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- using System;
- using UnityEngine;
- using UnityEngine.UI;
- using YooAsset;
- namespace UniFramework.Window
- {
- public abstract class UIWindow
- {
- public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
- public const int WINDOW_SHOW_LAYER = 5; // UI
- internal AssetOperationHandle Handle { private set; get;}
- private System.Action<UIWindow> _prepareCallback;
- private System.Object[] _userDatas;
- private bool _isCreate = false;
- private GameObject _panel;
- private Canvas _canvas;
- private Canvas[] _childCanvas;
- private GraphicRaycaster _raycaster;
- private GraphicRaycaster[] _childRaycaster;
- /// <summary>
- /// 面板的Transfrom组件
- /// </summary>
- public Transform transform
- {
- get
- {
- return _panel.transform;
- }
- }
- /// <summary>
- /// 面板的游戏对象
- /// </summary>
- public GameObject gameObject
- {
- get
- {
- return _panel;
- }
- }
-
- /// <summary>
- /// 窗口名称
- /// </summary>
- public string WindowName { private set; get; }
- /// <summary>
- /// 窗口层级
- /// </summary>
- public int WindowLayer { private set; get; }
- /// <summary>
- /// 是否为全屏窗口
- /// </summary>
- public bool FullScreen { private set; get; }
- /// <summary>
- /// 自定义数据
- /// </summary>
- public System.Object UserData
- {
- get
- {
- if (_userDatas != null && _userDatas.Length >= 1)
- return _userDatas[0];
- else
- return null;
- }
- }
- /// <summary>
- /// 自定义数据集
- /// </summary>
- public System.Object[] UserDatas
- {
- get { return _userDatas; }
- }
- /// <summary>
- /// 窗口深度值
- /// </summary>
- public int Depth
- {
- get
- {
- if (_canvas != null)
- return _canvas.sortingOrder;
- else
- return 0;
- }
- set
- {
- if (_canvas != null)
- {
- if (_canvas.sortingOrder == value)
- return;
- // 设置父类
- _canvas.sortingOrder = value;
- // 设置子类
- int depth = value;
- for (int i = 0; i < _childCanvas.Length; i++)
- {
- var canvas = _childCanvas[i];
- if (canvas != _canvas)
- {
- depth += 5; //注意递增值
- canvas.sortingOrder = depth;
- }
- }
- // 虚函数
- if (_isCreate)
- OnSortDepth(value);
- }
- }
- }
- /// <summary>
- /// <summary>
- /// 窗口可见性
- /// </summary>
- public bool Visible
- {
- get
- {
- if (_canvas != null)
- return _canvas.gameObject.layer == WINDOW_SHOW_LAYER;
- else
- return false;
- }
- set
- {
- if (_canvas != null)
- {
- int setLayer = value ? WINDOW_SHOW_LAYER : WINDOW_HIDE_LAYER;
- if (_canvas.gameObject.layer == setLayer)
- return;
- // 显示设置
- _canvas.gameObject.layer = setLayer;
- for (int i = 0; i < _childCanvas.Length; i++)
- {
- _childCanvas[i].gameObject.layer = setLayer;
- }
- // 交互设置
- Interactable = value;
- // 虚函数
- if (_isCreate)
- OnSetVisible(value);
- }
- }
- }
- /// <summary>
- /// 窗口交互性
- /// </summary>
- private bool Interactable
- {
- get
- {
- if (_raycaster != null)
- return _raycaster.enabled;
- else
- return false;
- }
- set
- {
- if (_raycaster != null)
- {
- _raycaster.enabled = value;
- for (int i = 0; i < _childRaycaster.Length; i++)
- {
- _childRaycaster[i].enabled = value;
- }
- }
- }
- }
- /// <summary>
- /// 是否加载完毕
- /// </summary>
- internal bool IsLoadDone { get { return Handle.IsDone; } }
- /// <summary>
- /// 是否准备完毕
- /// </summary>
- internal bool IsPrepare { private set; get; }
- public void Init(string name, int layer, bool fullScreen)
- {
- WindowName = name;
- WindowLayer = layer;
- FullScreen = fullScreen;
- }
- /// <summary>
- /// 窗口创建
- /// </summary>
- public abstract void OnCreate();
- /// <summary>
- /// 窗口刷新
- /// </summary>
- public abstract void OnRefresh();
- /// <summary>
- /// 窗口更新
- /// </summary>
- public abstract void OnUpdate();
- /// <summary>
- /// 窗口销毁
- /// </summary>
- public abstract void OnDestroy();
- /// <summary>
- /// 当触发窗口的层级排序
- /// </summary>
- protected virtual void OnSortDepth(int depth) { }
- /// <summary>
- /// 当因为全屏遮挡触发窗口的显隐
- /// </summary>
- protected virtual void OnSetVisible(bool visible) { }
- internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
- {
- _userDatas = userDatas;
- if (IsPrepare)
- prepareCallback?.Invoke(this);
- else
- _prepareCallback = prepareCallback;
- }
- internal void InternalLoad(string location, System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
- {
- if (Handle != null)
- return;
- _prepareCallback = prepareCallback;
- _userDatas = userDatas;
- Handle = YooAssets.LoadAssetAsync<GameObject>(location);
- Handle.Completed += Handle_Completed;
- }
- internal void InternalCreate()
- {
- if (_isCreate == false)
- {
- _isCreate = true;
- OnCreate();
- }
- }
- internal void InternalRefresh()
- {
- OnRefresh();
- }
- internal void InternalUpdate()
- {
- if(IsPrepare)
- {
- OnUpdate();
- }
- }
- internal void InternalDestroy()
- {
- _isCreate = false;
- // 注销回调函数
- _prepareCallback = null;
- // 卸载面板资源
- if (Handle != null)
- {
- Handle.Release();
- Handle = null;
- }
- // 销毁面板对象
- if (_panel != null)
- {
- OnDestroy();
- GameObject.Destroy(_panel);
- _panel = null;
- }
- }
- private void Handle_Completed(AssetOperationHandle handle)
- {
- if (handle.AssetObject == null)
- return;
- // 实例化对象
- _panel = handle.InstantiateSync(UniWindow.Desktop.transform);
- _panel.transform.localPosition = Vector3.zero;
- // 获取组件
- _canvas = _panel.GetComponent<Canvas>();
- if (_canvas == null)
- throw new Exception($"Not found {nameof(Canvas)} in panel {WindowName}");
- _canvas.overrideSorting = true;
- _canvas.sortingOrder = 0;
- _canvas.sortingLayerName = "Default";
- // 获取组件
- _raycaster = _panel.GetComponent<GraphicRaycaster>();
- _childCanvas = _panel.GetComponentsInChildren<Canvas>(true);
- _childRaycaster = _panel.GetComponentsInChildren<GraphicRaycaster>(true);
- // 通知UI管理器
- IsPrepare = true;
- _prepareCallback?.Invoke(this);
- }
- }
- }
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