using UnityEngine; using System.Collections; public class GameWindow : UIWindowBase { //UI的初始化请放在这里 public override void OnOpen() { AddOnClickListener("Button_Return", OnClickReturnMainMenu); } //请在这里写UI的更新逻辑,当该UI监听的事件触发时,该函数会被调用 public override void OnRefresh() { } //UI的进入动画 public override IEnumerator EnterAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs) { yield return new WaitForSeconds(0.2f); AnimSystem.UguiAlpha(gameObject, 0, 1, callBack:(object[] obj)=> { StartCoroutine(base.EnterAnim(l_animComplete, l_callBack, objs)); }); AnimSystem.UguiMove(GetGameObject("Text_Title"), new Vector3(0, 50, 0), new Vector3(0, -50, 0)); AnimSystem.UguiMove(GetGameObject("Button_Return"), new Vector3(0, -70, 0), new Vector3(0, 70, 0)); yield return new WaitForEndOfFrame(); } //UI的退出动画 public override IEnumerator ExitAnim(UIAnimCallBack l_animComplete, UICallBack l_callBack, params object[] objs) { AnimSystem.UguiAlpha(gameObject , null, 0, callBack:(object[] obj) => { StartCoroutine(base.ExitAnim(l_animComplete, l_callBack, objs)); }); AnimSystem.UguiMove(GetGameObject("Text_Title"), new Vector3(0, -50, 0), new Vector3(0, 50, 0)); AnimSystem.UguiMove(GetGameObject("Button_Return"), new Vector3(0, 70, 0), new Vector3(0, -70, 0)); yield return new WaitForEndOfFrame(); } void OnClickReturnMainMenu(InputUIOnClickEvent e) { ApplicationStatusManager.EnterStatus(); } }