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(635)
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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