diff --git a/DungeonShooting_Godot/prefab/ui/EditorWindow.tscn b/DungeonShooting_Godot/prefab/ui/EditorWindow.tscn
new file mode 100644
index 0000000..5c70ba8
--- /dev/null
+++ b/DungeonShooting_Godot/prefab/ui/EditorWindow.tscn
@@ -0,0 +1,55 @@
+[gd_scene load_steps=2 format=3 uid="uid://bw342xeqc5div"]
+
+[ext_resource type="Script" path="res://src/game/ui/editorWindow/EditorWindowPanel.cs" id="1_bfitg"]
+
+[node name="EditorWindow" type="Control"]
+layout_mode = 3
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+script = ExtResource("1_bfitg")
+Layer = 3
+
+[node name="Window" type="Window" parent="."]
+title = "标题"
+initial_position = 1
+size = Vector2i(500, 350)
+visible = false
+min_size = Vector2i(500, 350)
+theme_override_constants/title_height = 33
+
+[node name="Panel" type="Panel" parent="Window"]
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+
+[node name="VBoxContainer" type="VBoxContainer" parent="Window/Panel"]
+layout_mode = 1
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+
+[node name="Body" type="MarginContainer" parent="Window/Panel/VBoxContainer"]
+layout_mode = 2
+size_flags_vertical = 3
+theme_override_constants/margin_left = 10
+theme_override_constants/margin_top = 10
+theme_override_constants/margin_right = 10
+theme_override_constants/margin_bottom = 10
+
+[node name="HBoxContainer" type="HBoxContainer" parent="Window/Panel/VBoxContainer"]
+custom_minimum_size = Vector2(0, 70)
+layout_mode = 2
+
+[node name="CustomButton" type="CenterContainer" parent="Window/Panel/VBoxContainer/HBoxContainer"]
+layout_mode = 2
+size_flags_horizontal = 3
+
+[node name="Button" type="Button" parent="Window/Panel/VBoxContainer/HBoxContainer/CustomButton"]
+layout_mode = 2
+size_flags_horizontal = 3
+text = "确定"
diff --git a/DungeonShooting_Godot/prefab/ui/MapEditorCreateRoom.tscn b/DungeonShooting_Godot/prefab/ui/MapEditorCreateRoom.tscn
index 6012bae..1888357 100644
--- a/DungeonShooting_Godot/prefab/ui/MapEditorCreateRoom.tscn
+++ b/DungeonShooting_Godot/prefab/ui/MapEditorCreateRoom.tscn
@@ -11,3 +11,27 @@
grow_vertical = 2
script = ExtResource("1_dep3f")
Layer = 3
+
+[node name="VBoxContainer" type="VBoxContainer" parent="."]
+layout_mode = 1
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+
+[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer"]
+layout_mode = 2
+
+[node name="RoomNameLabel" type="Label" parent="VBoxContainer/HBoxContainer"]
+layout_mode = 2
+size_flags_horizontal = 3
+size_flags_stretch_ratio = 20.0
+text = "房间名称:"
+horizontal_alignment = 2
+vertical_alignment = 1
+
+[node name="RoomNameInput" type="LineEdit" parent="VBoxContainer/HBoxContainer"]
+layout_mode = 2
+size_flags_horizontal = 3
+size_flags_stretch_ratio = 80.0
diff --git a/DungeonShooting_Godot/src/framework/ui/UiBase.cs b/DungeonShooting_Godot/src/framework/ui/UiBase.cs
index 32851ee..de390b5 100644
--- a/DungeonShooting_Godot/src/framework/ui/UiBase.cs
+++ b/DungeonShooting_Godot/src/framework/ui/UiBase.cs
@@ -16,18 +16,6 @@
public UiLayer Layer = UiLayer.Middle;
///
- /// Ui 模式, 单例/正常模式
- ///
- [Export]
- public UiMode Mode = UiMode.Normal;
-
- ///
- /// 阻止下层 Ui 点击
- ///
- [Export]
- public bool KeepOut = false;
-
- ///
/// ui名称
///
public string UiName { get; }
diff --git a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs
index 6ccbe64..c694463 100644
--- a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs
+++ b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs
@@ -49,6 +49,7 @@
public const string prefab_test_TestActivity_tscn = "res://prefab/test/TestActivity.tscn";
