ViewManager.cs 22 KB

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  1. using System.Collections.Generic;
  2. using System;
  3. using FairyGUI;
  4. using System.Linq;
  5. using ET;
  6. using UnityEngine;
  7. namespace GFGGame
  8. {
  9. public class ViewStructure
  10. {
  11. public string name;
  12. public object viewData;
  13. public IUIView iUIView;
  14. public bool backRefresh;
  15. public List<String> smallWindow;
  16. }
  17. /// <summary>
  18. /// 视图管理类
  19. /// 管理视图的显示、隐藏
  20. /// </summary>
  21. public class ViewManager
  22. {
  23. private static List<ViewStructure> _viewStack;
  24. private static Dictionary<string, IUIView> _viewDic;
  25. private static GComponent _bottomLayer;
  26. private static GComponent _topLayer;
  27. private static GComponent _guideLayer;
  28. private static GComponent _modalLayer;
  29. private static GComponent _alertLayer;
  30. private static GComponent _debugLayer;
  31. private static GComponent _floatLayer;
  32. private static bool _nowHideOthers = false; //正在关闭所有界面的循环中
  33. private static Dictionary<string, List<object[]>> _goBackDatas = new Dictionary<string, List<object[]>>();
  34. public static void Clear()
  35. {
  36. _viewStack.Clear();
  37. }
  38. public static void Init()
  39. {
  40. //设置CustomLoader
  41. UIObjectFactory.SetLoaderExtension(typeof(GFGGLoader));
  42. //通用资源,单独加,增加一次引用,不会被释放
  43. GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Common"));
  44. GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("CommonGame"));
  45. GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Main"));
  46. //await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
  47. UIConfig.buttonSound = (NAudioClip)UIPackage.GetItemAsset("Common", "click");
  48. //统一修改文字字体需要填写路径 ResIn/Font/FZKTJW--GB1-0
  49. UIConfig.defaultFont = "FZKTJW--GB1-0";
  50. //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
  51. UIConfig.bringWindowToFrontOnClick = false;
  52. _viewDic = new Dictionary<string, IUIView>();
  53. _viewStack = new List<ViewStructure>();
  54. //初始化视图层容器
  55. _bottomLayer = CreateLayer("BottomLayer");
  56. //_bottomLayer.sortingOrder = ConstSortingOrder.Bottom;
  57. _topLayer = CreateLayer("TopLayer");
  58. _topLayer.sortingOrder = ConstViewLayerSortingOrder.TOP;
  59. _guideLayer = CreateLayer("GuideLayer");
  60. _guideLayer.sortingOrder = ConstViewLayerSortingOrder.Guide;
  61. _modalLayer = CreateLayer("ModalLayer");
  62. _modalLayer.sortingOrder = ConstViewLayerSortingOrder.Modal;
  63. _alertLayer = CreateLayer("AlertLayer");
  64. _alertLayer.sortingOrder = ConstViewLayerSortingOrder.Alert;
  65. //debug层
  66. _debugLayer = CreateLayer("DebugLayer");
  67. _debugLayer.sortingOrder = ConstViewLayerSortingOrder.Debug;
  68. _floatLayer = CreateLayer("FloatLayer");
  69. _floatLayer.sortingOrder = ConstViewLayerSortingOrder.Float;
  70. SetMaskAlpha(0.6f);
  71. }
  72. public static void AddChildToBottomLayer(GObject gObject)
  73. {
  74. _bottomLayer.AddChild(gObject);
  75. }
  76. public static void AddChildToTopLayer(GObject gObject)
  77. {
  78. _topLayer.AddChild(gObject);
  79. }
  80. public static void AddChildToGuideLayer(GObject gObject)
  81. {
  82. _guideLayer.AddChild(gObject);
  83. }
  84. public static void AddChildToModalLayer(GObject gObject)
  85. {
  86. _modalLayer.AddChild(gObject);
  87. }
  88. public static void AddChildToAlertLayer(GObject gObject)
