[3D跑酷] GUIManager UI管理

时间:2023-03-09 08:05:52
[3D跑酷] GUIManager UI管理

UI元素更新及界面跳转

继上篇日志《Unity开发之 GUIClickEventReceiver》,再谈一下我们如何管理游戏中的UI元素更新及界面跳转

UI绑定

[3D跑酷] GUIManager UI管理

图一:Inspector面板 Public GameObjectName与GameObject一一对应

UI结构及命名规范

[3D跑酷] GUIManager UI管理

图二:Hierarchy面板 UI父子结构及组件命名规范

UI枚举种类

[3D跑酷] GUIManager UI管理

图三:enum GUIState

UI绑定代码

[3D跑酷] GUIManager UI管理

图四:public UI控件定义 与Hierarchy命名规范

UI主要方法及逻辑

[3D跑酷] GUIManager UI管理

图五:主要方法及逻辑

主要方法

1、隐藏Transform及子Transform

#if !UNITY_3_5
private void activeRecursively(Transform obj, bool active)
{
foreach (Transform child in obj) {
activeRecursively(child, active);
}
obj.gameObject.SetActive(active);
}
#endif
private GameObject panelFromState(GUIState state)
{
switch (state) {
case GUIState.MainMenu:
return mainMenuPanel;
case GUIState.InGame:
return inGamePanel;
case GUIState.EndGame:
return endGamePanel;
case GUIState.Store:
return storePanel;
case GUIState.Stats:
return statsPanel;
case GUIState.Pause:
return pausePanel;
case GUIState.Tutorial:
return tutorialPanel;
case GUIState.Missions:
return missionsPanel;
}
return null; // how'd we get here?
}
private void changeGUIState(bool activate, GUIState state)
{
GameObject activePanel = panelFromState(state); if (activePanel != null) {
#if UNITY_3_5
activePanel.SetActiveRecursively(activate);
#else
activeRecursively(activePanel.transform, activate);
#endif
}
}
public void showGUI(GUIState state)
{
// activate the new gui state, deactivate the old.
changeGUIState(true, state);
changeGUIState(false, guiState); switch (state) {
case GUIState.EndGame:
endGameScore.text = dataManager.getScore().ToString();
endGameCoins.text = dataManager.getLevelCoins().ToString();
endGameMultiplier.text = string.Format("{0}x", missionManager.getScoreMultiplier());
break; case GUIState.Store:
refreshStoreGUI(); // go back to the correct menu that we came from
if (guiState == GUIState.MainMenu) {
storeBackButtonReceiver.clickType = ClickType.MainMenu;
} else { // coming from GUIState.EndGame
storeBackButtonReceiver.clickType = ClickType.EndGame;
}
break;
//......
}
}
public void refreshStoreGUI()
{
storeTotalCoins.text = dataManager.getTotalCoins().ToString(); int cost = dataManager.getPowerUpCost(PowerUpTypes.DoubleCoin);
if (cost != -1) {
storeCoinDoublerCost.text = string.Format("{0} Coins", cost);
} else {
#if UNITY_3_5
storeCoinDoublerGroup.gameObject.SetActiveRecursively(false);
#else
storeCoinDoublerGroup.SetActive(false);
#endif
} cost = dataManager.getPowerUpCost(PowerUpTypes.CoinMagnet);
if (cost != -1) {
storeCoinMagnetCost.text = string.Format("{0} Coins", cost);
} else {
#if UNITY_3_5
storeCoinMagnetGroup.SetActiveRecursively(false);
#else
storeCoinMagnetGroup.SetActive(false);
#endif
} cost = dataManager.getPowerUpCost(PowerUpTypes.Invincibility);
if (cost != -1) {
storeInvincibilityCost.text = string.Format("{0} Coins", cost);
} else {
#if UNITY_3_5
storeInvincibilityGroup.SetActiveRecursively(false);
#else
storeInvincibilityGroup.SetActive(false);
#endif
}
}