├── .gitignore ├── Assets ├── zcode.meta └── zcode │ ├── CGUI.meta │ ├── CGUI │ ├── Examples.meta │ ├── Examples │ │ ├── Resources.meta │ │ ├── Resources │ │ │ ├── CGUI.meta │ │ │ └── CGUI │ │ │ │ ├── ChatWindow.prefab │ │ │ │ ├── ChatWindow.prefab.meta │ │ │ │ ├── FirstAnimationWindow.prefab │ │ │ │ ├── FirstAnimationWindow.prefab.meta │ │ │ │ ├── SecondAnimationWindow.prefab │ │ │ │ └── SecondAnimationWindow.prefab.meta │ │ ├── Scenes.meta │ │ ├── Scenes │ │ │ ├── Example 0 - Window.unity │ │ │ ├── Example 0 - Window.unity.meta │ │ │ ├── Example 1 - Window Animation.unity │ │ │ ├── Example 1 - Window Animation.unity.meta │ │ │ ├── Example 2 - Console.unity │ │ │ └── Example 2 - Console.unity.meta │ │ ├── Scripts.meta │ │ └── Scripts │ │ │ ├── Demo.meta │ │ │ ├── Demo │ │ │ ├── Example0.cs │ │ │ ├── Example0.cs.meta │ │ │ ├── Example1.cs │ │ │ ├── Example1.cs.meta │ │ │ ├── Example2.cs │ │ │ └── Example2.cs.meta │ │ │ ├── Window.meta │ │ │ └── Window │ │ │ ├── ChatWindow.cs │ │ │ ├── ChatWindow.cs.meta │ │ │ ├── FirstAnimationWindow.cs │ │ │ ├── FirstAnimationWindow.cs.meta │ │ │ ├── SecondAnimationWindow.cs │ │ │ └── SecondAnimationWindow.cs.meta │ ├── Resources.meta │ ├── Resources │ │ ├── Atlases.meta │ │ ├── Atlases │ │ │ ├── Common Atlas.mat │ │ │ ├── Common Atlas.mat.meta │ │ │ ├── Common Atlas.png │ │ │ ├── Common Atlas.png.meta │ │ │ ├── Common Atlas.prefab │ │ │ └── Common Atlas.prefab.meta │ │ ├── Prefabs.meta │ │ └── Prefabs │ │ │ ├── CGUI.meta │ │ │ └── CGUI │ │ │ ├── UI Root.prefab │ │ │ └── UI Root.prefab.meta │ ├── Scripts.meta │ └── Scripts │ │ ├── Common.meta │ │ ├── Common │ │ ├── Common.cs │ │ └── Common.cs.meta │ │ ├── Details.meta │ │ ├── Details │ │ ├── CGUIAnimationSequence.cs │ │ ├── CGUIAnimationSequence.cs.meta │ │ ├── CGUIConsole.cs │ │ ├── CGUIConsole.cs.meta │ │ ├── CGUIControl.cs │ │ ├── CGUIControl.cs.meta │ │ ├── CGUIFPS.cs │ │ └── CGUIFPS.cs.meta │ │ ├── Extension.meta │ │ ├── Extension │ │ ├── UITweenerExtension.cs │ │ └── UITweenerExtension.cs.meta │ │ ├── UI.meta │ │ └── UI │ │ ├── CGUIManager.cs │ │ ├── CGUIManager.cs.meta │ │ ├── CGUIWindow.cs │ │ ├── CGUIWindow.cs.meta │ │ ├── ResourceLoad.cs │ │ └── ResourceLoad.cs.meta │ ├── Core.meta │ └── Core │ ├── Common.meta │ └── Common │ ├── MonoSingleton.cs │ └── MonoSingleton.cs.meta ├── LICENSE ├── ProjectSettings ├── AudioManager.asset ├── ClusterInputManager.asset ├── DynamicsManager.asset ├── EditorBuildSettings.asset ├── EditorSettings.asset ├── GraphicsSettings.asset ├── InputManager.asset ├── NavMeshAreas.asset ├── NetworkManager.asset ├── Physics2DSettings.asset ├── ProjectSettings.asset ├── ProjectVersion.txt ├── QualitySettings.asset ├── TagManager.asset ├── TimeManager.asset ├── UnityAdsSettings.asset └── UnityConnectSettings.asset └── README.md /.gitignore: -------------------------------------------------------------------------------- 1 | /[Ll]ibrary/ 2 | /[Tt]emp/ 3 | /[Oo]bj/ 4 | /[Bb]uild/ 5 | /[Bb]uilds/ 6 | /Assets/AssetStoreTools* 7 | 8 | # Autogenerated VS/MD solution and project files 9 | ExportedObj/ 10 | *.csproj 11 | *.unityproj 12 | *.sln 13 | *.suo 14 | *.tmp 15 | *.user 16 | *.userprefs 17 | *.pidb 18 | *.booproj 19 | *.svd 20 | 21 | 22 | # Unity3D generated meta files 23 | *.pidb.meta 24 | 25 | # Unity3D Generated File On Crash Reports 26 | sysinfo.txt 27 | 28 | # Builds 29 | *.apk 30 | *.unitypackage 31 | -------------------------------------------------------------------------------- /Assets/zcode.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 194d3f0fe1d00544e889f4c95971e100 3 | folderAsset: yes 4 | timeCreated: 1479192949 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI.meta: -------------------------------------------------------------------------------- 1 | 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timeCreated: 1479113200 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scenes/Example 2 - Console.unity.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b838acff2c605354f8af9b29627ee9dc 3 | timeCreated: 1479283792 4 | licenseType: Pro 5 | DefaultImporter: 6 | userData: 7 | assetBundleName: 8 | assetBundleVariant: 9 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: cc1fcb4831bf71044b6c9996ff966b37 3 | folderAsset: yes 4 | timeCreated: 1479107803 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Demo.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 34e22a1baa8b94345b0caf9ef5b0b511 3 | folderAsset: yes 4 | timeCreated: 1479108664 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Demo/Example0.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/12/27 5 | * Note : 例子 - 窗口显示 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | public class Example0 : MonoBehaviour 11 | { 12 | 13 | /// 14 | /// MonoBehaviour.Start 15 | /// 16 | void Start () 17 | { 18 | var win = CGUI.CGUIManager.Instance.CreateWindow(); 19 | win.Show(); 20 | } 21 | 22 | /// 23 | /// MonoBehaviour.Update 24 | /// 25 | void Update () 26 | { 27 | 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Demo/Example0.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: d79d23250be3bac4e9612cbd5d642452 3 | timeCreated: 1479108678 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Demo/Example1.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/12/27 5 | * Note : 例子 - 窗口动画 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | public class Example1 : MonoBehaviour 11 | { 12 | 13 | /// 14 | /// MonoBehaviour.Start 15 | /// 16 | void Start () 17 | { 18 | var win = CGUI.CGUIManager.Instance.CreateWindow(); 19 | win.Show(true); 20 | } 21 | 22 | /// 23 | /// MonoBehaviour.Update 24 | /// 25 | void Update () 26 | { 27 | 28 | } 29 | } 30 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Demo/Example1.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 47b3ef4113b0cf741986c238e1ffb601 3 | timeCreated: 1479116212 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Demo/Example2.