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1090412 上一頁與下一頁按鈕
by 黃國哲 2020-04-12 09:37:39, 回應(0), 人氣(549)



使用了「流程管理機制」

using UnityEngine;

public class UIStateClosed : StateMachineBehaviour {

    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex) {
 
        animator.gameObject.SetActive(false);
    }
}

///////////////////////////////////////////////////////////////////////////////////////////////////

using UnityEngine;
using System.Collections.Generic;

public class UIManager : MonoBehaviour {

    public GameObject startScreen;
    public string outTrigger;
    private List<GameObject> screenHistory;

    void Awake(){

        this.screenHistory = new List<GameObject>{this.startScreen};
    }

    public void ToScreen(GameObject target){

        GameObject current = this.screenHistory[this.screenHistory.Count - 1];

        if(target == null || target == current) return;

        this.PlayScreen(current , target , false , this.screenHistory.Count);
        this.screenHistory.Add(target);
    }

    public void GoBack(){

        if(this.screenHistory.Count > 1){

            int currentIndex = this.screenHistory.Count - 1;
            this.PlayScreen(this.screenHistory[currentIndex] , this.screenHistory[currentIndex - 1] , true , currentIndex - 2);
            this.screenHistory.RemoveAt(currentIndex);
        }
    }

    private void PlayScreen(GameObject current , GameObject target , bool isBack , int order){

        current.GetComponent<Animator>().SetTrigger(this.outTrigger);

        if(isBack){

            current.GetComponent<Canvas>().sortingOrder = order;

        }else{

            current.GetComponent<Canvas>().sortingOrder = order - 1;
            target.GetComponent<Canvas>().sortingOrder = order;
        }

        target.SetActive(true);
    }
}

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