ViewManager.cs 21 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541
  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. }
  16. /// <summary>
  17. /// 视图管理类
  18. /// 管理视图的显示、隐藏
  19. /// </summary>
  20. public class ViewManager
  21. {
  22. private static List<ViewStructure> _viewStack;
  23. private static Dictionary<string, IUIView> _viewDic;
  24. private static GComponent _bottomLayer;
  25. private static GComponent _topLayer;
  26. private static GComponent _guideLayer;
  27. private static GComponent _modalLayer;
  28. private static GComponent _alertLayer;
  29. private static GComponent _debugLayer;
  30. private static GComponent _floatLayer;
  31. private static bool _nowHideOthers = false; //正在关闭所有界面的循环中
  32. private static Dictionary<string, List<object[]>> _goBackDatas = new Dictionary<string, List<object[]>>();
  33. public static void Clear()
  34. {
  35. _viewStack.Clear();
  36. }
  37. public static void Init()
  38. {
  39. //设置CustomLoader
  40. UIObjectFactory.SetLoaderExtension(typeof(GFGGLoader));
  41. //通用资源,单独加,增加一次引用,不会被释放
  42. GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Common"));
  43. GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("CommonGame"));
  44. GFGUIPackage.AddPackage(ResPathUtil.GetUIPackagePath("Main"));
  45. //await GFGUIPackage.AddPackageAsync(ResPathUtil.GetUIPackagePath("Common"));
  46. UIConfig.buttonSound = (NAudioClip)UIPackage.GetItemAsset("Common", "click");
  47. //统一修改文字字体需要填写路径 ResIn/Font/FZKTJW--GB1-0
  48. UIConfig.defaultFont = "FZKTJW--GB1-0";
  49. //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
  50. UIConfig.bringWindowToFrontOnClick = false;
  51. _viewDic = new Dictionary<string, IUIView>();
  52. _viewStack = new List<ViewStructure>();
  53. //初始化视图层容器
  54. _bottomLayer = CreateLayer("BottomLayer");
  55. //_bottomLayer.sortingOrder = ConstSortingOrder.Bottom;
  56. _topLayer = CreateLayer("TopLayer");
  57. _topLayer.sortingOrder = ConstViewLayerSortingOrder.TOP;
  58. _guideLayer = CreateLayer("GuideLayer");
  59. _guideLayer.sortingOrder = ConstViewLayerSortingOrder.Guide;
  60. _modalLayer = CreateLayer("ModalLayer");
  61. _modalLayer.sortingOrder = ConstViewLayerSortingOrder.Modal;
  62. _alertLayer = CreateLayer("AlertLayer");
  63. _alertLayer.sortingOrder = ConstViewLayerSortingOrder.Alert;
  64. //debug层
  65. _debugLayer = CreateLayer("DebugLayer");
  66. _debugLayer.sortingOrder = ConstViewLayerSortingOrder.Debug;
  67. _floatLayer = CreateLayer("FloatLayer");
  68. _floatLayer.sortingOrder = ConstViewLayerSortingOrder.Float;
  69. SetMaskAlpha(0.6f);
  70. }
  71. public static void AddChildToBottomLayer(GObject gObject)
  72. {
  73. _bottomLayer.AddChild(gObject);
  74. }
  75. public static void AddChildToTopLayer(GObject gObject)
  76. {
  77. _topLayer.AddChild(gObject);
  78. }
  79. public static void AddChildToGuideLayer(GObject gObject)
  80. {
  81. _guideLayer.AddChild(gObject);
  82. }
  83. public static void AddChildToModalLayer(GObject gObject)
  84. {
  85. _modalLayer.AddChild(gObject);
  86. }
  87. public static void AddChildToAlertLayer(GObject gObject)
  88. {
  89. _alertLayer.AddChild(gObject);
  90. }
  91. public static void AddChildToDebugLayer(GObject gObject)
  92. {
  93. _debugLayer.AddChild(gObject);
  94. }
  95. public static void AddChildToFloatLayer(GObject gObject)
  96. {
  97. _floatLayer.AddChild(gObject);
  98. }
  99. public static float ViewWidth
  100. {
  101. get
  102. {
  103. //这里做了最大宽度适配
  104. float maxAspectRatio = 1080 * 1.0f / 1920;
  105. if (Screen.width * 1.0f / Screen.height > maxAspectRatio)
  106. {
  107. return GRoot.inst.height * maxAspectRatio;
  108. }
  109. return GRoot.inst.width;
  110. }
  111. }
  112. /// <summary>
  113. /// 显示一个视图
  114. /// </summary>
  115. /// <param name="viewName">要显示的视图名称</param>
  116. /// <param name="viewData">要传递给视图的参数</param>