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/16 5 | * Note : 例子 - Console使用方式 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | using CGUI; 10 | 11 | public class Example2 : MonoBehaviour { 12 | 13 | /// 14 | /// 15 | /// 16 | public void InitializeConsole() 17 | { 18 | Debug.logger.logEnabled = true; 19 | CGUI.CGUIManager.Instance.EnableConsole = true; 20 | CGUI.CGUIManager.Instance.ConsoleControl.ShowLog(); 21 | CGUI.CGUIManager.Instance.ConsoleControl.CommandSendEvent += OnCommandSendCallback; 22 | } 23 | 24 | /// 25 | /// 处理命令行消息 26 | /// 27 | void OnCommandSendCallback(string cmd) 28 | { 29 | Debug.Log(cmd + " - commmand sent succeed!"); 30 | } 31 | 32 | /// 33 | /// MonoBehaviour.Start 34 | /// 35 | void Start () 36 | { 37 | //初始化控制台 38 | InitializeConsole(); 39 | } 40 | 41 | /// 42 | /// MonoBehaviour.Update 43 | /// 44 | void Update () 45 | { 46 | 47 | } 48 | 49 | /// 50 | /// 51 | /// 52 | void OnGUI() 53 | { 54 | if (GUI.Button(new Rect(0f, 0f, 210f, 20f), "Toggle Console's Log/ CGUI's Log")) 55 | { 56 | CGUIManager.Instance.EnableConsole = !CGUIManager.Instance.EnableConsole; 57 | } 58 | 59 | if(GUI.Button(new Rect(0f, 40f, 160f, 20f), "Print Log")) 60 | { 61 | Debug.Log("This is a log."); 62 | } 63 | if (GUI.Button(new Rect(0f, 60f, 160f, 20f), "Print Warning Log")) 64 | { 65 | Debug.LogWarning("This is a warning log."); 66 | } 67 | if (GUI.Button(new Rect(0f, 80f, 160f, 20f), "Print Error Log")) 68 | { 69 | Debug.LogError("This is a error log."); 70 | } 71 | } 72 | } 73 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Demo/Example2.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3f3171e97de547c41ad2cb0130f664f5 3 | timeCreated: 1479283824 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Window.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: b7739f91cead87a40abb91d14928e5a3 3 | folderAsset: yes 4 | timeCreated: 1479108658 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Window/ChatWindow.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/14 5 | * Note : Demo - 聊天窗口 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | using CGUI; 10 | 11 | public class ChatWindow : CGUIWindow 12 | { 13 | #region CGUI 14 | /// 15 | /// 界面类型 16 | /// 派生的界面,有需要可以重写这个属性 17 | /// 18 | public override CGUI.WindowType WindowType 19 | { 20 | get { return CGUI.WindowType.Normal; } 21 | } 22 | 23 | /// 24 | /// 界面关闭策略 25 | /// 派生的界面,有需要可以重写这个属性 26 | /// 27 | public override CGUI.WindowHidePlan HidePlan 28 | { 29 | get { return CGUI.WindowHidePlan.Scale0; } 30 | } 31 | #endregion 32 | 33 | /// 34 | /// 信息数量 35 | /// 36 | private int message_count_; 37 | 38 | /// 39 | /// 信息统计 40 | /// 41 | private UILabel information_; 42 | 43 | /// 44 | /// 45 | /// 46 | public void OnChatSend() 47 | { 48 | ChatInput chat_input = ((GameObject)this["Background/Chat Input"]).GetComponent(); 49 | chat_input.OnSubmit(); 50 | 51 | AddMessageCount(); 52 | } 53 | 54 | /// 55 | /// 56 | /// 57 | void AddMessageCount() 58 | { 59 | message_count_++; 60 | if (information_ != null) 61 | information_.text = "You sent " + message_count_ + " messages."; 62 | } 63 | 64 | /// 65 | /// 66 | /// 67 | void OnClick_Send(GameObject go) 68 | { 69 | OnChatSend(); 70 | } 71 | 72 | /// 73 | /// 74 | /// 75 | public void OnClick_Close(GameObject go) 76 | { 77 | Hide(); 78 | } 79 | 80 | void Awake() 81 | { 82 | UIEventListener.Get(((GameObject)this["Background/Send"])).onClick += OnClick_Send; 83 | UIEventListener.Get(((GameObject)this["Background/Close"])).onClick += OnClick_Close; 84 | 85 | information_ = (UILabel)this["Background/Information"]; 86 | } 87 | 88 | void Start() 89 | { 90 | 91 | } 92 | } 93 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Window/ChatWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 3469cde8bdb8d814daf33f38e6ceb125 3 | timeCreated: 1479107857 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Window/FirstAnimationWindow.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/14 5 | * Note : Demo - 带动画效果的窗口 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | using CGUI; 10 | 11 | public class FirstAnimationWindow : CGUIWindow 12 | { 13 | #region CGUI 14 | /// 15 | /// 界面类型 16 | /// 派生的界面,有需要可以重写这个属性 17 | /// 18 | public override CGUI.WindowType WindowType 19 | { 20 | get { return CGUI.WindowType.Normal; } 21 | } 22 | 23 | /// 24 | /// 界面关闭策略 25 | /// 派生的界面,有需要可以重写这个属性 26 | /// 27 | public override CGUI.WindowHidePlan HidePlan 28 | { 29 | get { return CGUI.WindowHidePlan.Delete; } 30 | } 31 | #endregion 32 | 33 | #region Animation 34 | /// 35 | /// 36 | /// 37 | private TweenPosition cmpt_; 38 | 39 | /// 40 | /// 41 | /// 42 | protected override IEnumerator ShowAnimation() 43 | { 44 | cmpt_.PlayForward(); 45 | while (cmpt_.enabled) 46 | yield return 1; 47 | 48 | yield return 0; 49 | } 50 | 51 | /// 52 | /// 53 | /// 54 | protected override IEnumerator HideAnimation() 55 | { 56 | cmpt_.PlayReverse(); 57 | while (cmpt_.enabled ) 58 | yield return 1; 59 | 60 | yield return 0; 61 | } 62 | #endregion 63 | 64 | /// 65 | /// 66 | /// 67 | void OnClick_Toggle(GameObject go) 68 | { 69 | Hide(true, true); 70 | CGUIManager.Instance.CreateWindow().Show(true, true); 71 | } 72 | 73 | void Awake() 74 | { 75 | UIEventListener.Get(((GameObject)this["Background/Toggle"])).onClick += OnClick_Toggle; 76 | cmpt_ = ((GameObject)this["Background"]).GetComponent(); 77 | } 78 | } 79 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Window/FirstAnimationWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 43a1c2be958f2e948a1eac67fe8709d3 3 | timeCreated: 1479114082 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Examples/Scripts/Window/SecondAnimationWindow.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/14 5 | * Note : 用于显示隐藏AnimationWindow的窗口 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | using CGUI; 10 | 11 | public class SecondAnimationWindow : CGUIWindow 12 | { 13 | #region CGUI 14 | /// 15 | /// 界面类型 16 | /// 派生的界面,有需要可以重写这个属性 17 | /// 18 | public override CGUI.WindowType WindowType 19 | { 20 | get { return CGUI.WindowType.Normal; } 21 | } 22 | 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-------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Common/Common.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/14 5 | * Note : 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | using System.Collections.Generic; 10 | 11 | namespace CGUI 12 | { 13 | /// 14 | /// UILayer 15 | /// 16 | public enum UILayer 17 | { 18 | Game, // Lowest layer, used for UI used in the game scene. 