  89. {
  90. _alertLayer.AddChild(gObject);
  91. }
  92. public static void AddChildToDebugLayer(GObject gObject)
  93. {
  94. _debugLayer.AddChild(gObject);
  95. }
  96. public static void AddChildToFloatLayer(GObject gObject)
  97. {
  98. _floatLayer.AddChild(gObject);
  99. }
  100. public static float ViewWidth
  101. {
  102. get
  103. {
  104. //这里做了最大宽度适配
  105. float maxAspectRatio = 1080 * 1.0f / 1920;
  106. if (Screen.width * 1.0f / Screen.height > maxAspectRatio)
  107. {
  108. return GRoot.inst.height * maxAspectRatio;
  109. }
  110. return GRoot.inst.width;
  111. }
  112. }
  113. /// <summary>
  114. /// 显示一个视图
  115. /// </summary>
  116. /// <param name="viewName">要显示的视图名称</param>
  117. /// <param name="viewData">要传递给视图的参数</param>
  118. /// <param name="goBackParams">从该视图返回的视图信息</param>
  119. /// <param name="hideOthers">是否关闭其他视图</param>
  120. /// <param name="backRefresh">返回上一个界面的时候,上一个界面是否需要刷新界面</param>
  121. public static bool Show(string fullViewName, object viewData = null, bool hideOthers = false, bool backRefresh = true,bool isHideToShow = false)
  122. {
  123. string name = GetName(fullViewName);
  124. if (!GameGlobal.skipCheckOpen && !FunctionOpenDataManager.Instance.CheckIsFunOpenById(name))
  125. {
  126. return false;
  127. }
  128. if (hideOthers)
  129. {
  130. HideAllView(name);
  131. }
  132. IUIView obj = null;
  133. if (_viewDic.ContainsKey(name))
  134. {
  135. obj = _viewDic[name];
  136. }
  137. else
  138. {
  139. obj = CreateViewInstance(fullViewName) as IUIView;
  140. obj.viewName = name;
  141. _viewDic.Add(name, obj);
  142. }
  143. if (obj != null)
  144. {
  145. IUIView view = (IUIView)obj;
  146. view.viewData = viewData;
  147. if (!view.isShowing)
  148. {
  149. if (isHideToShow && _viewStack.Count > 0){
  150. view.backRefresh = _viewStack[_viewStack.Count - 1].backRefresh;
  151. _viewStack[_viewStack.Count - 1].iUIView = obj;
  152. }
  153. else
  154. view.backRefresh = true;
  155. view.Show();
  156. }
  157. else
  158. {
  159. view.Refresh();
  160. }
  161. LogUtil.LogDev("当前打开:" + name);
  162. }
  163. if (name == "MainUIView")
  164. {
  165. _viewStack.Clear();
  166. }
  167. //判断是否需要保存界面数据, 会帮助关闭上一个保存界面
  168. if (obj.isReturnView && (_viewStack.Count <= 0 || (_viewStack.Count > 0 && _viewStack[_viewStack.Count - 1].name != name)))
  169. {
  170. //保存上一个界面是否需要返回刷新
  171. if (!isHideToShow && _viewStack.Count > 1)
  172. _viewStack[_viewStack.Count - 1].backRefresh = backRefresh;
  173. ViewStructure viewStructure = new ViewStructure();
  174. viewStructure.name = name;
  175. viewStructure.viewData = viewData;
  176. viewStructure.iUIView = obj;
  177. _viewStack.Add(viewStructure);
  178. if (_viewStack.Count > 1 && !hideOthers) {
  179. if (_viewStack[_viewStack.Count - 2].smallWindow == null)
  180. _viewStack[_viewStack.Count - 2].smallWindow = new List<string>();
  181. _viewStack[_viewStack.Count - 2].smallWindow.Clear();
  182. //把开着的小弹窗存起来
  183. foreach (var objName in _viewDic.Keys)
  184. {
  185. IUIView view = (IUIView)_viewDic[objName];
  186. if (view.isReturnWindow)
  187. {
  188. if (view.isShowing)
  189. {
  190. _viewStack[_viewStack.Count - 2].smallWindow.Add(objName);
  191. view.Hide();
  192. }
  193. }
  194. }
  195. _viewStack[_viewStack.Count - 2].iUIView.Hide();
  196. }
  197. }
  198. return true;
  199. }
  200. //
  201. /// <summary>
