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- using FairyGUI;
- using System;
- using XGame.Framework.Asset;
- using XGame.Framework.UI;
- namespace XGame.Framework.FGUI
- {
- public static class FguiUtils
- {
- /// <summary>
- /// 包名转ui的描述文件名(Description file data)
- /// fgui的ui数据保存在pkgName_fui.bytes文件里
- /// </summary>
- /// <param name="pkgName"></param>
- /// <returns></returns>
- public static string ToDescFileName(string pkgName)
- {
- return $"{pkgName}_fui";
- }
- /// <summary>
- /// 包名+资源名转ui路径
- /// </summary>
- /// <param name="pkgName"></param>
- /// <param name="resName"></param>
- /// <returns></returns>
- public static string ToUrl(string pkgName, string resName)
- {
- return $"ui://{pkgName}/{resName}";
- }
- /// <summary>
- /// 加载Nested并设置父节点
- /// </summary>
- /// <param name="assetModule"></param>
- /// <param name="nestedKey"></param>
- /// <param name="parent"></param>
- /// <returns></returns>
- public static IAssetLoadAsync<INestedView> LoadFguiNested(this IUIAssetModule assetModule, UIKey nestedKey, GComponent parent)
- {
- if (assetModule is FguiAssetModule fguiImpl)
- {
- return fguiImpl.LoadNested(nestedKey, parent);
- }
- Log.Error($"IUIAssetModule 为空. NestedKey:{nestedKey}");
- return null;
- }
- public static IGListItemHandle CreateListItem(this IUIViewAdapter viewAdapter, Type viewType, GObject gObj)
- {
- if (viewAdapter == null)
- return null;
- var view = viewAdapter.CreateNested(viewType, new FguiNested(gObj.asCom), false);
- return view as IGListItemHandle;
- }
- }
- }
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