19 | NormalWindow, // 普通窗口 20 | TopWindow, // 置顶窗口 21 | ModalWindow, // 模态窗口 22 | Tooltip, // 提示信息UI 23 | 24 | Max 25 | } 26 | 27 | /// 28 | /// Hide's plan 29 | /// 30 | public enum WindowHidePlan 31 | { 32 | Hide, // 隐藏 33 | Delete, // 删除 34 | OutSide, // 移出边界 35 | Scale0, // 缩小为0 36 | } 37 | 38 | /// 39 | /// GUI窗口类型 40 | /// 41 | public enum WindowType 42 | { 43 | Normal, // 普通窗口 44 | Top, // 置顶窗口 45 | Modal, // 模态窗口 46 | 47 | Max 48 | } 49 | 50 | /// 51 | /// 常量定义 52 | /// 53 | public static class Constant 54 | { 55 | /// 56 | /// Outside偏移量 57 | /// 58 | public const int WINDOW_OUTSIDE_OFFSET = 10000; 59 | 60 | /// 61 | /// 不同窗口Depth 62 | /// 63 | public static readonly int[] WindowLayerDepthList = 64 | { 65 | -1000, 66 | 1, 67 | 1000, 68 | 2000, 69 | 3000, 70 | }; 71 | } 72 | 73 | /// 74 | /// 公共函数定义 75 | /// 76 | public static class Common 77 | { 78 | /// 79 | /// 获得指定窗口的UILayer 80 | /// 81 | public static UILayer GetLayerByWindowType(WindowType type) 82 | { 83 | if (type == WindowType.Normal) 84 | return UILayer.NormalWindow; 85 | else if (type == WindowType.Top) 86 | return UILayer.TopWindow; 87 | else if (type == WindowType.Modal) 88 | return UILayer.ModalWindow; 89 | 90 | return UILayer.Max; 91 | } 92 | 93 | /// 94 | /// 获得一个对象的指定子组件 95 | /// 96 | public static List GetChildComponents(GameObject go) 97 | where T : Component 98 | { 99 | List result = new List(); 100 | 101 | if (go != null) 102 | { 103 | T[] objs = go.GetComponentsInChildren(); 104 | result.AddRange(objs); 105 | 106 | //剔除掉父对象中的组件 107 | T parent = go.GetComponent(); 108 | if (parent != null) 109 | result.Remove(parent); 110 | } 111 | 112 | return result; 113 | } 114 | 115 | /// 116 | /// 获得或者创建一个对象的组件 117 | /// 118 | public static T GetOrAddComponent(GameObject go) 119 | where T : Component 120 | { 121 | if (go == null) 122 | return null; 123 | 124 | T com = go.GetComponent(); 125 | return com != null ? com : go.AddComponent(); 126 | } 127 | } 128 | } -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Common/Common.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 6e4696fd199d5eb4bb77ec0aff463e35 3 | timeCreated: 1479090877 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 71137ec077ec2d84b82dcb608a878d75 3 | folderAsset: yes 4 | timeCreated: 1489909906 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIAnimationSequence.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/02 5 | * Note : CGUI系统动画序列 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | using System.Collections.Generic; 10 | 11 | namespace CGUI 12 | { 13 | public class CGUIAnimationSequence : MonoBehaviour 14 | { 15 | class Element 16 | { 17 | public System.Func AnimationProcess; 18 | public System.Action Callback; 19 | } 20 | 21 | /// 22 | /// 23 | /// 24 | private bool is_play_queued_; 25 | 26 | /// 27 | /// 28 | /// 29 | private Queue sequence_; 30 | 31 | /// 32 | /// 33 | /// 34 | protected CGUIAnimationSequence() 35 | { } 36 | 37 | /// 38 | /// 39 | /// 40 | public void Play(System.Func animation, System.Action callback = null) 41 | { 42 | if (animation != null) 43 | { 44 | Element e = new Element() { AnimationProcess = animation, Callback = callback }; 45 | StartCoroutine(_PlayAnimation(e)); 46 | } 47 | } 48 | 49 | /// 50 | /// 51 | /// 52 | public void PlayQueued(System.Func animation, System.Action callback = null) 53 | { 54 | if (animation != null) 55 | { 56 | Element e = new Element() { AnimationProcess = animation, Callback = callback }; 57 | sequence_.Enqueue(e); 58 | } 59 | 60 | if (!is_play_queued_) 61 | StartCoroutine(_PlayAnimationQueued()); 62 | } 63 | 64 | /// 65 | /// 66 | /// 67 | IEnumerator _PlayAnimation(Element elem) 68 | { 69 | CGUIManager.Instance.ToggleEvent(false); 70 | yield return elem.AnimationProcess(); 71 | CGUIManager.Instance.ToggleEvent(true); 72 | if (elem.Callback != null) 73 | elem.Callback(); 74 | yield return 0; 75 | } 76 | 77 | /// 78 | /// 79 | /// 80 | IEnumerator _PlayAnimationQueued() 81 | { 82 | CGUIManager.Instance.ToggleEvent(false); 83 | is_play_queued_ = true; 84 | while (sequence_.Count > 0) 85 | { 86 | var elem = sequence_.Dequeue(); 87 | yield return elem.AnimationProcess(); 88 | if (elem.Callback != null) 89 | elem.Callback(); 90 | } 91 | is_play_queued_ = false; 92 | CGUIManager.Instance.ToggleEvent(true); 93 | yield return 0; 94 | } 95 | 96 | #region MonoBehaviour 97 | /// 98 | /// 99 | /// 100 | void Awake() 101 | { 102 | is_play_queued_ = false; 103 | sequence_ = new Queue(); 104 | } 105 | #endregion 106 | } 107 | } -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIAnimationSequence.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: c59be4a481dffc54fbbe1ec3389a41c7 3 | timeCreated: 1478075919 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIConsole.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/16 5 | * Note : 控制台系统 6 | 支持日志输出(Debuger) 7 | 支持命令响应 8 | ***************************************************************/ 9 | using UnityEngine; 10 | using System; 11 | using System.Collections; 12 | using System.Collections.Generic; 13 | 14 | public class CGUIConsole : MonoBehaviour 15 | { 16 | public class LogHandler : ILogHandler 17 | { 18 | /// 19 | /// 默认的日志处理 20 | /// 21 | public ILogHandler DefaultLogHandler; 22 | 23 | /// 24 | /// 缓存日志 25 | /// 26 | public List LogBuffer = new List(); 27 | 28 | // Summary: 29 | // A variant of ILogHandler.LogFormat that logs an exception message. 30 | // 31 | // Parameters: 32 | // exception: 33 | // Runtime Exception. 34 | // 35 | // context: 36 | // Object to which the message applies. 37 | public void LogException(Exception exception, UnityEngine.Object context) 38 | { 39 | string message = exception.Message; 40 | _Log(LogType.Exception, message); 41 | } 42 | 43 | // 44 | // Summary: 45 | // Logs a formatted message. 46 | // 47 | // Parameters: 48 | // logType: 49 | // The type of the log message. 50 | // 51 | // context: 52 | // Object to which the message applies. 53 | // 54 | // format: 55 | // A composite format string. 56 | // 57 | // args: 58 | // Format arguments. 