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81
Assets/CoolapeFrame/Scripts/ui/public/CLPBackplate.cs
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81
Assets/CoolapeFrame/Scripts/ui/public/CLPBackplate.cs
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/*
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********************************************************************************
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*Copyright(C),coolae.net
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*Author: chenbin
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*Version: 2.0
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*Date: 2017-01-09
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*Description: 页面后面的档板
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*Others:
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*History:
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*********************************************************************************
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*/
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using UnityEngine;
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using System.Collections;
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//档板
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namespace Coolape
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{
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public class CLPBackplate : CLPanelLua
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{
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public static CLPBackplate self;
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// public UITexture textureBg;
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// public Camera camera;
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public CLPBackplate ()
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{
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self = this;
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}
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public override void show ()
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{
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base.show ();
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}
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public void procOtherPanel ()
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{
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if (CLPanelManager.panelRetainLayer.Count > 0) {
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CLPanelBase[] ps = CLPanelManager.panelRetainLayer.ToArray ();
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if (ps != null) {
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for (int i = 0; i < ps.Length; i++) {
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if (ps [i].isNeedBackplate && ps [i].isActive) {
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_proc (ps [i]);
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ps = null;
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return;
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}
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}
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hide ();
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ps = null;
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} else {
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hide ();
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}
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} else {
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hide ();
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}
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}
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public void proc (CLPanelBase clpanel)
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{
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if (clpanel == null) {
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procOtherPanel ();
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return;
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}
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if (clpanel.isNeedBackplate) {
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_proc (clpanel);
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} else {
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procOtherPanel ();
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}
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}
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public void _proc (CLPanelBase clpanel)
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{
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setData (clpanel);
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show ();
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this.panel.depth = clpanel.panel.depth - 1;
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Vector3 pos = transform.localPosition;
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this.panel.renderQueue = UIPanel.RenderQueue.StartAt;
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// 设置startingRenderQueue是为了可以在ui中使用粒子效果,注意在粒子中要绑定CLUIParticle角本
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this.panel.startingRenderQueue = CLPanelManager.Const_RenderQueue + this.panel.depth;
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pos.z = -180;
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transform.localPosition = pos;
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}
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}
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}
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