObjectFactory.SetLoaderExtension(typeof(GFGGLoader));
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//通用资源,单独加,增加一次引用,不会被释放
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- GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
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- GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("CommonGame"));
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- GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Main"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Login"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("CommonGame"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityAfternoonTea"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityAFuGift"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityDay7"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityGetYuanXiao"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityHuaRongDao"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityMain"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityThemeLuckyBox"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ActivityWanShiLi"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Arena"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Bag"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("BlindBox"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("BornLimit"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Card"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("CardSynthetic"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ClothingDecompose"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ClothingFoster"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ClothingShop"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ClothingSynthetic"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("ClothingUpgrade"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("CreateRole"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("DailyWelfare"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("DeleteAccount"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("DressUp"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("EnduringGiftBox"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Field"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("FieldGuide"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("FieldWork"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Friend"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Guide"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("InstanceZones"));
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+ // await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Launcher"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("League"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Loading"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("LuckyBox"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Mail"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Main"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("MatchingCompetition"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("MiniGame"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("NewYearLogin"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("NewYearRedEnvelope"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Notice"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("OpenServerActivity"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Poem"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("PopWindow"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("RoleInfo"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("RoleLvUp"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Share"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Store"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Studio"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Task"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("TimeTracing"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Travel"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("TurnTable"));
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+ await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("XiuFang"));
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//await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
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UIConfig.buttonSound = (NAudioClip)UIPackage.GetItemAsset("Common", "click");
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-
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+
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//统一修改文字字体需要填写路径 ResIn/Font/FZKTJW--GB1-0
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UIConfig.defaultFont = "FZKTJW--GB1-0";
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//默认关闭点击窗口移至顶层的功能,不可打开,如哪个界面需要在界面中单独设置
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@@ -86,14 +141,17 @@ namespace GFGGame
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{
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_topLayer.AddChild(gObject);
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}
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+
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public static void AddChildToGuideLayer(GObject gObject)
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{
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_guideLayer.AddChild(gObject);
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}
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+
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public static void AddChildToModalLayer(GObject gObject)
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{
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_modalLayer.AddChild(gObject);
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}
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+
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public static void AddChildToAlertLayer(GObject gObject)
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{
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_alertLayer.AddChild(gObject);
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@@ -103,6 +161,7 @@ namespace GFGGame
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{
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_debugLayer.AddChild(gObject);
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}
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+
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public static void AddChildToFloatLayer(GObject gObject)
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{
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_floatLayer.AddChild(gObject);
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@@ -118,9 +177,9 @@ namespace GFGGame
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{
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return GRoot.inst.height * maxAspectRatio;