  117. /// <param name="goBackParams">从该视图返回的视图信息</param>
  118. /// <param name="hideOthers">是否关闭其他视图</param>
  119. /// <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>
  120. public static bool Show(string fullViewName, object viewData = null, bool hideOthers = false, bool backRefresh = true,bool isHideToShow = false)
  121. {
  122. string name = GetName(fullViewName);
  123. if (!GameGlobal.skipCheckOpen && !FunctionOpenDataManager.Instance.CheckIsFunOpenById(name))
  124. {
  125. return false;
  126. }
  127. if (hideOthers)
  128. {
  129. HideAllView(name);
  130. }
  131. IUIView obj = null;
  132. if (_viewDic.ContainsKey(name))
  133. {
  134. obj = _viewDic[name];
  135. }
  136. else
  137. {
  138. obj = CreateViewInstance(fullViewName) as IUIView;
  139. obj.viewName = name;
  140. _viewDic.Add(name, obj);
  141. }
  142. if (obj != null)
  143. {
  144. IUIView view = (IUIView)obj;
  145. view.viewData = viewData;
  146. if (!view.isShowing)
  147. {
  148. if (isHideToShow && _viewStack.Count > 0)
  149. view.backRefresh = _viewStack[_viewStack.Count - 1].backRefresh;
  150. else
  151. view.backRefresh = true;
  152. view.Show();
  153. }
  154. else
  155. {
  156. view.Refresh();
  157. }
  158. LogUtil.LogDev("当前打开:" + name);
  159. }
  160. if (name == "MainUIView")
  161. {
  162. _viewStack.Clear();
  163. }
  164. //判断是否需要保存界面数据, 会帮助关闭上一个保存界面
  165. if (obj.isReturnView && (_viewStack.Count <= 0 || (_viewStack.Count > 0 && _viewStack[_viewStack.Count - 1].name != name)))
  166. {
  167. //保存上一个界面是否需要返回刷新
  168. if (!isHideToShow && _viewStack.Count > 1)
  169. _viewStack[_viewStack.Count - 1].backRefresh = backRefresh;
  170. ViewStructure viewStructure = new ViewStructure();
  171. viewStructure.name = name;
  172. viewStructure.viewData = viewData;
  173. viewStructure.iUIView = obj;
  174. _viewStack.Add(viewStructure);
  175. if (_viewStack.Count > 1 && !hideOthers) {
  176. _viewStack[_viewStack.Count - 2].iUIView.Hide();
  177. }
  178. }
  179. return true;
  180. }
  181. //
  182. /// <summary>
  183. /// 界面可返回栈里的跳转
  184. /// </summary>
  185. /// <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>
  186. /// <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>
  187. public static void DeleteViewStackCountDown(string viewName, int count = 0)
  188. {
  189. if (viewName != null && viewName != "")
  190. {
  191. for (int i = _viewStack.Count - 2; i > 0; i--)
  192. {
  193. ViewStructure viewStructure = _viewStack[i];
  194. if (viewStructure.name == viewName)
  195. break;
  196. _viewStack.RemoveAt(i);
  197. }
  198. return;
  199. }
  200. for (int i = 0; i < count; i++) {
  201. if (_viewStack.Count <= 1)
  202. break;
  203. _viewStack.RemoveAt(_viewStack.Count-1);
  204. }
  205. }
  206. public static bool isViewOpen(string fullViewName)
  207. {
  208. string name = GetName(fullViewName);
  209. IUIView obj = null;
  210. if (_viewDic.ContainsKey(name))
  211. {
  212. obj = _viewDic[name];
  213. if (obj != null)
  214. {
  215. IUIView view = (IUIView)obj;
  216. if (view.isShowing) return true;
  217. }
  218. }
  219. return false;
  220. }
  221. public static bool Show<T>(object viewData = null, bool hideOthers = false, bool backRefresh = true) where T : class, new()
  222. {
  223. // string[] names = typeof(T).FullName.Split('.');
  224. // string viewName = names[names.Length - 1];
  225. //string name = GetName(typeof(T).FullName);
  226. return ViewManager.Show(typeof(T).FullName, viewData, hideOthers, backRefresh);
  227. }
  228. public static void HideWin(string viewName)
  229. {
  230. if (_nowHideOthers)
  231. return;
  232. if (_viewStack.Count >= 1)
  233. {
  234. bool hasShowingView = false;
  235. bool needShowNextView = false;
  236. bool backRefresh = true;
  237. foreach (var info in _viewDic.Keys)
  238. {
  239. IUIView objIsShowing = _viewDic[info];
  240. if (objIsShowing != null && objIsShowing.isShowing)
