| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325 | 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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