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}
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+
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return GRoot.inst.width;
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}
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-
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}
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/// <summary>
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@@ -131,17 +190,20 @@ namespace GFGGame
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/// <param name="goBackParams">从该视图返回的视图信息</param>
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/// <param name="hideOthers">是否关闭其他视图</param>
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/// <param name="backRefresh">返回上一个界面的时候,上一个界面是否需要刷新界面</param>
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- public static bool Show(string fullViewName, object viewData = null, bool hideOthers = false, bool backRefresh = true,bool isHideToShow = false)
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+ public static bool Show(string fullViewName, object viewData = null, bool hideOthers = false,
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+ bool backRefresh = true, bool isHideToShow = false)
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{
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string name = GetName(fullViewName);
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if (!GameGlobal.skipCheckOpen && !FunctionOpenDataManager.Instance.CheckIsFunOpenById(name))
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{
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return false;
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}
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+
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if (hideOthers)
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{
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HideAllView(name);
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}
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+
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IUIView obj = null;
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if (_viewDic.ContainsKey(name))
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@@ -161,18 +223,21 @@ namespace GFGGame
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view.viewData = viewData;
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if (!view.isShowing)
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{
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- if (isHideToShow && _viewStack.Count > 0){
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+ if (isHideToShow && _viewStack.Count > 0)
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+ {
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view.backRefresh = _viewStack[_viewStack.Count - 1].backRefresh;
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_viewStack[_viewStack.Count - 1].iUIView = obj;
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}
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else
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view.backRefresh = true;
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+
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view.Show();
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}
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else
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{
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view.Refresh();
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}
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+
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LogUtil.LogDev("当前打开:" + name);
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}
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@@ -182,18 +247,20 @@ namespace GFGGame
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}
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//判断是否需要保存界面数据, 会帮助关闭上一个保存界面
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- if (obj.isReturnView && (_viewStack.Count <= 0 || (_viewStack.Count > 0 && _viewStack[_viewStack.Count - 1].name != name)))
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+ if (obj.isReturnView && (_viewStack.Count <= 0 ||
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+ (_viewStack.Count > 0 && _viewStack[_viewStack.Count - 1].name != name)))
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{
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//保存上一个界面是否需要返回刷新
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if (!isHideToShow && _viewStack.Count > 1)
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_viewStack[_viewStack.Count - 1].backRefresh = backRefresh;
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-
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+
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ViewStructure viewStructure = new ViewStructure();
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viewStructure.name = name;
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viewStructure.viewData = viewData;
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viewStructure.iUIView = obj;
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_viewStack.Add(viewStructure);
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- if (_viewStack.Count > 1 && !hideOthers) {
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+ if (_viewStack.Count > 1 && !hideOthers)
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+ {
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if (_viewStack[_viewStack.Count - 2].smallWindow == null)
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_viewStack[_viewStack.Count - 2].smallWindow = new List<string>();
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@@ -236,12 +303,15 @@ namespace GFGGame
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break;
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_viewStack.RemoveAt(i);
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}
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+
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return;
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}
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- for (int i = 0; i < count; i++) {
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+
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+ for (int i = 0; i < count; i++)
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+ {
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if (_viewStack.Count <= 1)
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break;
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- _viewStack.RemoveAt(_viewStack.Count-1);
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+ _viewStack.RemoveAt(_viewStack.Count - 1);
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}
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}
