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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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