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。
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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