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@@ -259,10 +329,12 @@ namespace GFGGame
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if (view.isShowing) return true;
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}
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}
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+
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return false;
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}
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- public static bool Show<T>(object viewData = null, bool hideOthers = false, bool backRefresh = true) where T : class, new()
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+ public static bool Show<T>(object viewData = null, bool hideOthers = false, bool backRefresh = true)
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+ where T : class, new()
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{
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// string[] names = typeof(T).FullName.Split('.');
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// string viewName = names[names.Length - 1];
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@@ -274,7 +346,7 @@ namespace GFGGame
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{
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if (_nowHideOthers)
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return;
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-
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+
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if (_viewStack.Count >= 1)
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{
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bool hasShowingView = false;
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@@ -289,6 +361,7 @@ namespace GFGGame
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break;
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}
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}
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+
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ViewStructure viewStructure = _viewStack[_viewStack.Count - 1];
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if (_viewStack.Count == 1)
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{
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@@ -296,11 +369,13 @@ namespace GFGGame
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if (!hasShowingView)
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needShowNextView = true;
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}
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- else {
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+ else
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+ {
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if (!hasShowingView || (viewStructure.iUIView.isReturnView && viewStructure.name == viewName))
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{
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//关闭自己,在队列里去除
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- if (viewStructure.iUIView.isReturnView && viewStructure.name == viewName) {
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+ if (viewStructure.iUIView.isReturnView && viewStructure.name == viewName)
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+ {
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backRefresh = viewStructure.backRefresh;
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_viewStack.RemoveAt(_viewStack.Count - 1);
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}
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@@ -310,11 +385,13 @@ namespace GFGGame
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}
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}
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- if (needShowNextView) {
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+ if (needShowNextView)
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+ {
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viewStructure = _viewStack[_viewStack.Count - 1];
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- ViewManager.Show($"GFGGame.{viewStructure.name}", viewStructure.viewData, false, backRefresh, true);
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+ ViewManager.Show($"GFGGame.{viewStructure.name}", viewStructure.viewData, false, backRefresh, true);
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//重新打开小弹窗
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- if (viewStructure.smallWindow != null) {
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+ if (viewStructure.smallWindow != null)
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+ {
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foreach (var objName in viewStructure.smallWindow)
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{
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ViewManager.Show($"GFGGame.{objName}");
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@@ -340,6 +417,7 @@ namespace GFGGame
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{
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return;
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}
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+
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object obj = _viewDic[name];
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if (obj != null)
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{
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@@ -368,6 +446,7 @@ namespace GFGGame
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return;
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}
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}
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+
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MainDataManager.Instance.ViewType = 0;
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ViewManager.Show<MainUIView>(null, true);
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}
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@@ -382,6 +461,7 @@ namespace GFGGame
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//}
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return value;
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}
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+
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public static IUIView GetUIView(string viewName)
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{
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if (_viewDic.ContainsKey(viewName))
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@@ -392,8 +472,10 @@ namespace GFGGame
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return obj as IUIView;
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}
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}
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+
