| | |
| | | layerTransformCache.Add(UILayer.Loading, loadingTrans); |
| | | } |
| | | |
| | | public Transform GetUIRoot() |
| | | { |
| | | return uiRoot; |
| | | } |
| | | |
| | | #endregion |
| | | |
| | | #region 辅助方法 |
| | | |
| | | |
| | | // 获取UI层级对应的基础排序顺序 |
| | | public static int GetBaseSortingOrderForLayer(UILayer layer) |
| | | { |
| | | // 尝试从缓存中获取排序顺序 |
| | | if (layerSortingOrderCache.TryGetValue(layer, out int order)) |
| | | return order; |
| | | |
| | | |
| | | // 如果缓存中没有,使用原来的方法计算并缓存结果 |
| | | int result; |
| | | switch (layer) |
| | |
| | | result = BASE_SORTING_ORDER * 10; |
| | | break; |
| | | } |
| | | |
| | | |
| | | // 将结果存入缓存 |
| | | layerSortingOrderCache[layer] = result; |
| | | return result; |
| | |
| | | PlayerDatas.Instance.playerDataRefreshEvent += PlayerDataRefreshEvent; |
| | | |
| | | Display(); |
| | | GoldRushManager.Instance.GetAllAward(); |
| | | if (GoldRushManager.Instance.openAutoGoldRush) |
| | | { |
| | | GoldRushManager.Instance.GetAllAward(); |
| | | } |
| | | } |
| | | |
| | | protected override void OnPreClose() |
| | |
| | | public int[] refreshMoneyList;
|
| | | public Dictionary<int, int> itemIDUnLockFuncIDDict = new Dictionary<int, int>();
|
| | |
|
| | | bool openAutoGoldRush
|
| | | public bool openAutoGoldRush
|
| | | {
|
| | | get
|
| | | {
|