59 | public void LogFormat(LogType logType, UnityEngine.Object context, string format, params object[] args) 60 | { 61 | string message = string.Format(format, args); 62 | _Log(logType, message); 63 | } 64 | 65 | /// 66 | /// 67 | /// 68 | void _Log(LogType logType, string message) 69 | { 70 | string str = _GetLogColor(logType); 71 | str += message.ToString(); 72 | LogBuffer.Add(str); 73 | } 74 | 75 | /// 76 | /// 77 | /// 78 | string _GetLogColor(LogType logType) 79 | { 80 | string str = ""; 81 | if (logType == LogType.Log) 82 | str = "[ffffff]"; 83 | else if (logType == LogType.Warning) 84 | str = "[ffff00]"; 85 | else if (logType == LogType.Error) 86 | str = "[ff0000]"; 87 | else if (logType == LogType.Assert) 88 | str = "[ffffff]"; 89 | else if (logType == LogType.Exception) 90 | str = "[ff0000]"; 91 | 92 | return str; 93 | } 94 | } 95 | 96 | /// 97 | /// Content 98 | /// 99 | public GameObject Content; 100 | 101 | /// 102 | /// Command 103 | /// 104 | public GameObject Command; 105 | 106 | /// 107 | /// 108 | /// 109 | public UITextList LogList; 110 | 111 | /// 112 | /// 113 | /// 114 | public UILabel CommandText; 115 | 116 | /// 117 | /// 命令行消息 118 | /// 119 | public System.Action CommandSendEvent; 120 | 121 | /// 122 | /// Debug日志处理器 123 | /// 124 | private LogHandler log_handler_; 125 | 126 | /// 127 | /// 128 | /// 129 | public void SetCommandTooltip(string tip) 130 | { 131 | CommandText.text = tip; 132 | } 133 | 134 | /// 135 | /// Send Command 136 | /// 137 | public void SendCommand(GameObject go) 138 | { 139 | var input = go.GetComponent(); 140 | string command = input.value; 141 | 142 | Debug.Log(command, null); 143 | 144 | if (CommandSendEvent != null) 145 | CommandSendEvent(command); 146 | 147 | input.value = ""; 148 | } 149 | 150 | /// 151 | /// 开启关闭日志显示 152 | /// 153 | public void SwitchLog() 154 | { 155 | Content.SetActive(!Content.activeSelf); 156 | } 157 | 158 | /// 159 | /// 开启日志显示 160 | /// 161 | public void ShowLog() 162 | { 163 | Content.SetActive(true); 164 | } 165 | 166 | /// 167 | /// 关闭日志显示 168 | /// 169 | public void HideLog() 170 | { 171 | Content.SetActive(false); 172 | } 173 | 174 | /// 175 | /// 打印日志信息至控制台 176 | /// 177 | private void PrintLogToConsole() 178 | { 179 | if (log_handler_ != null && log_handler_.LogBuffer.Count > 0) 180 | { 181 | for (int i = 0; i < log_handler_.LogBuffer.Count; ++i) 182 | { 183 | LogList.Add(log_handler_.LogBuffer[i]); 184 | } 185 | log_handler_.LogBuffer.Clear(); 186 | } 187 | } 188 | 189 | /// 190 | /// 191 | /// 192 | void Awake() 193 | { 194 | HideLog(); 195 | } 196 | 197 | /// 198 | /// 199 | /// 200 | void Start() 201 | { 202 | } 203 | 204 | /// 205 | /// 206 | /// 207 | void OnEnable() 208 | { 209 | if (log_handler_ == null) 210 | log_handler_ = new LogHandler(); 211 | log_handler_.DefaultLogHandler = Debug.logger.logHandler; 212 | Debug.logger.logHandler = log_handler_; 213 | } 214 | 215 | /// 216 | /// 217 | /// 218 | void OnDisable() 219 | { 220 | Debug.logger.logHandler = log_handler_.DefaultLogHandler; 221 | log_handler_ = null; 222 | } 223 | 224 | /// 225 | /// 226 | /// 227 | void Update() 228 | { 229 | PrintLogToConsole(); 230 | } 231 | } 232 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIConsole.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 12a11ec0000386a4ea2cb19543e5b866 3 | timeCreated: 1451272331 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIControl.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2015/11/16 5 | * Note : CGUI控件基类 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | using System.Collections.Generic; 10 | 11 | namespace CGUI 12 | { 13 | /// 14 | /// CGUI控件基类 15 | /// 16 | public class CGUIControl 17 | { 18 | /// 19 | /// 无效的控件类 20 | /// 21 | public static CGUIControl Invalid = new CGUIControl(); 22 | 23 | /// 24 | /// 绑定的对象 25 | /// 26 | private GameObject game_object_; 27 | 28 | /// 29 | /// 30 | /// 31 | private CGUIControl() 32 | { 33 | game_object_ = null; 34 | } 35 | 36 | /// 37 | /// 38 | /// 39 | public CGUIControl(GameObject obj) 40 | { 41 | game_object_ = obj; 42 | } 43 | 44 | /// 45 | /// 父对象 46 | /// 47 | public CGUIControl Parent 48 | { 49 | get 50 | { 51 | if (game_object_ != null && game_object_.transform != null && game_object_.transform.parent != null) 52 | { 53 | return new CGUIControl(game_object_.transform.parent.gameObject); 54 | } 55 | 56 | return null; 57 | } 58 | } 59 | 60 | /// 61 | /// 获得子对象 62 | /// 63 | public CGUIControl this[string name] 64 | { 65 | get 66 | { 67 | try 68 | { 69 | if (game_object_ != null) 70 | return new CGUIControl(game_object_.transform.FindChild(name).gameObject); 71 | } 72 | catch (System.Exception) 73 | { 74 | Debug.Log("Cann't find GuiControl, Name is " + name); 75 | } 76 | 77 | #if UNITY_EDITOR 78 | return null; 79 | #else 80 | return Invalid; 81 | #endif 82 | } 83 | } 84 | 85 | #region NGUI 86 | /// 87 | /// 获得UI组件 88 | /// 89 | private static T GetUIComponent(CGUIControl c) where T : MonoBehaviour 90 | { 91 | return (c != null && c.game_object_ != null) ? c.game_object_.GetComponent() : null; 92 | } 93 | 94 | /// 95 | /// 96 | /// 97 | public static explicit operator GameObject(CGUIControl c) 98 | { 99 | return (c != null && c.game_object_ != null) ? c.game_object_ : null; 100 | } 101 | /// 102 | /// 103 | /// 104 | public static explicit operator UIWidget(CGUIControl c) 105 | { 106 | return GetUIComponent(c); 107 | } 108 | 109 | /// 110 | /// 111 | /// 112 | public static explicit operator UIPanel(CGUIControl c) 113 | { 114 | return GetUIComponent(c); 115 | } 116 | 117 | /// 118 | /// 119 | /// 120 | public static explicit operator UISprite(CGUIControl c) 121 | { 122 | return GetUIComponent(c); 123 | } 124 | 125 | /// 126 | /// 127 | /// 128 | public static explicit operator UI2DSprite(CGUIControl c) 129 | { 130 | return GetUIComponent(c); 131 | } 132 | 133 | /// 134 | /// 135 | /// 136 | public static explicit operator UITexture(CGUIControl c) 137 | { 138 | return GetUIComponent(c); 139 | } 140 | 141 | /// 142 | /// 143 | /// 144 | public static explicit operator UILabel(CGUIControl c) 145 | { 146 | return GetUIComponent(c); 147 | } 148 | 149 | /// 150 | /// 151 | /// 152 | public static explicit operator UIButton(CGUIControl c) 153 | { 154 | return GetUIComponent(c); 155 | } 156 | 157 | /// 158 | /// 159 | /// 160 | public static explicit operator UISlider(CGUIControl c) 161 | { 162 | return GetUIComponent(c); 163 | } 164 | /// 165 | /// 166 | /// 167 | public static explicit operator UIToggle(CGUIControl c) 168 | { 169 | return GetUIComponent(c); 170 | } 171 | /// 172 | /// 173 | /// 174 | public static explicit operator UIInput(CGUIControl c) 175 | { 176 | return GetUIComponent(c); 177 | } 178 | #endregion 179 | } 180 | } 181 | 182 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIControl.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 8d09a05e029c39b469b2fd1fcf2d1ea6 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIFPS.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/14 5 | * Note : FPS显示 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | namespace CGUI 11 | { 12 | /// 13 | /// FPS显示控件 14 | /// 15 | public class CGUIFPS : MonoBehaviour 16 | { 17 | /// 18 | /// 显示FPS的文本框 19 | /// 20 | public UILabel Label; 21 | 22 | /// 23 | /// 24 | /// 25 | private long frame_count_; 26 | 27 | /// 28 | /// 29 | /// 30 | private long last_frame_time; 31 | 32 | /// 33 | /// 34 | /// 35 | static long last_fps_; 36 | 37 | /// 38 | /// 39 | /// 40 | private void UpdateTick() 41 | { 42 | if (true) 43 | { 44 | frame_count_++; 45 | long curMillSec = TickToMilliSec(System.DateTime.Now.Ticks); 46 | if (last_frame_time == 0) 47 | { 48 | last_frame_time = TickToMilliSec(System.DateTime.Now.Ticks); 49 | } 50 | 51 | if ((curMillSec - last_frame_time) >= 1000) 52 | { 53 | long fps = (long)(frame_count_ * 1.0f / ((curMillSec - last_frame_time) / 1000.0f)); 54 | 55 | last_fps_ = fps; 56 | 57 | frame_count_ = 0; 58 | 59 | last_frame_time = curMillSec; 60 | } 61 | } 62 | 63 | Label.text = "FPS:" + last_fps_; 64 | } 65 | public static long TickToMilliSec(long tick) 66 | { 67 | return tick / (10 * 1000); 68 | } 69 | 70 | #region MonoBehaviour 71 | /// 72 | /// MonoBehaviour.Update 73 | /// 74 | void Update() 75 | { 76 | UpdateTick(); 77 | } 78 | #endregion 79 | } 80 | } 81 | 82 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Details/CGUIFPS.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 1653d2b07403df4449480027db2a5ea5 3 | timeCreated: 1459404085 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Extension.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a96dcdb705776e94790086d97fd634c5 3 | folderAsset: yes 4 | timeCreated: 1478143128 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Extension/UITweenerExtension.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/03 5 | * Note : UITweener扩展函数 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | namespace CGUI 11 | { 12 | public static class UITweenerExtension 13 | { 14 | /// 15 | /// Replay the tween forward. 16 | /// 17 | static public void ReplayForward(this UITweener self) 18 | { 19 | self.tweenFactor = 0f; 20 | self.Sample(self.tweenFactor, false); 21 | self.PlayForward(); 22 | } 23 | 24 | /// 25 | /// Replay the tween Reverse. 26 | /// 27 | static public void ReplayReverse(this UITweener self) 28 | { 29 | self.tweenFactor = 1f; 30 | self.Sample(self.tweenFactor, false); 31 | self.PlayReverse(); 32 | } 33 | } 34 | } 35 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/Extension/UITweenerExtension.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: deb1fce74f6b01c42a59e4100e2460f7 3 | timeCreated: 1478143138 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/UI.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 108447ab80e41a2469f734a1d6d28252 3 | folderAsset: yes 4 | timeCreated: 1479089926 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/UI/CGUIManager.cs: -------------------------------------------------------------------------------- 1 |  2 | /*************************************************************** 3 | * Copyright 2016 By Zhang Minglin 4 | * Author: Zhang Minglin 5 | * Create: 2015/11/16 6 | * Note : GUI管理器 7 | ***************************************************************/ 8 | using UnityEngine; 9 | using System.Collections; 10 | using System.Collections.Generic; 11 | 12 | namespace CGUI 13 | { 14 | /// 15 | /// GUI管理器 16 | /// 17 | public class CGUIManager : MonoSingleton 18 | { 19 | /// 20 | /// 是否开启屏幕分辨率自适应 21 | /// 22 | public bool SceenResolutionAdaptive = true; 23 | 24 | /// 25 | /// Layer 26 | /// 27 | public GameObject[] Layer = new GameObject[(int)CGUI.UILayer.Max]; 28 | 29 | /// 30 | /// 界面列表 31 | /// 32 | private Dictionary> windows_; 33 | 34 | /// 35 | /// 动画序列控制器 36 | /// 37 | public CGUIAnimationSequence AnimationSequence { get; private set; } 38 | 39 | /// 40 | /// 41 | /// 42 | private UICamera ui_camera_; 43 | 44 | /// 45 | /// 46 | /// 47 | protected CGUIManager() 48 | { } 49 | 50 | /// 51 | /// 创建界面 52 | /// 53 | public T CreateWindow(string name = null) where T : CGUIWindow 54 | { 55 | //已有界面直接返回 56 | T win = GetWindow(name); 57 | if (win != null) 58 | return win; 59 | 60 | string window_key = typeof(T).Name; 61 | T window = ResourceLoad.WindowLoader.Load(window_key) as T; 62 | if (window == null) 63 | return default(T); 64 | 65 | GameObject obj = window.gameObject; 66 | 67 | //预处理 68 | obj.SetActive(false); 69 | if (!string.IsNullOrEmpty(name)) obj.name = name; //名称 70 | 71 | //记录原始位置 72 | Vector3 position = obj.transform.localPosition; 73 | 74 | //设置父对象及参数 75 | GameObject parent = GetLayer(window.WindowType); 76 | obj.transform.parent = parent.transform; 77 | obj.gameObject.layer = parent.layer; 78 | obj.gameObject.transform.localScale = Vector3.one; 79 | 80 | //位置 81 | window.Position = position; 82 | 83 | //加入列表中 84 | System.Type key = window.GetType(); 85 | if (!windows_.ContainsKey(key)) 86 | windows_.Add(key, new List()); 87 | windows_[key].Add(window); 88 | 89 | return window; 90 | } 91 | 92 | /// 93 | /// 删除界面 94 | /// 95 | public void DeleteWindow(string name = null) where T : CGUIWindow 96 | { 97 | DeleteWindow(GetWindow(name)); 98 | } 99 | 100 | /// 101 | /// 删除界面 102 | /// 103 | public void DeleteWindow(CGUIWindow window, bool hide_window = true) 104 | { 105 | if (window != null) 106 | { 107 | if (hide_window) 108 | { 109 | window.Hide(); 110 | if (window.HidePlan != CGUI.WindowHidePlan.Delete) 111 | return; 112 | } 113 | 114 | System.Type key = window.GetType(); 115 | if (windows_.ContainsKey(key)) 116 | windows_[key].Remove(window); 117 | 118 | UnityEngine.Object.Destroy(window.gameObject); 119 | Resources.UnloadUnusedAssets(); 120 | } 121 | } 122 | 123 | /// 124 | /// 删除所有界面 125 | /// 126 | public void DeleteAllWindow() 127 | { 128 | var copy = new Dictionary>(windows_); 129 | var itr = copy.Values.GetEnumerator(); 130 | while (itr.MoveNext()) 131 | { 132 | var copy_list = new List(itr.Current); 133 | var win_itr = copy_list.GetEnumerator(); 134 | while (win_itr.MoveNext()) 135 | DeleteWindow(win_itr.Current); 136 | win_itr.Dispose(); 137 | } 138 | itr.Dispose(); 139 | 140 | windows_.Clear(); 141 | } 142 | 143 | /// 144 | /// 获得一个界面 145 | /// 146 | public T GetWindow(string name = null) where T : CGUIWindow 147 | { 148 | List list; 149 | windows_.TryGetValue(typeof(T), out list); 150 | if (list == null || list.Count == 0) 151 | return default(T); 152 | 153 | CGUIWindow window = null; 154 | if (string.IsNullOrEmpty(name)) 155 | { 156 | window = list[0]; 157 | } 158 | else 159 | { 160 | for (int i = 0; i < list.Count; ++i) 161 | { 162 | if (list[i].name == name) 163 | { 164 | window = list[i]; 165 | break; 166 | } 167 | } 168 | } 169 | 170 | return window as T; 171 | } 172 | 173 | /// 174 | /// 显示一个界面,没有则直接加载 175 | /// 176 | public T ShowWindow(string name = null) where T : CGUIWindow 177 | { 178 | T win = GetWindow(name); 179 | if (win == null) 180 | win = CreateWindow(name); 181 | 182 | ShowWindow(win); 183 | return win; 184 | } 185 | 186 | /// 187 | /// 显示一个界面,没有则直接加载 188 | /// 189 | public void ShowWindow(T window) where T : CGUIWindow 190 | { 191 | if (window != null) 192 | window.Show(); 193 | } 194 | 195 | /// 196 | /// 隐藏一个界面,没有则无视 197 | /// 198 | public void HideWindow(string name = null) where T : CGUIWindow 199 | { 200 | HideWindow(GetWindow(name)); 201 | } 202 | 203 | /// 204 | /// 隐藏一个界面,没有则无视 205 | /// 206 | public void HideWindow(T window) where T : CGUIWindow 207 | { 208 | if (window != null) 209 | { 210 | if (window.HidePlan == CGUI.WindowHidePlan.Delete) 211 | DeleteWindow(window); 212 | else 213 | window.Hide(); 214 | } 215 | } 216 | 217 | /// 218 | /// 界面弹至最前 219 | /// 220 | public void BringForward(CGUIWindow window) 221 | { 222 | if (window.transform.parent == null) 223 | { 224 | Debug.LogError("Can't find parent's UIPanel."); 225 | return; 226 | } 227 | UIPanel parent = window.transform.parent.GetComponentInParent(); 228 | if (parent == null) 229 | { 230 | Debug.LogError("Can't find parent's UIPanel."); 231 | return; 232 | } 233 | 234 | int max_depth = 0; 235 | UIPanel[] panels = parent.gameObject.GetComponentsInChildren(); 236 | for (int i = 0; i < panels.Length; ++i) 237 | { 238 | if (max_depth < panels[i].depth) 239 | max_depth = panels[i].depth; 240 | } 241 | 242 | //设置新的depth 243 | window.Depth = max_depth + 1; 244 | //调整窗口的depth 245 | AdjustPanelDepth((UIPanel)window); 246 | //调整所有depth 247 | AdjustPanelDepth(parent); 248 | } 249 | 250 | /// 251 | /// 界面弹至最后 252 | /// 253 | public void PushBack(CGUIWindow window) 254 | { 255 | if (window.transform.parent == null) 256 | { 257 | Debug.LogError("Can't find parent's UIPanel."); 258 | return; 259 | } 260 | UIPanel parent = window.transform.parent.GetComponentInParent(); 261 | if (parent == null) 262 | { 263 | Debug.LogError("Can't find parent's UIPanel."); 264 | return; 265 | } 266 | 267 | int min_depth = 0; 268 | UIPanel[] panels = parent.GetComponentsInChildren(); 269 | for (int i = 0; i < panels.Length; ++i) 270 | { 271 | if (min_depth > panels[i].depth) 272 | min_depth = panels[i].depth; 273 | } 274 | 275 | //设置新的depth 276 | window.Depth = min_depth - 1; 277 | 278 | //调整所有depth 279 | AdjustPanelDepth(parent); 280 | } 281 | 282 | /// 283 | /// 调整Panel's Depth 284 | /// 285 | public void AdjustPanelDepth(UIPanel parent) 286 | { 287 | //获得所有子物体 288 | List panels = CGUI.Common.GetChildComponents(parent.gameObject); 289 | int size = panels.Count; 290 | if (size > 0) 291 | { 292 | int current = parent.depth; 293 | panels.Sort(UIPanel.CompareFunc); 294 | for (int i = 0; i < size; ++i) 295 | { 296 | UIPanel w = panels[i]; 297 | w.depth = ++current; 298 | } 299 | } 300 | } 301 | 302 | /// 303 | /// 获得窗口类型的Layer 304 | /// 305 | public GameObject GetLayer(CGUI.WindowType type) 306 | { 307 | if (type < CGUI.WindowType.Max) 308 | return Layer[(int)Common.GetLayerByWindowType(type)]; 309 | return null; 310 | } 311 | 312 | /// 313 | /// 开关界面输入设备事件响应 314 | /// 315 | public void ToggleEvent(bool on) 316 | { 317 | if (ui_camera_) 318 | { 319 | ui_camera_.useMouse = on; 320 | ui_camera_.useTouch = on; 321 | ui_camera_.useKeyboard = on; 322 | ui_camera_.useController = on; 323 | } 324 | } 325 | 326 | /// 327 | /// 初始化Layer的Depth 328 | /// 329 | void InitializeWindowLayerDepth() 330 | { 331 | var count = (int)CGUI.UILayer.Max; 332 | for (int i = 0; i < count; ++i) 333 | { 334 | if (Layer[i] != null) 335 | { 336 | UIPanel layer = Layer[i].GetComponent(); 337 | if (layer != null) 338 | layer.depth = CGUI.Constant.WindowLayerDepthList[i]; 339 | } 340 | } 341 | } 342 | 343 | #region SceenResolutionAdaptive 344 | /// 345 | /// 屏幕分辨率自适应 346 | /// 347 | public void DoSceenResolutionAdaptive() 348 | { 349 | UIRoot root = GetComponentInParent(); 350 | if (root == null) 351 | return; 352 | #if UNITY_IPHONE || UNITY_ANDROID 353 | root.scalingStyle = UIRoot.Scaling.ConstrainedOnMobiles; 354 | #else 355 | root.scalingStyle = UIRoot.Scaling.Constrained; 356 | #endif 357 | } 358 | #endregion 359 | 360 | #region FPS 361 | /// 362 | /// 363 | /// 364 | public CGUIFPS FPSControl; 365 | 366 | /// 367 | /// EnableLog 368 | /// 369 | public bool EnableFPS 370 | { 371 | get 372 | { 373 | if (FPSControl != null) 374 | return FPSControl.gameObject.activeSelf; 375 | 376 | return false; 377 | } 378 | set 379 | { 380 | if (FPSControl != null) 381 | { 382 | FPSControl.gameObject.SetActive(value); 383 | } 384 | } 385 | } 386 | #endregion 387 | 388 | #region Console 389 | /// 390 | /// 391 | /// 392 | public CGUIConsole ConsoleControl; 393 | 394 | /// 395 | /// EnableConsole 396 | /// 397 | public bool EnableConsole 398 | { 399 | get 400 | { 401 | if (ConsoleControl != null) 402 | return ConsoleControl.gameObject.activeSelf; 403 | 404 | return false; 405 | } 406 | set 407 | { 408 | if (ConsoleControl != null) 409 | { 410 | ConsoleControl.gameObject.SetActive(value); 411 | } 412 | } 413 | } 414 | #endregion 415 | 416 | #region MonoBehaviour 417 | /// 418 | /// 419 | /// 420 | void Awake() 421 | { 422 | windows_ = new Dictionary>(); 423 | 424 | InitializeWindowLayerDepth(); 425 | DoSceenResolutionAdaptive(); 426 | 427 | ui_camera_ = GetComponentInChildren(); 428 | AnimationSequence = CGUI.Common.GetOrAddComponent(gameObject); 429 | } 430 | 431 | /// 432 | /// 433 | /// 434 | void Start() 435 | { 436 | 437 | } 438 | 439 | /// 440 | /// 441 | /// 442 | void Update() 443 | { 444 | } 445 | 446 | /// 447 | /// 448 | /// 449 | void OnDestroy() 450 | { 451 | windows_.Clear(); 452 | } 453 | #endregion 454 | } 455 | } -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/UI/CGUIManager.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 41f3c5e42ba2c064b8806f852d9848ca 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/UI/CGUIWindow.