using System.Collections.Generic; using System; using FairyGUI; using System.Linq; using ET; using UnityEngine; namespace GFGGame { public class ViewStructure { public string name; public object viewData; public IUIView iUIView; public bool backRefresh; } /// /// 视图管理类 /// 管理视图的显示、隐藏 /// public class ViewManager { private static List _viewStack; private static Dictionary _viewDic; private static GComponent _bottomLayer; private static GComponent _topLayer; private static GComponent _guideLayer; private static GComponent _modalLayer; private static GComponent _alertLayer; private static GComponent _debugLayer; private static GComponent _floatLayer; private static bool _nowHideOthers = false; //正在关闭所有界面的循环中 private static Dictionary> _goBackDatas = new Dictionary>(); public static void Clear() { _viewStack.Clear(); } public static void Init() { //设置CustomLoader UIObjectFactory.SetLoaderExtension(typeof(GFGGLoader)); //通用资源,单独加,增加一次引用,不会被释放 GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Common")); GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("CommonGame")); GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Main")); //await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common")); UIConfig.buttonSound = (NAudioClip)UIPackage.GetItemAsset("Common", "click"); //统一修改文字字体需要填写路径 ResIn/Font/FZKTJW--GB1-0 UIConfig.defaultFont = "FZKTJW--GB1-0"; //默认关闭点击窗口移至顶层的功能,不可打开,如哪个界面需要在界面中单独设置 UIConfig.bringWindowToFrontOnClick = false; _viewDic = new Dictionary(); _viewStack = new List(); //初始化视图层容器 _bottomLayer = CreateLayer("BottomLayer"); //_bottomLayer.sortingOrder = ConstSortingOrder.Bottom; _topLayer = CreateLayer("TopLayer"); _topLayer.sortingOrder = ConstViewLayerSortingOrder.TOP; _guideLayer = CreateLayer("GuideLayer"); _guideLayer.sortingOrder = ConstViewLayerSortingOrder.Guide; _modalLayer = CreateLayer("ModalLayer"); _modalLayer.sortingOrder = ConstViewLayerSortingOrder.Modal; _alertLayer = CreateLayer("AlertLayer"); _alertLayer.sortingOrder = ConstViewLayerSortingOrder.Alert; //debug层 _debugLayer = CreateLayer("DebugLayer"); _debugLayer.sortingOrder = ConstViewLayerSortingOrder.Debug; _floatLayer = CreateLayer("FloatLayer"); _floatLayer.sortingOrder = ConstViewLayerSortingOrder.Float; SetMaskAlpha(0.6f); } public static void AddChildToBottomLayer(GObject gObject) { _bottomLayer.AddChild(gObject); } public static void AddChildToTopLayer(GObject gObject) { _topLayer.AddChild(gObject); } public static void AddChildToGuideLayer(GObject gObject) { _guideLayer.AddChild(gObject); } public static void AddChildToModalLayer(GObject gObject) { _modalLayer.AddChild(gObject); } public static void AddChildToAlertLayer(GObject gObject) { _alertLayer.AddChild(gObject); } public static void AddChildToDebugLayer(GObject gObject) { _debugLayer.AddChild(gObject); } public static void AddChildToFloatLayer(GObject gObject) { _floatLayer.AddChild(gObject); } public static float ViewWidth { get { //这里做了最大宽度适配 float maxAspectRatio = 1080 * 1.0f / 1920; if (Screen.width * 1.0f / Screen.height > maxAspectRatio) { return GRoot.inst.height * maxAspectRatio; } return GRoot.inst.width; } } /// /// 显示一个视图 /// /// 要显示的视图名称 /// 要传递给视图的参数 /// 从该视图返回的视图信息 /// 是否关闭其他视图 /// 返回上一个界面的时候,上一个界面是否需要刷新界面 public static bool Show(string fullViewName, object viewData = null, bool hideOthers = false, bool backRefresh = true,bool isHideToShow = false) { string name = GetName(fullViewName); if (!GameGlobal.skipCheckOpen && !FunctionOpenDataManager.Instance.CheckIsFunOpenById(name)) { return false; } if (hideOthers) { HideAllView(name); } IUIView obj = null; if (_viewDic.ContainsKey(name)) { obj = _viewDic[name]; } else { obj = CreateViewInstance(fullViewName) as IUIView; obj.viewName = name; _viewDic.Add(name, obj); } if (obj != null) { IUIView view = (IUIView)obj; view.viewData = viewData; if (!view.isShowing) { if (isHideToShow && _viewStack.Count > 0) view.backRefresh = _viewStack[_viewStack.Count - 1].backRefresh; else view.backRefresh = true; view.Show(); } else { view.Refresh(); } LogUtil.LogDev("当前打开:" + name); } if (name == "MainUIView") { _viewStack.Clear(); } //判断是否需要保存界面数据, 会帮助关闭上一个保存界面 if (obj.isReturnView && (_viewStack.Count <= 0 || (_viewStack.Count > 0 && _viewStack[_viewStack.Count - 1].name != name))) { //保存上一个界面是否需要返回刷新 if (!isHideToShow && _viewStack.Count > 1) _viewStack[_viewStack.Count - 1].backRefresh = backRefresh; ViewStructure viewStructure = new ViewStructure(); viewStructure.name = name; viewStructure.viewData = viewData; viewStructure.iUIView = obj; _viewStack.Add(viewStructure); if (_viewStack.Count > 1 && !hideOthers) { _viewStack[_viewStack.Count - 2].iUIView.Hide(); } } return true; } // /// /// 界面可返回栈里的跳转 /// /// 跳转到界面缓存栈里的某个界面,使用这个参数时写在打开下一个界面后 /// 删除队列中的倒数几个,较灵活应对更多种情况,可自由控制 public static void DeleteViewStackCountDown(string viewName, int count = 0) { if (viewName != null && viewName != "") { for (int i = _viewStack.Count - 2; i > 0; i--) { ViewStructure viewStructure = _viewStack[i]; if (viewStructure.name == viewName) break; _viewStack.RemoveAt(i); } return; } for (int i = 0; i < count; i++) { if (_viewStack.Count <= 1) break; _viewStack.RemoveAt(_viewStack.Count-1); } } public static bool isViewOpen(string fullViewName) { string name = GetName(fullViewName); IUIView obj = null; if (_viewDic.ContainsKey(name)) { obj = _viewDic[name]; if (obj != null) { IUIView view = (IUIView)obj; if (view.isShowing) return true; } } return false; } public static bool Show(object viewData = null, bool hideOthers = false, bool backRefresh = true) where T : class, new() { // string[] names = typeof(T).FullName.Split('.'); // string viewName = names[names.Length - 1]; //string name = GetName(typeof(T).FullName); return ViewManager.Show(typeof(T).FullName, viewData, hideOthers, backRefresh); } public static void HideWin(string viewName) { if (_nowHideOthers) return; if (_viewStack.Count >= 1) { bool hasShowingView = false; bool needShowNextView = false; bool backRefresh = true; foreach (var info in _viewDic.Keys) { IUIView objIsShowing = _viewDic[info]; if (objIsShowing != null && objIsShowing.isShowing) { hasShowingView = true; break; } } ViewStructure viewStructure = _viewStack[_viewStack.Count - 1]; if (_viewStack.Count == 1) { //没有界面显示了,栈被清除剩1个的时候,做保底 if (!hasShowingView) needShowNextView = true; } else { if (!hasShowingView || (viewStructure.iUIView.isReturnView && viewStructure.name == viewName)) { //关闭自己,在队列里去除 if (viewStructure.iUIView.isReturnView && viewStructure.name == viewName) { backRefresh = viewStructure.backRefresh; _viewStack.RemoveAt(_viewStack.Count - 1); } if (_viewStack.Count >= 1) needShowNextView = true; } } if (needShowNextView) { viewStructure = _viewStack[_viewStack.Count - 1]; ViewManager.Show($"GFGGame.{viewStructure.name}", viewStructure.viewData, false, backRefresh, true); //重新打开小弹窗 foreach (var objName in _viewDic.Keys) { if (objName != viewStructure.name) { IUIView view = (IUIView)_viewDic[objName]; if (view.isShowing) view.Show(); } } } } } public static void Hide(string fullViewName) { string name = GetName(fullViewName); if (!_viewDic.ContainsKey(name)) { return; } object obj = _viewDic[name]; if (obj != null) { IUIView view = (IUIView)obj; view.Hide(); LogUtil.LogDev("当前关闭:" + name); } } public static void Hide() { //string name = GetName(typeof(T).FullName); Hide(typeof(T).FullName); } public static void GoBackFrom(string fullViewName, bool hideOther = true) { string name = GetName(fullViewName); ViewManager.Hide(name); foreach (var info in _viewDic.Keys) { IUIView objIsShowing = _viewDic[info]; if (objIsShowing != null && objIsShowing.isShowing) { return; } } MainDataManager.Instance.ViewType = 0; ViewManager.Show(null, true); } public static object[] GetGoBackDatas(string fullViewName) { //string name = GetName(fullViewName); object[] value = null; //if (_goBackDatas.ContainsKey(name) && _goBackDatas[name].Count > 0) //{ // value = _goBackDatas[name][_goBackDatas[name].Count - 1]; //} return value; } public static IUIView GetUIView(string viewName) { if (_viewDic.ContainsKey(viewName)) { IUIView obj = _viewDic[viewName]; if (obj != null && obj.isShowing) { return obj as IUIView; } } return null; } public static void ClearUIView(string viewName) { if (!string.IsNullOrEmpty(viewName) && _viewDic.ContainsKey(viewName)) { if (_viewDic[viewName] != null && !