UIWindow.cs 6.2 KB

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  1. using System;
  2. using UnityEngine;
  3. using UnityEngine.UI;
  4. using YooAsset;
  5. namespace UniFramework.Window
  6. {
  7. public abstract class UIWindow
  8. {
  9. public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
  10. public const int WINDOW_SHOW_LAYER = 5; // UI
  11. internal AssetOperationHandle Handle { private set; get;}
  12. private System.Action<UIWindow> _prepareCallback;
  13. private System.Object[] _userDatas;
  14. private bool _isCreate = false;
  15. private GameObject _panel;
  16. private Canvas _canvas;
  17. private Canvas[] _childCanvas;
  18. private GraphicRaycaster _raycaster;
  19. private GraphicRaycaster[] _childRaycaster;
  20. /// <summary>
  21. /// 面板的Transfrom组件
  22. /// </summary>
  23. public Transform transform
  24. {
  25. get
  26. {
  27. return _panel.transform;
  28. }
  29. }
  30. /// <summary>
  31. /// 面板的游戏对象
  32. /// </summary>
  33. public GameObject gameObject
  34. {
  35. get
  36. {
  37. return _panel;
  38. }
  39. }
  40. /// <summary>
  41. /// 窗口名称
  42. /// </summary>
  43. public string WindowName { private set; get; }
  44. /// <summary>
  45. /// 窗口层级
  46. /// </summary>
  47. public int WindowLayer { private set; get; }
  48. /// <summary>
  49. /// 是否为全屏窗口
  50. /// </summary>
  51. public bool FullScreen { private set; get; }
  52. /// <summary>
  53. /// 自定义数据
  54. /// </summary>
  55. public System.Object UserData
  56. {
  57. get
  58. {
  59. if (_userDatas != null && _userDatas.Length >= 1)
  60. return _userDatas[0];
  61. else
  62. return null;
  63. }
  64. }
  65. /// <summary>
  66. /// 自定义数据集
  67. /// </summary>
  68. public System.Object[] UserDatas
  69. {
  70. get { return _userDatas; }
  71. }
  72. /// <summary>
  73. /// 窗口深度值
  74. /// </summary>
  75. public int Depth
  76. {
  77. get
  78. {
  79. if (_canvas != null)
  80. return _canvas.sortingOrder;
  81. else
  82. return 0;
  83. }
  84. set
  85. {
  86. if (_canvas != null)
  87. {
  88. if (_canvas.sortingOrder == value)
  89. return;
  90. // 设置父类
  91. _canvas.sortingOrder = value;
  92. // 设置子类
  93. int depth = value;
  94. for (int i = 0; i < _childCanvas.Length; i++)
  95. {
  96. var canvas = _childCanvas[i];
  97. if (canvas != _canvas)
  98. {
  99. depth += 5; //注意递增值
  100. canvas.sortingOrder = depth;
  101. }
  102. }
  103. // 虚函数
  104. if (_isCreate)
  105. OnSortDepth(value);
  106. }
  107. }
  108. }
  109. /// <summary>
  110. /// <summary>
  111. /// 窗口可见性
  112. /// </summary>
  113. public bool Visible
  114. {
  115. get
  116. {
  117. if (_canvas != null)
  118. return _canvas.gameObject.layer == WINDOW_SHOW_LAYER;
  119. else
  120. return false;
  121. }
  122. set
  123. {
  124. if (_canvas != null)
  125. {
  126. int setLayer = value ? WINDOW_SHOW_LAYER : WINDOW_HIDE_LAYER;
  127. if (_canvas.gameObject.layer == setLayer)
  128. return;
  129. // 显示设置
  130. _canvas.gameObject.layer = setLayer;
  131. for (int i = 0; i < _childCanvas.Length; i++)
  132. {
  133. _childCanvas[i].gameObject.layer = setLayer;
  134. }
  135. // 交互设置
  136. Interactable = value;
  137. // 虚函数
  138. if (_isCreate)
  139. OnSetVisible(value);
  140. }
  141. }
  142. }
  143. /// <summary>
  144. /// 窗口交互性
  145. /// </summary>
  146. private bool Interactable
  147. {
  148. get
  149. {
  150. if (_raycaster != null)
  151. return _raycaster.enabled;
  152. else
  153. return false;