  202. /// 界面可返回栈里的跳转
  203. /// </summary>
  204. /// <param name="viewName">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</param>
  205. /// <param name="count">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</param>
  206. public static void DeleteViewStackCountDown(string viewName, int count = 0)
  207. {
  208. if (viewName != null && viewName != "")
  209. {
  210. for (int i = _viewStack.Count - 2; i > 0; i--)
  211. {
  212. ViewStructure viewStructure = _viewStack[i];
  213. if (viewStructure.name == viewName)
  214. break;
  215. _viewStack.RemoveAt(i);
  216. }
  217. return;
  218. }
  219. for (int i = 0; i < count; i++) {
  220. if (_viewStack.Count <= 1)
  221. break;
  222. _viewStack.RemoveAt(_viewStack.Count-1);
  223. }
  224. }
  225. public static bool isViewOpen(string fullViewName)
  226. {
  227. string name = GetName(fullViewName);
  228. IUIView obj = null;
  229. if (_viewDic.ContainsKey(name))
  230. {
  231. obj = _viewDic[name];
  232. if (obj != null)
  233. {
  234. IUIView view = (IUIView)obj;
  235. if (view.isShowing) return true;
  236. }
  237. }
  238. return false;
  239. }
  240. public static bool Show<T>(object viewData = null, bool hideOthers = false, bool backRefresh = true) where T : class, new()
  241. {
  242. // string[] names = typeof(T).FullName.Split('.');
  243. // string viewName = names[names.Length - 1];
  244. //string name = GetName(typeof(T).FullName);
  245. return ViewManager.Show(typeof(T).FullName, viewData, hideOthers, backRefresh);
  246. }
  247. public static void HideWin(string viewName)
  248. {
  249. if (_nowHideOthers)
  250. return;
  251. if (_viewStack.Count >= 1)
  252. {
  253. bool hasShowingView = false;
  254. bool needShowNextView = false;
  255. bool backRefresh = true;
  256. foreach (var info in _viewDic.Keys)
  257. {
  258. IUIView objIsShowing = _viewDic[info];
  259. if (objIsShowing != null && objIsShowing.isShowing)
  260. {
  261. hasShowingView = true;
  262. break;
  263. }
  264. }
  265. ViewStructure viewStructure = _viewStack[_viewStack.Count - 1];
  266. if (_viewStack.Count == 1)
  267. {
  268. //没有界面显示了,栈被清除剩1个的时候,做保底
  269. if (!hasShowingView)
  270. needShowNextView = true;
  271. }
  272. else {
  273. if (!hasShowingView || (viewStructure.iUIView.isReturnView && viewStructure.name == viewName))
  274. {
  275. //关闭自己,在队列里去除
  276. if (viewStructure.iUIView.isReturnView && viewStructure.name == viewName) {
  277. backRefresh = viewStructure.backRefresh;
  278. _viewStack.RemoveAt(_viewStack.Count - 1);
  279. }
  280. if (_viewStack.Count >= 1)
  281. needShowNextView = true;
  282. }
  283. }
  284. if (needShowNextView) {
  285. viewStructure = _viewStack[_viewStack.Count - 1];
  286. ViewManager.Show($"GFGGame.{viewStructure.name}", viewStructure.viewData, false, backRefresh, true);
  287. //重新打开小弹窗
  288. if (viewStructure.smallWindow != null) {
  289. foreach (var objName in viewStructure.smallWindow)
  290. {
  291. ViewManager.Show($"GFGGame.{objName}");
  292. }
  293. }
  294. //foreach (var objName in _viewDic.Keys)
  295. //{
  296. // if (objName != viewStructure.name)
  297. // {
  298. // IUIView view = (IUIView)_viewDic[objName];
  299. // if (view.isShowing)
  300. // view.Show();
  301. // }
  302. //}
  303. }
  304. }
  305. }
  306. public static void Hide(string fullViewName)
  307. {
  308. string name = GetName(fullViewName);
