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🛠️ extendable unity game framework,easy and powerfall

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extendable unity game framework,easy and powerfall

    event Action<UIInfo> onUIOpenEvent;
    event Action<UIInfo> onUICloseEvent;
    void SetUIRoot(Transform root);
    void RegistUIInfos(params UIInfo[] infos);
    UIAsyncOperation Open(UIInfo info, object arg = null, Transform parent = null);
    UIAsyncOperation Open(string name, object arg = null, Transform parent = null);
    bool Close(string name);
    void GetActiveViews(List<string> names, bool includeStack = false);
    UIView FindView(string name);
    UIView[] FindViews(byte layer);
    bool Hide(string name);
    bool UnHide(string name);
    void HideALL(byte layer = byte.MaxValue);
    void UnHideALL(byte layer = byte.MaxValue);
    bool Stack(string name);
    bool UnStack(string name);
    void StackALL(byte layer = byte.MaxValue);
    void UnStackAll(byte layer = byte.MaxValue);
    void CleanStacks(bool hideOnly = true, byte layer = byte.MaxValue);
    
    support custom uiloader
    AsyncPreloadOperation StartPreload(ushort flags);
    AsyncPreloadOperation StartPreload(params string[] address);
    bool ExistAddress(string address);
    bool TryGetAddressGroup(string address, out string addressGroup, out string assetName);
    AsyncBundleOperation LoadAssetBundleAsync(string address, ushort flags);
    AsyncAssetOperation<T> LoadAssetAsync<T>(string address, ushort flags = 0) where T : UnityEngine.Object;
    AsyncAssetOperation<T> LoadAssetAsync<T>(string address, string assetname, ushort flags = 0) where T : UnityEngine.Object;
    AsyncAssetsOperation<T> LoadAssetsAsync<T>(string address, ushort flags = 0) where T : UnityEngine.Object;
    AsyncSceneOperation LoadSceneAsync(string address, string sceneName = null, ushort flags = 0, UnityEngine.SceneManagement.LoadSceneMode loadSceneMode = UnityEngine.SceneManagement.LoadSceneMode.Single);
    void PreloadAssetBundle(BundleItem bundleItem, System.Action<string, object> onLoadBundle, HashSet<BundleItem> deepLoading);
    BaseGameManage<T>
    AgentContext<AgentContainer> : Agent where AgentContainer : AgentContext<AgentContainer>, new()
    Singleton<Agent> : UFrame.Agent where Agent : Singleton<Agent>, new()s

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