_viewDic[viewName].isShowing) { // _viewDic[viewName] = null; _viewDic.Remove(viewName); } } } public static void HideAllView(string excludeViewName = null) { for (int i = _viewDic.Keys.Count - 1; i >= 0; i--)//不用foreach是因为:循环过程中可能会触发dispose,导致_viewDic.Keys变化,最终报错 { int index = i > _viewDic.Keys.Count - 1 ? _viewDic.Keys.Count - 1 : i;//直接去最后一个,不用i是因为关闭一个界面可能会连带关闭其他界面,最终i比_viewDic.Keys.Count大而报错 KeyValuePair kv = _viewDic.ElementAt(index); if (kv.Key != excludeViewName) { if (kv.Key == typeof(FunctionOpenView).Name) continue;//功能开启界面不能强制关闭 _nowHideOthers = true; Hide(kv.Key); } } _nowHideOthers = false; // _viewDic.Clear(); // foreach (string viewName in _viewDic.Keys) // { // if (viewName != excludeViewName) // { // if (viewName == typeof(FunctionOpenView).Name) continue;//功能开启界面不能强制关闭 // Hide(viewName); // } // } } public static void CheckDispose() { for (int i = _viewDic.Keys.Count - 1; i >= 0; i--)//不用foreach是因为:循环过程中可能会触发dispose,导致_viewDic.Keys变化,最终报错 { int index = i > _viewDic.Keys.Count - 1 ? _viewDic.Keys.Count - 1 : i;//直接去最后一个,不用i是因为关闭一个界面可能会连带关闭其他界面,最终i比_viewDic.Keys.Count大而报错 KeyValuePair kv = _viewDic.ElementAt(index); if (kv.Value.isShowing == true) continue; // if (kv.Value.packageName == ResPathUtil.GetUIPackagePath("CommonGame") || kv.Value.packageName == ResPathUtil.GetUIPackagePath("Common") || kv.Value.packageName == ResPathUtil.GetUIPackagePath("Main")) return;//这几个包不释放 if(_viewDic.Keys.Count <= 10) return; //打开界面小于10个就不销毁了 long currentTime = TimeHelper.ClientNowSeconds(); long closeTime = kv.Value.closeTime; if (closeTime > 0 && currentTime - closeTime >= TimeUtil.SECOND_PER_MUNITE * 1) { kv.Value.closeTime = 0; kv.Value.Dispose(); } } } private static object CreateViewInstance(string name) { //LogUtil.LogFormatDev("CreateViewInstance {0}", name); Type type = Type.GetType(name); if (type != null) { return Activator.CreateInstance(type); } return null; } private static GComponent CreateLayer(string name) { GComponent layer = new GComponent(); layer.name = name; GRoot.inst.AddChild(layer); layer.SetSize(GRoot.inst.size.x, GRoot.inst.size.y); layer.AddRelation(GRoot.inst, RelationType.Size); return layer; } public static bool CheckIsTopView(GComponent viewCom) { if (ViewManager.isViewOpen(typeof(GuideView).Name)) return false; if (viewCom.parent != null) { int index = viewCom.parent.GetChildIndex(viewCom); if (index == viewCom.parent.numChildren - 1 && GRoot.inst.GetTopWindow() == null) { return true; } } if (GRoot.inst.GetTopWindow() == viewCom) { return true; } return false; } public static string GetName(string fullName) { string[] names = fullName.Split('.'); string name = names[names.Length - 1]; return name; } public static void SetMaskAlpha(float alpha) { GRoot.inst.modalLayer.alpha = alpha; } /// /// 任务界面跳转 /// /// public static void JumpToView(string jumpId, object[] param, bool hideOther = false, bool backRefresh = true, Action onSuccess = null) { switch (jumpId) { case nameof(LeagueAnswerView): if (LeagueDataManager.Instance.Type == LeagueJoinType.Join) { ViewManager.Show(null, hideOther, backRefresh); ViewManager.Show($"GFGGame.{jumpId}"); } else { if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(nameof(LeagueView))) return; ViewManager.Show(null, hideOther, backRefresh); } break; case nameof(LeagueView): if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(nameof(LeagueView))) return; if (LeagueDataManager.Instance.Type == LeagueJoinType.Join) { ViewManager.Show(null, hideOther, backRefresh); } else { ViewManager.Show(null, hideOther, backRefresh); } break; case nameof(StoreView): ViewManager.Show(param, hideOther, backRefresh); break; case nameof(StoryChapterListView): ViewManager.Show($"GFGGame.{jumpId}", param, hideOther, backRefresh); break; case nameof(StoryChapterView): ViewManager.Show(param[0], hideOther, backRefresh); break; case nameof(FirstChargeBonusView): ViewManager.Show(param, false, backRefresh); break; case nameof(ClothingSyntheticView): ViewManager.Show(param, hideOther, backRefresh); break; case nameof(LuckyBoxView): if(param.Length > 0) ViewManager.Show(param[0], hideOther, backRefresh); else ViewManager.Show(null, hideOther, backRefresh); break; default: ViewManager.Show($"GFGGame.{jumpId}", null, hideOther, backRefresh); break; } onSuccess?.Invoke(); } } }