Bad practice:
When starting to spell, some are hidden and some are displayed, which is equivalent to There is no unified treatment. If there are too many rules, the interface logic will be confused.
Best actual combat:
1. Put all possible situations in cocostudio first, and then divide Node node to organize: it is best to display all
2. When initializing, set all to hide
3. According to different gameplay, display the UI that should be displayed
At this time, because it is possible that the display of several interfaces is similar, but the title is different. At this time, in order to increase the extensibility, a DialogType field is displayed, and the default field displays the original interface. Follow-up: expand, and then display a different interface.
Bad practice:
When starting to spell, some are hidden, some are displayed , This is equivalent to not doing unified processing. If there are too many rules, it will lead to confusion in interface logic writing.
Best actual combat:
1. Put all possible situations in cocostudio first , And then organize it by node: it is best to display all
2. When initializing, set all to hidden
3. According to different gameplay, display the UI that should be displayed
At this time, because it is possible that the display of several interfaces is similar, but the title is different. At this time, in order to increase the extensibility, a DialogType field is displayed, and the default field displays the original interface. Follow-up: expand, and then display a different interface.