  309. if (!_viewDic.ContainsKey(name))
  310. {
  311. return;
  312. }
  313. object obj = _viewDic[name];
  314. if (obj != null)
  315. {
  316. IUIView view = (IUIView)obj;
  317. view.Hide();
  318. LogUtil.LogDev("当前关闭:" + name);
  319. }
  320. }
  321. public static void Hide<T>()
  322. {
  323. //string name = GetName(typeof(T).FullName);
  324. Hide(typeof(T).FullName);
  325. }
  326. public static void GoBackFrom(string fullViewName, bool hideOther = true)
  327. {
  328. string name = GetName(fullViewName);
  329. ViewManager.Hide(name);
  330. foreach (var info in _viewDic.Keys)
  331. {
  332. IUIView objIsShowing = _viewDic[info];
  333. if (objIsShowing != null && objIsShowing.isShowing)
  334. {
  335. return;
  336. }
  337. }
  338. MainDataManager.Instance.ViewType = 0;
  339. ViewManager.Show<MainUIView>(null, true);
  340. }
  341. public static object[] GetGoBackDatas(string fullViewName)
  342. {
  343. //string name = GetName(fullViewName);
  344. object[] value = null;
  345. //if (_goBackDatas.ContainsKey(name) && _goBackDatas[name].Count > 0)
  346. //{
  347. // value = _goBackDatas[name][_goBackDatas[name].Count - 1];
  348. //}
  349. return value;
  350. }
  351. public static IUIView GetUIView(string viewName)
  352. {
  353. if (_viewDic.ContainsKey(viewName))
  354. {
  355. IUIView obj = _viewDic[viewName];
  356. if (obj != null && obj.isShowing)
  357. {
  358. return obj as IUIView;
  359. }
  360. }
  361. return null;
  362. }
  363. public static void ClearUIView(string viewName)
  364. {
  365. if (!string.IsNullOrEmpty(viewName) && _viewDic.ContainsKey(viewName))
  366. {
  367. if (_viewDic[viewName] != null && !_viewDic[viewName].isShowing)
  368. {
  369. // _viewDic[viewName] = null;
  370. _viewDic.Remove(viewName);
  371. }
  372. }
  373. }
  374. public static void HideAllView(string excludeViewName = null)
  375. {
  376. 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
  377. {
  378. 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
  379. KeyValuePair<string, IUIView> kv = _viewDic.ElementAt(index);
  380. if (kv.Key != excludeViewName)
  381. {
  382. if (kv.Key == typeof(FunctionOpenView).Name) continue;//功能开启界面不能强制关闭
  383. _nowHideOthers = true;
  384. Hide(kv.Key);
  385. }
  386. }
  387. _nowHideOthers = false;
  388. // _viewDic.Clear();
  389. // foreach (string viewName in _viewDic.Keys)
  390. // {
  391. // if (viewName != excludeViewName)
  392. // {
  393. // if (viewName == typeof(FunctionOpenView).Name) continue;//功能开启界面不能强制关闭
  394. // Hide(viewName);
  395. // }
  396. // }
  397. }
  398. public static void CheckDispose()
  399. {
  400. 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
  401. {
  402. 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
  403. KeyValuePair<string, IUIView> kv = _viewDic.ElementAt(index);
  404. if (kv.Value.isShowing == true) continue;
  405. // 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
  406. if(_viewDic.Keys.Count <= 10) return; //打开界面小于10个就不销毁了
  407. long currentTime = TimeHelper.ClientNowSeconds();
  408. long closeTime = kv.Value.closeTime;
  409. if (closeTime > 0 && currentTime - closeTime >= TimeUtil.SECOND_PER_MUNITE * 1)
  410. {
  411. kv.Value.closeTime = 0;
  412. kv.Value.Dispose();
  413. }
  414. }
  415. }
  416. private static object CreateViewInstance(string name)
  417. {
  418. //LogUtil.LogFormatDev("CreateViewInstance {0}", name);