public const string prefab_ui_BottomTips_tscn = "res://prefab/ui/BottomTips.tscn";
public const string prefab_ui_EditorTools_tscn = "res://prefab/ui/EditorTools.tscn";
+ public const string prefab_ui_EditorWindow_tscn = "res://prefab/ui/EditorWindow.tscn";
public const string prefab_ui_Loading_tscn = "res://prefab/ui/Loading.tscn";
public const string prefab_ui_Main_tscn = "res://prefab/ui/Main.tscn";
public const string prefab_ui_MapEditor_tscn = "res://prefab/ui/MapEditor.tscn";
@@ -57,7 +58,6 @@
public const string prefab_ui_MapEditorTools_tscn = "res://prefab/ui/MapEditorTools.tscn";
public const string prefab_ui_RoomUI_tscn = "res://prefab/ui/RoomUI.tscn";
public const string prefab_ui_Settlement_tscn = "res://prefab/ui/Settlement.tscn";
- public const string prefab_ui_TestUi_tscn = "res://prefab/ui/TestUi.tscn";
public const string prefab_weapon_Weapon0001_tscn = "res://prefab/weapon/Weapon0001.tscn";
public const string prefab_weapon_Weapon0002_tscn = "res://prefab/weapon/Weapon0002.tscn";
public const string prefab_weapon_Weapon0003_tscn = "res://prefab/weapon/Weapon0003.tscn";
diff --git a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs
index f1444e5..d0908ef 100644
--- a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs
+++ b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs
@@ -8,6 +8,7 @@
{
public const string BottomTips = "BottomTips";
public const string EditorTools = "EditorTools";
+ public const string EditorWindow = "EditorWindow";
public const string Loading = "Loading";
public const string Main = "Main";
public const string MapEditor = "MapEditor";
@@ -99,6 +100,46 @@
}
///
+ /// 打开 EditorWindow, 并返回UI实例
+ ///
+ public static UI.EditorWindow.EditorWindowPanel Open_EditorWindow()
+ {
+ return OpenUi(UiName.EditorWindow);
+ }
+
+ ///
+ /// 隐藏 EditorWindow 的所有实例
+ ///
+ public static void Hide_EditorWindow()
+ {
+ var uiInstance = Get_EditorWindow_Instance();
+ foreach (var uiPanel in uiInstance)
+ {
+ uiPanel.HideUi();
+ }
+ }
+
+ ///
+ /// 销毁 EditorWindow 的所有实例
+ ///
+ public static void Dispose_EditorWindow()
+ {
+ var uiInstance = Get_EditorWindow_Instance();
+ foreach (var uiPanel in uiInstance)
+ {
+ uiPanel.DisposeUi();
+ }
+ }
+
+ ///
+ /// 获取所有 EditorWindow 的实例, 如果没有实例, 则返回一个空数组
+ ///
+ public static UI.EditorWindow.EditorWindowPanel[] Get_EditorWindow_Instance()
+ {
+ return GetUiInstance(nameof(UI.EditorWindow.EditorWindow));
+ }
+
+ ///
/// 打开 Loading, 并返回UI实例
///
public static UI.Loading.LoadingPanel Open_Loading()
diff --git a/DungeonShooting_Godot/src/game/ui/editorWindow/EditorWindow.cs b/DungeonShooting_Godot/src/game/ui/editorWindow/EditorWindow.cs
new file mode 100644
index 0000000..cb6442d
--- /dev/null
+++ b/DungeonShooting_Godot/src/game/ui/editorWindow/EditorWindow.cs
@@ -0,0 +1,207 @@
+namespace UI.EditorWindow;
+
+///
+/// Ui代码, 该类是根据ui场景自动生成的, 请不要手动编辑该类, 以免造成代码丢失
+///
+public abstract partial class EditorWindow : UiBase
+{
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorWindow.Window
+ ///
+ public Window L_Window
+ {
+ get
+ {
+ if (_L_Window == null) _L_Window = new Window(this, GetNodeOrNull("Window"));
+ return _L_Window;
+ }
+ }
+ private Window _L_Window;
+
+
+ public EditorWindow() : base(nameof(EditorWindow))
+ {
+ }
+
+ public sealed override void OnInitNestedUi()
+ {
+ }
+
+ ///
+ /// 类型: , 路径: EditorWindow.Window.Panel.VBoxContainer.Body
+ ///
+ public class Body : UiNode
+ {
+ public Body(EditorWindow uiPanel, Godot.MarginContainer node) : base(uiPanel, node) { }
