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path: root/SurvivalTest/Assets/Scripts/UI/UIManager_Panels.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public enum PanelType
{
	None,

	PanelLevelBar,
	PanelPropBar,
	PanelWeaponBar,
	PanelTopSuffBar,
	PanelBossHpBar,
}

public partial class UIManager : Singleton<UIManager>
{
	private Dictionary<PanelType, string> m_Panels = new Dictionary<PanelType, string>();
	private Dictionary<PanelType, PanelBase> m_OpenedPanels = new Dictionary<PanelType, PanelBase>();

	private Canvas m_Canvas;

	public void SetRootCanvas(Canvas canvas)
	{
		m_Canvas = canvas;
	}

	void SetPanels()
	{
		AddPanel(PanelType.PanelLevelBar, "PanelLevelBar");
		AddPanel(PanelType.PanelPropBar, "PanelPropBar");
		AddPanel(PanelType.PanelWeaponBar, "PanelWeaponBar");
		AddPanel(PanelType.PanelTopSuffBar, "PanelTopSuffBar");
		AddPanel(PanelType.PanelBossHpBar, "PanelBossHpBar");
	}

	void AddPanel(PanelType type, string path)
	{
		m_Panels.Add(type, "prefabs/ui/" + path);
	}

	public PanelBase OpenPanel(PanelType type, object param = null)
	{
		if(m_OpenedPanels.ContainsKey(type))
		{
			return m_OpenedPanels[type];
		}

		PanelBase prefab = ResourceManager.Instance.Load<PanelBase>(m_Panels[type]);
		if (prefab == null)
		{
			Debug.LogError("UI Prefab in not available, path=" + m_Panels[type]);
			return null;
		}
		PanelBase panel = UnityEngine.Object.Instantiate<PanelBase>(prefab);
		panel.name = prefab.name;
		panel.transform.SetParent(m_Canvas.transform);
		panel.Set(param);
		panel.InitRectTransform();
		panel.gameObject.SetActive(true);

		return panel;
	}

	public PanelBase GetPanel(PanelType type)
	{
		if(m_OpenedPanels.ContainsKey(type))
		{
			return m_OpenedPanels[type];
		}
		return null;
	}

	public bool IsPanelOpen(PanelType type)
	{
		return m_OpenedPanels.ContainsKey(type);
	}

}