  419. Type type = Type.GetType(name);
  420. if (type != null)
  421. {
  422. return Activator.CreateInstance(type);
  423. }
  424. return null;
  425. }
  426. private static GComponent CreateLayer(string name)
  427. {
  428. GComponent layer = new GComponent();
  429. layer.name = name;
  430. GRoot.inst.AddChild(layer);
  431. layer.SetSize(GRoot.inst.size.x, GRoot.inst.size.y);
  432. layer.AddRelation(GRoot.inst, RelationType.Size);
  433. return layer;
  434. }
  435. public static bool CheckIsTopView(GComponent viewCom)
  436. {
  437. if (ViewManager.isViewOpen(typeof(GuideView).Name)) return false;
  438. if (viewCom.parent != null)
  439. {
  440. int index = viewCom.parent.GetChildIndex(viewCom);
  441. if (index == viewCom.parent.numChildren - 1 && GRoot.inst.GetTopWindow() == null)
  442. {
  443. return true;
  444. }
  445. }
  446. if (GRoot.inst.GetTopWindow() == viewCom)
  447. {
  448. return true;
  449. }
  450. return false;
  451. }
  452. public static string GetName(string fullName)
  453. {
  454. string[] names = fullName.Split('.');
  455. string name = names[names.Length - 1];
  456. return name;
  457. }
  458. public static void SetMaskAlpha(float alpha)
  459. {
  460. GRoot.inst.modalLayer.alpha = alpha;
  461. }
  462. /// <summary>
  463. /// 任务界面跳转
  464. /// </summary>
  465. /// <param name="jumpId"></param>
  466. public static void JumpToView(string jumpId, object[] param, bool hideOther = false, bool backRefresh = true, Action onSuccess = null)
  467. {
  468. switch (jumpId)
  469. {
  470. case nameof(LeagueAnswerView):
  471. if (LeagueDataManager.Instance.Type == LeagueJoinType.Join)
  472. {
  473. ViewManager.Show<LeagueView>(null, hideOther, backRefresh);
  474. ViewManager.Show($"GFGGame.{jumpId}");
  475. }
  476. else
  477. {
  478. if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(nameof(LeagueView))) return;
  479. ViewManager.Show<LeagueJoinView>(null, hideOther, backRefresh);
  480. }
  481. break;
  482. case nameof(LeagueView):
  483. if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(nameof(LeagueView))) return;
  484. if (LeagueDataManager.Instance.Type == LeagueJoinType.Join)
  485. {
  486. ViewManager.Show<LeagueView>(null, hideOther, backRefresh);
  487. }
  488. else
  489. {
  490. ViewManager.Show<LeagueJoinView>(null, hideOther, backRefresh);
  491. }
  492. break;
  493. case nameof(StoreView):
  494. ViewManager.Show<StoreView>(param, hideOther, backRefresh);
  495. break;
  496. case nameof(StoryChapterListView):
  497. ViewManager.Show($"GFGGame.{jumpId}", param, hideOther, backRefresh);
  498. break;
  499. case nameof(StoryChapterView):
  500. ViewManager.Show<StoryChapterView>(param[0], hideOther, backRefresh);
  501. break;
  502. case nameof(FirstChargeBonusView):
  503. ViewManager.Show<FirstChargeBonusView>(param, false, backRefresh);
  504. break;
  505. case nameof(ClothingSyntheticView):
  506. ViewManager.Show<ClothingSyntheticView>(param, hideOther, backRefresh);
  507. break;
  508. case nameof(LuckyBoxView):
  509. if(param.Length > 0)
  510. ViewManager.Show<LuckyBoxView>(param[0], hideOther, backRefresh);
  511. else
  512. ViewManager.Show<LuckyBoxView>(null, hideOther, backRefresh);
  513. break;
  514. default:
  515. ViewManager.Show($"GFGGame.{jumpId}", null, hideOther, backRefresh);
  516. break;
  517. }
  518. onSuccess?.Invoke();
  519. }
  520. }
  521. }