  154. }
  155. set
  156. {
  157. if (_raycaster != null)
  158. {
  159. _raycaster.enabled = value;
  160. for (int i = 0; i < _childRaycaster.Length; i++)
  161. {
  162. _childRaycaster[i].enabled = value;
  163. }
  164. }
  165. }
  166. }
  167. /// <summary>
  168. /// 是否加载完毕
  169. /// </summary>
  170. internal bool IsLoadDone { get { return Handle.IsDone; } }
  171. /// <summary>
  172. /// 是否准备完毕
  173. /// </summary>
  174. internal bool IsPrepare { private set; get; }
  175. public void Init(string name, int layer, bool fullScreen)
  176. {
  177. WindowName = name;
  178. WindowLayer = layer;
  179. FullScreen = fullScreen;
  180. }
  181. /// <summary>
  182. /// 窗口创建
  183. /// </summary>
  184. public abstract void OnCreate();
  185. /// <summary>
  186. /// 窗口刷新
  187. /// </summary>
  188. public abstract void OnRefresh();
  189. /// <summary>
  190. /// 窗口更新
  191. /// </summary>
  192. public abstract void OnUpdate();
  193. /// <summary>
  194. /// 窗口销毁
  195. /// </summary>
  196. public abstract void OnDestroy();
  197. /// <summary>
  198. /// 当触发窗口的层级排序
  199. /// </summary>
  200. protected virtual void OnSortDepth(int depth) { }
  201. /// <summary>
  202. /// 当因为全屏遮挡触发窗口的显隐
  203. /// </summary>
  204. protected virtual void OnSetVisible(bool visible) { }
  205. internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
  206. {
  207. _userDatas = userDatas;
  208. if (IsPrepare)
  209. prepareCallback?.Invoke(this);
  210. else
  211. _prepareCallback = prepareCallback;
  212. }
  213. internal void InternalLoad(string location, System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
  214. {
  215. if (Handle != null)
  216. return;
  217. _prepareCallback = prepareCallback;
  218. _userDatas = userDatas;
  219. Handle = YooAssets.LoadAssetAsync<GameObject>(location);
  220. Handle.Completed += Handle_Completed;
  221. }
  222. internal void InternalCreate()
  223. {
  224. if (_isCreate == false)
  225. {
  226. _isCreate = true;
  227. OnCreate();
  228. }
  229. }
  230. internal void InternalRefresh()
  231. {
  232. OnRefresh();
  233. }
  234. internal void InternalUpdate()
  235. {
  236. if(IsPrepare)
  237. {
  238. OnUpdate();
  239. }
  240. }
  241. internal void InternalDestroy()
  242. {
  243. _isCreate = false;
  244. // 注销回调函数
  245. _prepareCallback = null;
  246. // 卸载面板资源
  247. if (Handle != null)
  248. {
  249. Handle.Release();
  250. Handle = null;
  251. }
  252. // 销毁面板对象
  253. if (_panel != null)
  254. {
  255. OnDestroy();
  256. GameObject.Destroy(_panel);
  257. _panel = null;
  258. }
  259. }
  260. private void Handle_Completed(AssetOperationHandle handle)
  261. {
  262. if (handle.AssetObject == null)
  263. return;
  264. // 实例化对象
  265. _panel = handle.InstantiateSync(UniWindow.Desktop.transform);
  266. _panel.transform.localPosition = Vector3.zero;
  267. // 获取组件
  268. _canvas = _panel.GetComponent<Canvas>();
  269. if (_canvas == null)
  270. throw new Exception($"Not found {nameof(Canvas)} in panel {WindowName}");
  271. _canvas.overrideSorting = true;
  272. _canvas.sortingOrder = 0;
  273. _canvas.sortingLayerName = "Default";
  274. // 获取组件
  275. _raycaster = _panel.GetComponent<GraphicRaycaster>();
  276. _childCanvas = _panel.GetComponentsInChildren<Canvas>(true);
  277. _childRaycaster = _panel.GetComponentsInChildren<GraphicRaycaster>(true);
  278. // 通知UI管理器
  279. IsPrepare = true;
  280. _prepareCallback?.Invoke(this);
  281. }
  282. }
  283. }