+ public override Body Clone() => new (UiPanel, (Godot.MarginContainer)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: EditorWindow.Window.Panel.VBoxContainer.HBoxContainer.CustomButton.Button
+ ///
+ public class Button : UiNode
+ {
+ public Button(EditorWindow uiPanel, Godot.Button node) : base(uiPanel, node) { }
+ public override Button Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: EditorWindow.Window.Panel.VBoxContainer.HBoxContainer.CustomButton
+ ///
+ public class CustomButton : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorWindow.Window.Panel.VBoxContainer.HBoxContainer.Button
+ ///
+ public Button L_Button
+ {
+ get
+ {
+ if (_L_Button == null) _L_Button = new Button(UiPanel, Instance.GetNodeOrNull("Button"));
+ return _L_Button;
+ }
+ }
+ private Button _L_Button;
+
+ public CustomButton(EditorWindow uiPanel, Godot.CenterContainer node) : base(uiPanel, node) { }
+ public override CustomButton Clone() => new (UiPanel, (Godot.CenterContainer)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: EditorWindow.Window.Panel.VBoxContainer.HBoxContainer
+ ///
+ public class HBoxContainer : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorWindow.Window.Panel.VBoxContainer.CustomButton
+ ///
+ public CustomButton L_CustomButton
+ {
+ get
+ {
+ if (_L_CustomButton == null) _L_CustomButton = new CustomButton(UiPanel, Instance.GetNodeOrNull("CustomButton"));
+ return _L_CustomButton;
+ }
+ }
+ private CustomButton _L_CustomButton;
+
+ public HBoxContainer(EditorWindow uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { }
+ public override HBoxContainer Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: EditorWindow.Window.Panel.VBoxContainer
+ ///
+ public class VBoxContainer : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorWindow.Window.Panel.Body
+ ///
+ public Body L_Body
+ {
+ get
+ {
+ if (_L_Body == null) _L_Body = new Body(UiPanel, Instance.GetNodeOrNull("Body"));
+ return _L_Body;
+ }
+ }
+ private Body _L_Body;
+
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorWindow.Window.Panel.HBoxContainer
+ ///
+ public HBoxContainer L_HBoxContainer
+ {
+ get
+ {
+ if (_L_HBoxContainer == null) _L_HBoxContainer = new HBoxContainer(UiPanel, Instance.GetNodeOrNull("HBoxContainer"));
+ return _L_HBoxContainer;
+ }
+ }
+ private HBoxContainer _L_HBoxContainer;
+
+ public VBoxContainer(EditorWindow uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
+ public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: EditorWindow.Window.Panel
+ ///
+ public class Panel : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorWindow.Window.VBoxContainer
+ ///
+ public VBoxContainer L_VBoxContainer
+ {
+ get
+ {
+ if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer(UiPanel, Instance.GetNodeOrNull("VBoxContainer"));
+ return _L_VBoxContainer;
+ }
+ }
+ private VBoxContainer _L_VBoxContainer;
+
+ public Panel(EditorWindow uiPanel, Godot.Panel node) : base(uiPanel, node) { }
+ public override Panel Clone() => new (UiPanel, (Godot.Panel)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: EditorWindow.Window
+ ///
+ public class Window : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: EditorWindow.Panel
+ ///
+ public Panel L_Panel
+ {
+ get
+ {
+ if (_L_Panel == null) _L_Panel = new Panel(UiPanel, Instance.GetNodeOrNull("Panel"));
+ return _L_Panel;
+ }
+ }
+ private Panel _L_Panel;
+
+ public Window(EditorWindow uiPanel, Godot.Window node) : base(uiPanel, node) { }
+ public override Window Clone() => new (UiPanel, (Godot.Window)Instance.Duplicate());
+ }
+
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorWindow.Window.Panel.VBoxContainer.Body
