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cocoscreator_uiframework's Issues

设计的不错

大致看了一下,整体而言还是不错的,有些工具代码很有用。
但是框架还是太重了,不太适合Cocos Creator的开发方式,局部代码很有借鉴意义。
框架还是应该完全贯彻Creator组件式开发方式,这种框架更适合cocos2d-js项目。

英雄所见略同

思路和结构跟我前年在项目中写的如出一辙哈哈,加油!!等你写的更NB点了我来取点经。

UIROOT节点动态创建反而更方便

public static getInstance(): UIManager {
if(this.instance == null) {
// this.instance = cc.find(SysDefine.SYS_UIROOT_NAME).addComponent(this);
let newNode = new cc.Node('UIROOT');
newNode.addChild(new cc.Node('SceneBase'));
newNode.addChild(new cc.Node('FixedUI'));
newNode.addChild(new cc.Node('PopUp'));
newNode.addChild(new cc.Node('TopTips'));
newNode.addChild(new cc.Node('UIMaskScript'));
newNode.addChild(new cc.Node('UIAdaptationScript'));
newNode.setParent(cc.find("Canvas"));
this.instance = newNode.addComponent(this);
cc.director.once(cc.Director.EVENT_AFTER_SCENE_LAUNCH, () => {
this.instance = null;
});
}
return this.instance;
}

这样不用手动拖动,至于🔒是只对编辑器有效,对运行中无效

cc.loader升级

希望项目中可以把cc.loader升级成cc.resources,感觉在资源加载这块会清爽很多

发布安卓原生时无法打开窗体

发布安卓原生应用时,无法打开窗体;但如果仅仅是发布安卓原生的debug模式,却没有问题。
cocos creator版本是2.4.3; android studio 4.1.1; ndk r21

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