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2015/11/16 5 | * Note : GUI窗口基类 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | namespace CGUI 11 | { 12 | /// 13 | /// 14 | /// 15 | [RequireComponent(typeof(UIPanel))] 16 | public class CGUIWindow : MonoBehaviour 17 | { 18 | /// 19 | /// 显示 20 | /// 21 | public bool Visible { get; private set; } 22 | 23 | /// 24 | /// 位置 25 | /// 26 | public Vector3 Position 27 | { 28 | get 29 | { 30 | if (HidePlan == CGUI.WindowHidePlan.OutSide) 31 | { 32 | if (Visible) 33 | { 34 | return new Vector3(transform.localPosition.x 35 | , transform.localPosition.y 36 | , transform.localPosition.z); 37 | } 38 | else 39 | { 40 | return new Vector3(transform.localPosition.x + CGUI.Constant.WINDOW_OUTSIDE_OFFSET 41 | , transform.localPosition.y 42 | , transform.localPosition.z); 43 | } 44 | } 45 | 46 | return transform.localPosition; 47 | } 48 | set 49 | { 50 | if (HidePlan == CGUI.WindowHidePlan.OutSide) 51 | { 52 | if (Visible) 53 | { 54 | transform.localPosition = value; 55 | } 56 | else 57 | { 58 | transform.localPosition = new Vector3(value.x + CGUI.Constant.WINDOW_OUTSIDE_OFFSET 59 | , value.y 60 | , value.z); 61 | } 62 | } 63 | else 64 | { 65 | transform.localPosition = value; 66 | } 67 | } 68 | } 69 | 70 | /// 71 | /// 界面类型 72 | /// 派生的界面,有需要可以重写这个属性 73 | /// 74 | public virtual CGUI.WindowType WindowType 75 | { 76 | get { return CGUI.WindowType.Normal; } 77 | } 78 | 79 | /// 80 | /// 界面关闭策略 81 | /// 派生的界面,有需要可以重写这个属性 82 | /// 83 | public virtual CGUI.WindowHidePlan HidePlan 84 | { 85 | get { return CGUI.WindowHidePlan.Delete; } 86 | } 87 | 88 | /// 89 | /// 获得子控件 90 | /// 91 | public CGUIControl this[string name] 92 | { 93 | get 94 | { 95 | try 96 | { 97 | Transform child = transform.FindChild(name); 98 | if (child != null) 99 | return new CGUIControl(child.gameObject); 100 | } 101 | catch (System.Exception) 102 | { 103 | Debug.Log("Cann't find GuiControl, Name is " + name); 104 | } 105 | 106 | #if UNITY_EDITOR 107 | return null; 108 | #else 109 | return CGUIControl.Invalid; 110 | #endif 111 | } 112 | } 113 | 114 | /// 115 | /// 116 | /// 117 | protected CGUIWindow() 118 | { 119 | //窗口默认为关闭 120 | Visible = false; 121 | } 122 | 123 | #region Layer 124 | /// 125 | /// 弹至最上层 126 | /// 127 | public void BringForward() 128 | { 129 | CGUIManager.Instance.BringForward(this); 130 | } 131 | 132 | /// 133 | /// 弹至最下层 134 | /// 135 | public void PushBack() 136 | { 137 | CGUIManager.Instance.PushBack(this); 138 | } 139 | #endregion 140 | 141 | #region Show/Hide 142 | /// 143 | /// 显示 144 | /// 是否播放动画 145 | /// 是否插入动画序列器播放 146 | /// 回调 147 | /// 148 | public void Show(bool is_animation = false, bool is_queued = false, System.Action callback = null) 149 | { 150 | if (Visible) 151 | return; 152 | if(is_animation) 153 | { 154 | if(is_queued) 155 | CGUIManager.Instance.AnimationSequence.PlayQueued(_PlayShowAnimation, callback); 156 | else 157 | { 158 | CGUIManager.Instance.AnimationSequence.Play(_PlayShowAnimation, callback); 159 | } 160 | } 161 | else 162 | { 163 | _Show(); 164 | } 165 | } 166 | 167 | /// 168 | /// 隐藏 169 | /// 是否播放动画 170 | /// 是否插入动画序列器播放 171 | /// 回调 172 | /// 173 | public void Hide(bool is_animation = false, bool is_queued = false, System.Action callback = null) 174 | { 175 | if (!Visible) 176 | return; 177 | if (is_animation) 178 | { 179 | if (is_queued) 180 | CGUIManager.Instance.AnimationSequence.PlayQueued(_PlayHideAnimation, callback); 181 | else 182 | { 183 | CGUIManager.Instance.AnimationSequence.Play(_PlayHideAnimation, callback); 184 | } 185 | } 186 | else 187 | { 188 | _Hide(); 189 | } 190 | 191 | } 192 | 193 | /// 194 | /// 显示 195 | /// 196 | void _Show() 197 | { 198 | if (Visible) 199 | return; 200 | 201 | Visible = true; 202 | 203 | if (!gameObject.activeSelf) 204 | gameObject.SetActive(true); 205 | 206 | if (HidePlan == CGUI.WindowHidePlan.OutSide) 207 | { 208 | transform.localPosition = new Vector2(transform.localPosition.x - CGUI.Constant.WINDOW_OUTSIDE_OFFSET, 209 | transform.localPosition.y); 210 | } 211 | else if (HidePlan == CGUI.WindowHidePlan.Scale0) 212 | { 213 | transform.localScale = Vector3.one; 214 | } 215 | 216 | BringForward(); 217 | 218 | OnShow(); 219 | } 220 | 221 | /// 222 | /// 隐藏 223 | /// 224 | void _Hide() 225 | { 226 | if (!Visible) 227 | return; 228 | 229 | Visible = false; 230 | 231 | if (HidePlan == CGUI.WindowHidePlan.Hide) 232 | { 233 | gameObject.SetActive(false); 234 | } 235 | else if (HidePlan == CGUI.WindowHidePlan.Delete) 236 | { 237 | CGUIManager.Instance.DeleteWindow(this, false); 238 | } 239 | else if (HidePlan == CGUI.WindowHidePlan.OutSide) 240 | { 241 | transform.localPosition = new Vector2(transform.localPosition.x + CGUI.Constant.WINDOW_OUTSIDE_OFFSET, 242 | transform.localPosition.y); 243 | } 244 | else if (HidePlan == CGUI.WindowHidePlan.Scale0) 245 | { 246 | transform.localScale = Vector3.zero; 247 | } 248 | 249 | OnHide(); 250 | } 251 | 252 | /// 253 | /// 显示 254 | /// 255 | protected virtual void OnShow() { } 256 | 257 | /// 258 | /// 隐藏 259 | /// 260 | protected virtual void OnHide() { } 261 | #endregion 262 | 263 | #region Animation 264 | /// 265 | /// 266 | /// 267 | IEnumerator _PlayShowAnimation() 268 | { 269 | _Show(); 270 | yield return ShowAnimation(); 271 | } 272 | 273 | /// 274 | /// 275 | /// 276 | IEnumerator _PlayHideAnimation() 277 | { 278 | yield return HideAnimation(); 279 | _Hide(); 280 | } 281 | 282 | /// 283 | /// 显示动画控制, 派生界面重写此方法编写动画逻辑 284 | /// 285 | protected virtual IEnumerator ShowAnimation() 286 | { 287 | yield return 0; 288 | } 289 | 290 | /// 291 | /// 隐藏动画控制, 派生界面重写此方法编写动画逻辑 292 | /// 293 | protected virtual IEnumerator HideAnimation() 294 | { 295 | yield return 0; 296 | } 297 | 298 | #endregion 299 | 300 | #region NGUI 301 | /// 302 | /// Depth 303 | /// 304 | public int Depth 305 | { 306 | get 307 | { 308 | UIPanel p = (UIPanel)this; 309 | if (p != null) 310 | return p.depth; 311 | return 0; 312 | } 313 | set 314 | { 315 | UIPanel p = (UIPanel)this; 316 | if (p != null) 317 | p.depth = value; 318 | } 319 | } 320 | 321 | /// 322 | /// UIRoot 323 | /// 324 | public UIRoot GetUIRoot() 325 | { 326 | return NGUITools.FindInParents(gameObject); 327 | } 328 | 329 | /// 330 | /// 331 | /// 332 | public static explicit operator UIWidget(CGUIWindow w) 333 | { 334 | return _GetComponent(w); 335 | } 336 | 337 | /// 338 | /// 339 | /// 340 | public static explicit operator UIPanel(CGUIWindow w) 341 | { 342 | return _GetComponent(w); 343 | } 344 | 345 | /// 346 | /// 获得指定Component 347 | /// 348 | private static T _GetComponent(CGUIWindow w) where T : Component 349 | { 350 | return w != null ? w.GetComponent() : null; 351 | } 352 | #endregion 353 | } 354 | } -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/UI/CGUIWindow.