360 lines
11 KiB
C#
360 lines
11 KiB
C#
/********************************************************************
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文件: UIManager.cs
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作者: 梦语
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邮箱: 1982614048@qq.com
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创建时间: 2024/03/29 17:28:19
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最后修改: 梦语
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最后修改时间: 2024/04/03 15:10:11
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功能: 界面管理类
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*********************************************************************/
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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using UnityEngine.Accessibility;
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using UnityEngine.UI;
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namespace Ether
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{
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public class UIManager : SingletonAutoMono<UIManager>
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{
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[HideInInspector]
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public GameObject MainCanvas; //主画布
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List<Transform> tierList = new List<Transform>(); //所有的层级
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//所有打开的界面
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private DictionaryEx<string, FrameBase> allOpenFrames = new DictionaryEx<string, FrameBase>();
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//所有界面需要保存的数据
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private DictionaryEx<string, FrameData> allFrameData = new DictionaryEx<string, FrameData>();
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private LinkedSequence<string> frameOpenStack = new LinkedSequence<string>();
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private LinkedSequence<string> windowOpenStack = new LinkedSequence<string>();
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public override void Init()
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{
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Clear();
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MainCanvas = EntityManager.Inst.GetEntity("MainCanvas").gameObject;
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CheckMainCanvasLayer();
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}
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#region 层级管理
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/// <summary>
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/// 检查MainCanvas下的层级
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/// </summary>
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private void CheckMainCanvasLayer()
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{
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tierList.Clear();
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//获取当前Canvas下所有的物体
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int childNum = MainCanvas.transform.childCount;
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Transform[] childTrans = new Transform[childNum];
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for (int i = 0; i < childNum; i++)
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{
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childTrans[i] = MainCanvas.transform.GetChild(i);
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}
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//动态创建UI层级
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string[] frameLayers = CommonTools.GetAllEnumName<FrameTier>();
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foreach (string layer in frameLayers)
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{
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if (string.IsNullOrEmpty(layer))
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{
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continue;
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}
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Transform trans = MainCanvas.transform.Find(layer);
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if (trans == null)
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{
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trans = new GameObject(layer, typeof(RectTransform)).transform;
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trans.SetParent(MainCanvas.transform, false);
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RectTransform rectTrans = trans.GetComponent<RectTransform>();
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rectTrans.anchorMin = new Vector2(0, 0);
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rectTrans.anchorMax = new Vector2(1, 1);
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rectTrans.anchoredPosition = Vector2.zero;
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rectTrans.sizeDelta = Vector2.zero;
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}
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tierList.Add(trans);
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trans.SetAsLastSibling();
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}
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//设置Canvas下之前的物体层级到最上层
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foreach (Transform trans in childTrans)
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{
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trans.SetAsLastSibling();
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}
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}
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/// <summary>
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/// 获取层级
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/// </summary>
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public Transform GetTier(int tierIndex)
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{
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if (tierList.Count <= tierIndex)
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{
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Debug.LogError($"没有该层级:{tierIndex},请检查配置");
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return null;
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}
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return tierList[tierIndex];
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}
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/// <summary>
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/// 获取层级
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/// </summary>
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public Transform GetTier(FrameTier tier)
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{
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int tierIndex = (int)tier;
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if (tierList.Count <= tierIndex)
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{
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Debug.LogError($"没有该层级:{tier},请检查配置");
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return null;
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}
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return tierList[tierIndex];
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}
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#endregion
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/// <summary>
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/// 循环
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/// </summary>
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private void Update()
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{
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float deltaTime = Time.deltaTime;
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foreach (var viewPair in allOpenFrames)
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{
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FrameBase frame = viewPair.Value;
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if (frame.IsActive)
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{
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frame.OnUpdate(deltaTime);
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}
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}
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}
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/// <summary>
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/// 打开界面
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/// </summary>
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/// <param name="framName"></param>
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public void OpenFrame(string framName, FrameData openFrameData = null, Action callback = null)
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{
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Type frameType = CommonTools.GetType(framName);
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OpenFrame(framName, frameType, callback, openFrameData);
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}
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/// <summary>
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/// 打开界面
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public void OpenFrame<T>(FrameData openFrameData = null, Action callback = null) where T : FrameBase
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{
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string name = typeof(T).Name;
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OpenFrame(name, typeof(T), callback, openFrameData);
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}
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/// <summary>
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/// 打开界面
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/// </summary>
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/// <param name="name"></param>
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/// <param name="type"></param>
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private void OpenFrame(string name, Type type, Action callback = null, FrameData openFrameData = null)
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{
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FrameBase frame;
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if (allOpenFrames.ContainsKey(name))
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{
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frame = allOpenFrames[name];
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frame.SetVisible(false);
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}
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else
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{
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frame = (FrameBase)Activator.CreateInstance(type);
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allOpenFrames.Add(name, frame);
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}
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if (openFrameData == null)
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{
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if (allFrameData.ContainsKey(name))
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{
