├── .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 |
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/Assets/zcode/CGUI/Examples/Scripts/Demo/Example0.cs:
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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 |
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/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 |
--------------------------------------------------------------------------------
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/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 |
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/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 |
--------------------------------------------------------------------------------
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/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 |
--------------------------------------------------------------------------------
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/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 |
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 | }
80 |
--------------------------------------------------------------------------------
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/Assets/zcode/CGUI/Scripts/Common/Common.cs:
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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 | }
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/Assets/zcode/CGUI/Scripts/Details/CGUIAnimationSequence.cs:
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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:
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/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:
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--------------------------------------------------------------------------------
/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:
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--------------------------------------------------------------------------------
/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 |
--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
/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:
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/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:
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/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 | }
--------------------------------------------------------------------------------
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/Assets/zcode/CGUI/Scripts/UI/ResourceLoad.cs:
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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 |
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/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 | }
--------------------------------------------------------------------------------
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/LICENSE:
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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 |
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