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return null;
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}
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+
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public static void ClearUIView(string viewName)
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{
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if (!string.IsNullOrEmpty(viewName) && _viewDic.ContainsKey(viewName))
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@@ -405,19 +487,23 @@ namespace GFGGame
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}
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}
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}
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+
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public static void HideAllView(string excludeViewName = null)
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{
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- for (int i = _viewDic.Keys.Count - 1; i >= 0; i--)//不用foreach是因为:循环过程中可能会触发dispose,导致_viewDic.Keys变化,最终报错
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+ for (int i = _viewDic.Keys.Count - 1; i >= 0; i--) //不用foreach是因为:循环过程中可能会触发dispose,导致_viewDic.Keys变化,最终报错
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{
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- int index = i > _viewDic.Keys.Count - 1 ? _viewDic.Keys.Count - 1 : i;//直接去最后一个,不用i是因为关闭一个界面可能会连带关闭其他界面,最终i比_viewDic.Keys.Count大而报错
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+ int index = i > _viewDic.Keys.Count - 1
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+ ? _viewDic.Keys.Count - 1
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+ : i; //直接去最后一个,不用i是因为关闭一个界面可能会连带关闭其他界面,最终i比_viewDic.Keys.Count大而报错
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KeyValuePair<string, IUIView> kv = _viewDic.ElementAt(index);
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if (kv.Key != excludeViewName)
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{
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- if (kv.Key == typeof(FunctionOpenView).Name) continue;//功能开启界面不能强制关闭
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+ if (kv.Key == typeof(FunctionOpenView).Name) continue; //功能开启界面不能强制关闭
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_nowHideOthers = true;
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Hide(kv.Key);
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}
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}
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+
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_nowHideOthers = false;
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// _viewDic.Clear();
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// foreach (string viewName in _viewDic.Keys)
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@@ -429,15 +515,18 @@ namespace GFGGame
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// }
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// }
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}
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+
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public static void CheckDispose()
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{
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- for (int i = _viewDic.Keys.Count - 1; i >= 0; i--)//不用foreach是因为:循环过程中可能会触发dispose,导致_viewDic.Keys变化,最终报错
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+ for (int i = _viewDic.Keys.Count - 1; i >= 0; i--) //不用foreach是因为:循环过程中可能会触发dispose,导致_viewDic.Keys变化,最终报错
|
|
|
{
|
|
|
- int index = i > _viewDic.Keys.Count - 1 ? _viewDic.Keys.Count - 1 : i;//直接去最后一个,不用i是因为关闭一个界面可能会连带关闭其他界面,最终i比_viewDic.Keys.Count大而报错
|
|
|
+ int index = i > _viewDic.Keys.Count - 1
|
|
|
+ ? _viewDic.Keys.Count - 1
|
|
|
+ : i; //直接去最后一个,不用i是因为关闭一个界面可能会连带关闭其他界面,最终i比_viewDic.Keys.Count大而报错
|
|
|
KeyValuePair<string, IUIView> kv = _viewDic.ElementAt(index);
|
|
|
if (kv.Value.isShowing == true) continue;
|
|
|
// if (kv.Value.packageName == ResPathUtil.GetUIPackagePath("CommonGame") || kv.Value.packageName == ResPathUtil.GetUIPackagePath("Common") || kv.Value.packageName == ResPathUtil.GetUIPackagePath("Main")) return;//这几个包不释放
|
|
|
- if(_viewDic.Keys.Count <= 10) return; //打开界面小于10个就不销毁了
|
|
|
+ if (_viewDic.Keys.Count <= 10) return; //打开界面小于10个就不销毁了
|
|
|
long currentTime = TimeHelper.ClientNowSeconds();
|
|
|
long closeTime = kv.Value.closeTime;
|
|
|
if (closeTime > 0 && currentTime - closeTime >= TimeUtil.SECOND_PER_MUNITE * 1)
|
|
|
@@ -447,6 +536,7 @@ namespace GFGGame
|
|
|
}
|
|
|
}
|
|
|
}
|
|
|
+
|
|
|
private static object CreateViewInstance(string name)
|
|
|
{
|
|
|
//LogUtil.LogFormatDev("CreateViewInstance {0}", name);
|
|
|
@@ -455,6 +545,7 @@ namespace GFGGame
|
|
|
{
|
|
|
return Activator.CreateInstance(type);
|
|
|
}
|
|
|
+
|
|
|
return null;
|
|
|
}
|
|
|
|
|
|
@@ -467,6 +558,7 @@ namespace GFGGame
|
|
|
layer.AddRelation(GRoot.inst, RelationType.Size);
|
|
|
return layer;
|
|
|
}
|
|
|
+
|
|
|
public static bool CheckIsTopView(GComponent viewCom)
|
|
|
{
|
|
|
if (ViewManager.isViewOpen(typeof(GuideView).Name)) return false;
|
|
|
@@ -478,12 +570,15 @@ namespace GFGGame
|
|
|
return true;
|
|
|
}
|
|
|
}
|
|
|
+
|
|
|
if (GRoot.inst.GetTopWindow() == viewCom)
|
|
|
{
|
|
|
return true;
|
|
|
}
|
|
|
+
|
|
|
return false;
|
|
|
}
|
|
|
+
|
|
|
public static string GetName(string fullName)
|
|
|
{
|
|
|
string[] names = fullName.Split('.');
|
|
|
@@ -494,14 +589,14 @@ namespace GFGGame
|
|
|
public static void SetMaskAlpha(float alpha)
|
|
|
{
|
|
|
GRoot.inst.modalLayer.alpha = alpha;
|
|
|
-
|
|
|
}
|
|
|
|
|
|
/// <summary>
|
|
|
/// 任务界面跳转
|
|
|
/// </summary>
|
|
|
/// <param name="jumpId"></param>
|
|
|
- public static void JumpToView(string jumpId, object[] param, bool hideOther = false, bool backRefresh = true, Action onSuccess = null)
|
|
|
+ public static void JumpToView(string jumpId, object[] param, bool hideOther = false, bool backRefresh = true,
|
|
|
+ Action onSuccess = null)
|
|
|
{
|
|
|
switch (jumpId)
|
|
|
{
|
|
|
@@ -529,6 +624,7 @@ namespace GFGGame
|
|
|
{
|
|
|
ViewManager.Show<LeagueJoinView>(null, hideOther, backRefresh);
|
|
|
}
|
|
|
+
|
|
|
break;
|
|
|
case nameof(StoreView):
|
|
|
ViewManager.Show<StoreView>(param, hideOther, backRefresh);
|
|
|
@@ -546,7 +642,7 @@ namespace GFGGame
|
|
|
ViewManager.Show<ClothingSyntheticView>(param, hideOther, backRefresh);
|
|
|
break;
|
|
|
case nameof(LuckyBoxView):
|
|
|
- if(param.Length > 0)
|
|
|
+ if (param.Length > 0)
|
|
|
ViewManager.Show<LuckyBoxView>(param[0], hideOther, backRefresh);
|
|
|
else
|
|
|
ViewManager.Show<LuckyBoxView>(null, hideOther, backRefresh);
|
|
|
@@ -555,8 +651,8 @@ namespace GFGGame
|
|
|
ViewManager.Show($"GFGGame.{jumpId}", null, hideOther, backRefresh);
|
|
|
break;
|
|
|
}
|
|
|
+
|
|
|
onSuccess?.Invoke();
|
|
|
}
|
|
|
-
|
|
|
}
|
|
|
-}
|
|
|
+}
|