Unity客户端架构-BaseDialog
发表于2018-09-10
继续Unity客户端架构系列的介绍,上一篇中给大家介绍了PanelManager的使用,这一篇我们就来看看BaseDialog的使用。
using UnityEngine; using System; public class BaseDialog { private string name; private UILabel title; private UILabel prompt; private GameObject container; protected DialogType _type; public string Name { get { return this.name; } set { this.name = value; } } public DialogType type { get { return this._type; } set { this._type = value; } } public GameObject Container { get { return this.container; } set { this.container = value; } } public void InitDialog(GameObject _container) { GameObject topobj = Util.Child(_container, "TopName"); if (topobj != null) { this.prompt = topobj.GetComponent<UILabel>(); } } protected void Open(GameObject container, string data) { this.container = container; this.InitDialog(container); if (!data.Equals(string.Empty) && this.title != null) { this.title.text = data; } } protected void Close() { } }
来自:https://blog.csdn.net/u013108312/article/details/52565180
Unity客户端架构系列教程