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 00320624dc90dc8428f49edf89bb1918 3 | MonoImporter: 4 | serializedVersion: 2 5 | defaultReferences: [] 6 | executionOrder: 0 7 | icon: {instanceID: 0} 8 | userData: 9 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/UI/ResourceLoad.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2016/11/14 5 | * Note : 资源加载 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | namespace CGUI 11 | { 12 | /// 13 | /// 界面加载接口 14 | /// 15 | public interface IWindowLoader 16 | { 17 | /// 18 | /// 载入 19 | /// 20 | CGUIWindow Load(string name); 21 | } 22 | 23 | /// 24 | /// 默认加载类 25 | /// 26 | public class DefaultWindowLoader : IWindowLoader 27 | { 28 | /// 29 | /// 界面Profile所在的加载路径 30 | /// 31 | public const string WINDOW_PREFAB_DEFAULT_LOAD_PATH = "CGUI/"; 32 | 33 | /// 34 | /// 载入 35 | /// 36 | public CGUIWindow Load(string name) 37 | { 38 | //载入与类同名的Prefab 39 | GameObject prefab = Resources.Load(WINDOW_PREFAB_DEFAULT_LOAD_PATH + name); 40 | if (prefab == null) 41 | { 42 | Debug.LogError("Can't find window's prefab, window type is " + name); 43 | return default(CGUIWindow); 44 | } 45 | 46 | //创建实例 47 | GameObject obj = UnityEngine.Object.Instantiate(prefab) as GameObject; 48 | if (obj == null) 49 | { 50 | Debug.LogError("Can't instantiate window's prefab, window type is " + name); 51 | return default(CGUIWindow); 52 | } 53 | CGUIWindow window = obj.GetComponent(); 54 | if (window == null) 55 | { 56 | Debug.LogError("Don't get GameObject's component, component type is " + name); 57 | return default(CGUIWindow); 58 | } 59 | 60 | return window; 61 | } 62 | } 63 | 64 | /// 65 | /// 资源加载器 66 | /// 67 | public static class ResourceLoad 68 | { 69 | /// 70 | /// 界面加载器 71 | /// 72 | public static IWindowLoader WindowLoader = new DefaultWindowLoader(); 73 | } 74 | } 75 | -------------------------------------------------------------------------------- /Assets/zcode/CGUI/Scripts/UI/ResourceLoad.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: fffe2bd29718a1f41b3b89fdc51500ad 3 | timeCreated: 1479094237 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /Assets/zcode/Core.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: a09501f9df1cba0499fe56685f1b6f3d 3 | folderAsset: yes 4 | timeCreated: 1479193013 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/Core/Common.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 82edca7119f77c94f8591bcd612ca2e6 3 | folderAsset: yes 4 | timeCreated: 1479193019 5 | licenseType: Pro 6 | DefaultImporter: 7 | userData: 8 | assetBundleName: 9 | assetBundleVariant: 10 | -------------------------------------------------------------------------------- /Assets/zcode/Core/Common/MonoSingleton.cs: -------------------------------------------------------------------------------- 1 | /*************************************************************** 2 | * Copyright 2016 By Zhang Minglin 3 | * Author: Zhang Minglin 4 | * Create: 2015/09/24 5 | * Note : 继承MonoBehaviour的单例 6 | ***************************************************************/ 7 | using UnityEngine; 8 | using System.Collections; 9 | 10 | /// 11 | /// 12 | /// 13 | public abstract class MonoSingleton : MonoBehaviour where T : MonoSingleton 14 | { 15 | private static T instance_ = null; 16 | public static T Instance 17 | { 18 | get 19 | { 20 | if (instance_ == null) 21 | { 22 | instance_ = GameObject.FindObjectOfType(typeof(T)) as T; 23 | if (instance_ == null) 24 | { 25 | instance_ = new GameObject("SingletonOf" + typeof(T).ToString(), typeof(T)).GetComponent(); 26 | DontDestroyOnLoad(instance_); 27 | } 28 | } 29 | return instance_; 30 | } 31 | } 32 | 33 | //确保在程序退出时销毁实例。 34 | protected void OnApplicationQuit() 35 | { 36 | instance_ = null; 37 | } 38 | } -------------------------------------------------------------------------------- /Assets/zcode/Core/Common/MonoSingleton.cs.meta: -------------------------------------------------------------------------------- 1 | fileFormatVersion: 2 2 | guid: 9219cce9c1a8a304a99cdd1ad22beb43 3 | timeCreated: 1479089996 4 | licenseType: Pro 5 | MonoImporter: 6 | serializedVersion: 2 7 | defaultReferences: [] 8 | executionOrder: 0 9 | icon: {instanceID: 0} 10 | userData: 11 | assetBundleName: 12 | assetBundleVariant: 13 | -------------------------------------------------------------------------------- /LICENSE: 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-------------------------------------------------------------------------------- /ProjectSettings/UnityAdsSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/xtqqksszml/zcode-CGUI/924e81ed5884114ad78a85ac729849df690411f2/ProjectSettings/UnityAdsSettings.asset -------------------------------------------------------------------------------- /ProjectSettings/UnityConnectSettings.asset: -------------------------------------------------------------------------------- https://raw.githubusercontent.com/xtqqksszml/zcode-CGUI/924e81ed5884114ad78a85ac729849df690411f2/ProjectSettings/UnityConnectSettings.asset -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # zcode-CGUI 2 | 基于Unity的NGUI插件扩展的一套GUI系统,提供更简洁的界面创建、加载、销毁等操作,包含多种界面管理功能 3 | 4 | ## 优点 5 | * 统一的界面管理,提供快速访问界面,创建界面等功能 6 | * 提供外部可配置的界面资源加载方式 7 | * 层次管理,主要用于游戏中UI的多种的显示层次需求 8 | * 动画,支持界面的开启和隐藏动画,支持多个动画序列播放 9 | * 提供界面子元素的快速访问接口,简化代码,提高代码可读性。 10 | * 支持控制台功能,可打印日志,命令处理等功能 11 | * 支持FPS显示功能 12 | * 优化NGUI插件部分功能 13 | 14 | ## 版本信息 15 | Unity: 5.3.1f1 16 | NGUI: 3.9.4 17 | 18 | ## 目录结构 19 | >Assets 20 | |-zcode - 核心目录 21 | |-CGUI - CGUI目录 22 | |-Examples - 例子(可删除) 23 | |-Resources - CGUI系统内置资源目录 24 | |-Scripts - CGUI系统源代码目录 25 | |-Core - 公共类、函数等源代码 26 | 27 | ## 注意 28 | 项目需自行下载NGUI插件(Version >= 3.9.4)导入Unity中后才可使用 29 | 30 | ## 如何使用 31 | 直接使用Unity打开,zcode/CGUI/Examples目录下包含多个Examples,展示了GUI系统的主要用法。 32 | 33 | ## 联系作者 34 | 邮箱:xtqqksszml@163.com 35 | 36 | ## 版权声明 37 | 插件使用 Apache License 2.0 协议. 38 | 39 | --------------------------------------------------------------------------------