+ ///
+ public Body S_Body => L_Window.L_Panel.L_VBoxContainer.L_Body;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorWindow.Window.Panel.VBoxContainer.HBoxContainer.CustomButton.Button
+ ///
+ public Button S_Button => L_Window.L_Panel.L_VBoxContainer.L_HBoxContainer.L_CustomButton.L_Button;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorWindow.Window.Panel.VBoxContainer.HBoxContainer.CustomButton
+ ///
+ public CustomButton S_CustomButton => L_Window.L_Panel.L_VBoxContainer.L_HBoxContainer.L_CustomButton;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorWindow.Window.Panel.VBoxContainer.HBoxContainer
+ ///
+ public HBoxContainer S_HBoxContainer => L_Window.L_Panel.L_VBoxContainer.L_HBoxContainer;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorWindow.Window.Panel.VBoxContainer
+ ///
+ public VBoxContainer S_VBoxContainer => L_Window.L_Panel.L_VBoxContainer;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorWindow.Window.Panel
+ ///
+ public Panel S_Panel => L_Window.L_Panel;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: EditorWindow.Window
+ ///
+ public Window S_Window => L_Window;
+
+}
diff --git a/DungeonShooting_Godot/src/game/ui/editorWindow/EditorWindowPanel.cs b/DungeonShooting_Godot/src/game/ui/editorWindow/EditorWindowPanel.cs
new file mode 100644
index 0000000..ba06445
--- /dev/null
+++ b/DungeonShooting_Godot/src/game/ui/editorWindow/EditorWindowPanel.cs
@@ -0,0 +1,53 @@
+using Godot;
+
+namespace UI.EditorWindow;
+
+public partial class EditorWindowPanel : EditorWindow
+{
+
+ public override void OnCreateUi()
+ {
+
+ }
+
+ public override void OnDisposeUi()
+ {
+
+ }
+
+ ///
+ /// 打开子Ui并放入 Body 节点中
+ ///
+ /// Ui名称
+ public UiBase OpenBody(string uiName)
+ {
+ var nestedUi = S_Body.OpenNestedUi(uiName);
+ S_Window.Instance.Popup();
+ return nestedUi;
+ }
+
+ ///
+ /// 打开子Ui并放入 Body 节点中
+ ///
+ /// Ui名称
+ public T OpenBody(string uiName) where T : UiBase
+ {
+ return (T)OpenBody(uiName);
+ }
+
+ ///
+ /// 设置标题
+ ///
+ public void SetWindowTitle(string title)
+ {
+ S_Window.Instance.Title = title;
+ }
+
+ ///
+ /// 设置窗体大小
+ ///
+ public void SetWindowSize(Vector2I size)
+ {
+ S_Window.Instance.Size = size;
+ }
+}
diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoom.cs b/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoom.cs
index 3290400..ac8225f 100644
--- a/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoom.cs
+++ b/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoom.cs
@@ -5,6 +5,19 @@
///
public abstract partial class MapEditorCreateRoom : UiBase
{
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorCreateRoom.VBoxContainer
+ ///
+ public VBoxContainer L_VBoxContainer
+ {
+ get
+ {
+ if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer(this, GetNodeOrNull("VBoxContainer"));
+ return _L_VBoxContainer;
+ }
+ }
+ private VBoxContainer _L_VBoxContainer;
+
public MapEditorCreateRoom() : base(nameof(MapEditorCreateRoom))
{
@@ -14,5 +27,100 @@
{
}
+ ///
+ /// 类型: , 路径: MapEditorCreateRoom.VBoxContainer.HBoxContainer.RoomNameLabel
+ ///
+ public class RoomNameLabel : UiNode
+ {
+ public RoomNameLabel(MapEditorCreateRoom uiPanel, Godot.Label node) : base(uiPanel, node) { }
+ public override RoomNameLabel Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: MapEditorCreateRoom.VBoxContainer.HBoxContainer.RoomNameInput
+ ///
+ public class RoomNameInput : UiNode
+ {
+ public RoomNameInput(MapEditorCreateRoom uiPanel, Godot.LineEdit node) : base(uiPanel, node) { }
