kirikayakazuto / cocoscreator_uiframework Goto Github PK
View Code? Open in Web Editor NEW基于CocosCreator的轻量框架, 主要是针对单场景的游戏管理, 将界面制作成预制体, 提供了对界面预制体的显示, 隐藏, 释放等功能, 游戏管理更简单!
Home Page: https://www.honmono.top
License: MIT License
基于CocosCreator的轻量框架, 主要是针对单场景的游戏管理, 将界面制作成预制体, 提供了对界面预制体的显示, 隐藏, 释放等功能, 游戏管理更简单!
Home Page: https://www.honmono.top
License: MIT License
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。
目前想做一个大厅式的游戏,想把所有的子游戏变成一个个的分包,但是这样 自动UI配置生成就失去了效果
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。
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
MaskPlus扩展的多边形会破坏感应区,导致子节点如果是button的话出现点击感应混乱
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
onDisable里调用了父类的onEnable
请问有人用3.x的框架吗,结果怎么样?
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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