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openFrameData = allFrameData[name];
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}
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}
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else
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{
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if (allFrameData.ContainsKey(name))
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{
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allFrameData[name] = openFrameData;
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}
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else
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{
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allFrameData.Add(name, openFrameData);
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}
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}
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frame.SetVisible(true, callback, openFrameData);
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switch (frame.UIElement.frameType)
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{
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case FrameType.Frame:
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frameOpenStack.Add(name);
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string str = "当前打开的界面 :";
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foreach (var node in frameOpenStack)
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{
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str += node.Value + " ";
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}
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Debug.Log(str);
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//全屏界面打开时关闭所有窗口界面
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foreach (var node in windowOpenStack)
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{
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CloseFrame(node.Value);
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}
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break;
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case FrameType.Window:
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windowOpenStack.Add(name);
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string winStr = "当前打开的窗口 :";
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foreach (var node in windowOpenStack)
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{
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winStr += node.Value + " ";
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}
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Debug.Log(winStr);
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break;
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case FrameType.Pop:
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break;
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default:
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break;
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}
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}
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/// <summary>
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/// 关闭界面
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/// </summary>
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/// <typeparam name="T"></typeparam>
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public void CloseFrame<T>(Action callback = null) where T : FrameBase
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{
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string name = typeof(T).Name;
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CloseFrame(name, callback);
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}
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/// <summary>
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/// 关闭界面
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/// </summary>
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/// <param name="frameName"></param>
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public void CloseFrame(string frameName, Action callback = null)
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{
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if (allOpenFrames.ContainsKey(frameName))
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{
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FrameBase frame = allOpenFrames[frameName];
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frame.SetVisible(false, callback);
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allOpenFrames.Remove(frameName);
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}
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frameOpenStack.Remove(frameName);
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}
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/// <summary>
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/// 获取界面资源
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/// </summary>
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/// <typeparam name="T"></typeparam>
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/// <param name="frame"></param>
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/// <returns></returns>
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public GameObject GetFrameRes<T>(T frame) where T : FrameBase
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{
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Type viewType = typeof(T);
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UIElement element = frame.UIElement;
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if (element != null && !string.IsNullOrEmpty(element.prefabPath))
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{
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GameObject obj = LoaderTools.LoadGameObjectAndInstantiateAsync(element.prefabPath, GetTier(element.tier));
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if (obj == null)
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{
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Debug.LogErrorFormat("加载Frame Prefab失败:{0}!", element.prefabPath);
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return null;
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}
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obj.AddComponent<Canvas>();
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obj.AddComponent<CanvasGroup>();
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obj.AddComponent<GraphicRaycaster>();
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return obj;
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}
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else
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{
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Debug.LogErrorFormat("当前Frame:{0}没有对应的Prefab路径,请添加入配置!", viewType);
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return null;
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}
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}
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/// <summary>
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/// 获取界面
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/// </summary>
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public T GetFrame<T>() where T : FrameBase
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{
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string name = typeof(T).Name;
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if (allOpenFrames.TryGetValue(name, out FrameBase frameBase))
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{
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return frameBase as T;
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}
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return null;
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}
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/// <summary>
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/// 是否开启
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/// </summary>
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public bool IsOpen<T>() where T : FrameBase
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{
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return GetFrame<T>() != null;
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}
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/// <summary>
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/// 窗口聚焦
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/// </summary>
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public void FocusWindow(string name)
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{
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var node = windowOpenStack[name];
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node.SetAsLastSibling();
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}
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/// <summary>
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/// 返回
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/// </summary>
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public void BackFrame(string name, FrameType frameType)
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{
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switch (frameType)
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{
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case FrameType.Frame:
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frameOpenStack.Remove(name);
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if (frameOpenStack.Count > 0)
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{
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OpenFrame(frameOpenStack.Last().Value);
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}
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break;
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case FrameType.Window:
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frameOpenStack.Remove(name);
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break;
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case FrameType.Pop:
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break;
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default:
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break;
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}
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}
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/// <summary>
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/// 清理
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/// </summary>
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public override void Clear()
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{
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tierList.Clear();
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frameOpenStack.Clear();
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windowOpenStack.Clear();
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foreach (var frameNodePair in allOpenFrames)
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{
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frameNodePair.Value.Close();
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}
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}
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}
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}
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