+ public override RoomNameInput Clone() => new (UiPanel, (Godot.LineEdit)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: MapEditorCreateRoom.VBoxContainer.HBoxContainer
+ ///
+ public class HBoxContainer : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorCreateRoom.VBoxContainer.RoomNameLabel
+ ///
+ public RoomNameLabel L_RoomNameLabel
+ {
+ get
+ {
+ if (_L_RoomNameLabel == null) _L_RoomNameLabel = new RoomNameLabel(UiPanel, Instance.GetNodeOrNull("RoomNameLabel"));
+ return _L_RoomNameLabel;
+ }
+ }
+ private RoomNameLabel _L_RoomNameLabel;
+
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorCreateRoom.VBoxContainer.RoomNameInput
+ ///
+ public RoomNameInput L_RoomNameInput
+ {
+ get
+ {
+ if (_L_RoomNameInput == null) _L_RoomNameInput = new RoomNameInput(UiPanel, Instance.GetNodeOrNull("RoomNameInput"));
+ return _L_RoomNameInput;
+ }
+ }
+ private RoomNameInput _L_RoomNameInput;
+
+ public HBoxContainer(MapEditorCreateRoom uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { }
+ public override HBoxContainer Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: MapEditorCreateRoom.VBoxContainer
+ ///
+ public class VBoxContainer : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: MapEditorCreateRoom.HBoxContainer
+ ///
+ public HBoxContainer L_HBoxContainer
+ {
+ get
+ {
+ if (_L_HBoxContainer == null) _L_HBoxContainer = new HBoxContainer(UiPanel, Instance.GetNodeOrNull("HBoxContainer"));
+ return _L_HBoxContainer;
+ }
+ }
+ private HBoxContainer _L_HBoxContainer;
+
+ public VBoxContainer(MapEditorCreateRoom uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
+ public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
+ }
+
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorCreateRoom.VBoxContainer.HBoxContainer.RoomNameLabel
+ ///
+ public RoomNameLabel S_RoomNameLabel => L_VBoxContainer.L_HBoxContainer.L_RoomNameLabel;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorCreateRoom.VBoxContainer.HBoxContainer.RoomNameInput
+ ///
+ public RoomNameInput S_RoomNameInput => L_VBoxContainer.L_HBoxContainer.L_RoomNameInput;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorCreateRoom.VBoxContainer.HBoxContainer
+ ///
+ public HBoxContainer S_HBoxContainer => L_VBoxContainer.L_HBoxContainer;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: MapEditorCreateRoom.VBoxContainer
+ ///
+ public VBoxContainer S_VBoxContainer => L_VBoxContainer;
}
diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoomPanel.cs b/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoomPanel.cs
index 81fcff8..087d66a 100644
--- a/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoomPanel.cs
+++ b/DungeonShooting_Godot/src/game/ui/mapEditorCreateRoom/MapEditorCreateRoomPanel.cs
@@ -7,17 +7,17 @@
public override void OnCreateUi()
{
- //S_ConfirmationDialog.Instance.Title = "创建地牢房间";
+
}
public override void OnShowUi()
{
- //S_ConfirmationDialog.Instance.VisibilityChanged += OnVisibilityChanged;
+
}
public override void OnHideUi()
{
- //S_ConfirmationDialog.Instance.VisibilityChanged -= OnVisibilityChanged;
+
}
public override void OnDisposeUi()
diff --git a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs
index c9d36d6..27030cf 100644
--- a/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs
+++ b/DungeonShooting_Godot/src/game/ui/mapEditorProject/MapEditorProjectPanel.cs
@@ -111,6 +111,9 @@
//创建地牢房间按钮点击
private void OnCreateRoomClick()
{
- UiManager.Open_MapEditorCreateRoom();
+ var window = UiManager.Open_EditorWindow();
+ window.SetWindowTitle("创建地牢房间");
+ window.SetWindowSize(new Vector2I(1000, 800));
+ window.OpenBody(UiManager.UiName.MapEditorCreateRoom);
}
}