  241. {
  242. hasShowingView = true;
  243. break;
  244. }
  245. }
  246. ViewStructure viewStructure = _viewStack[_viewStack.Count - 1];
  247. if (_viewStack.Count == 1)
  248. {
  249. //没有界面显示了,栈被清除剩1个的时候,做保底
  250. if (!hasShowingView)
  251. needShowNextView = true;
  252. }
  253. else {
  254. if (!hasShowingView || (viewStructure.iUIView.isReturnView && viewStructure.name == viewName))
  255. {
  256. //关闭自己,在队列里去除
  257. if (viewStructure.iUIView.isReturnView && viewStructure.name == viewName) {
  258. backRefresh = viewStructure.backRefresh;
  259. _viewStack.RemoveAt(_viewStack.Count - 1);
  260. }
  261. if (_viewStack.Count >= 1)
  262. needShowNextView = true;
  263. }
  264. }
  265. if (needShowNextView) {
  266. viewStructure = _viewStack[_viewStack.Count - 1];
  267. ViewManager.Show($"GFGGame.{viewStructure.name}", viewStructure.viewData, false, backRefresh, true);
  268. //重新打开小弹窗
  269. foreach (var objName in _viewDic.Keys)
  270. {
  271. if (objName != viewStructure.name)
  272. {
  273. IUIView view = (IUIView)_viewDic[objName];
  274. if (view.isShowing)
  275. view.Show();
  276. }
  277. }
  278. }
  279. }
  280. }
  281. public static void Hide(string fullViewName)
  282. {
  283. string name = GetName(fullViewName);
  284. if (!_viewDic.ContainsKey(name))
  285. {
  286. return;
  287. }
  288. object obj = _viewDic[name];
  289. if (obj != null)
  290. {
  291. IUIView view = (IUIView)obj;
  292. view.Hide();
  293. LogUtil.LogDev("当前关闭:" + name);
  294. }
  295. }
  296. public static void Hide<T>()
  297. {
  298. //string name = GetName(typeof(T).FullName);
  299. Hide(typeof(T).FullName);
  300. }
  301. public static void GoBackFrom(string fullViewName, bool hideOther = true)
  302. {
  303. string name = GetName(fullViewName);
  304. ViewManager.Hide(name);
  305. foreach (var info in _viewDic.Keys)
  306. {
  307. IUIView objIsShowing = _viewDic[info];
  308. if (objIsShowing != null && objIsShowing.isShowing)
  309. {
  310. return;
  311. }
  312. }
  313. MainDataManager.Instance.ViewType = 0;
  314. ViewManager.Show<MainUIView>(null, true);
  315. }
  316. public static object[] GetGoBackDatas(string fullViewName)
  317. {
  318. //string name = GetName(fullViewName);
  319. object[] value = null;
  320. //if (_goBackDatas.ContainsKey(name) && _goBackDatas[name].Count > 0)
  321. //{
  322. // value = _goBackDatas[name][_goBackDatas[name].Count - 1];
  323. //}
  324. return value;
  325. }
  326. public static IUIView GetUIView(string viewName)
  327. {
  328. if (_viewDic.ContainsKey(viewName))
  329. {
  330. IUIView obj = _viewDic[viewName];
  331. if (obj != null && obj.isShowing)
  332. {
  333. return obj as IUIView;
  334. }
  335. }
  336. return null;
  337. }
  338. public static void ClearUIView(string viewName)
  339. {
  340. if (!string.IsNullOrEmpty(viewName) && _viewDic.ContainsKey(viewName))
  341. {
  342. if (_viewDic[viewName] != null && !_viewDic[viewName].isShowing)
  343. {
  344. // _viewDic[viewName] = null;
  345. _viewDic.Remove(viewName);
  346. }
  347. }
  348. }
  349. public static void HideAllView(string excludeViewName = null)
  350. {
  351. 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
  352. {
  353. 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
  354. KeyValuePair<string, IUIView> kv = _viewDic.ElementAt(index);
  355. if (kv.Key != excludeViewName)
  356. {
  357. if (kv.Key == typeof(FunctionOpenView).Name) continue;//功能开启界面不能强制关闭
  358. _nowHideOthers = true;
  359. Hide(kv.Key);
  360. }
  361. }
  362. _nowHideOthers = false;
  363. // _viewDic.Clear();
  364. // foreach (string viewName in _viewDic.Keys)
  365. // {
  366. // if (viewName != excludeViewName)
  367. // {
  368. // if (viewName == typeof(FunctionOpenView).Name) continue;//功能开启界面不能强制关闭
  369. // Hide(viewName);
  370. // }
  371. // }
  372. }
  373. public static void CheckDispose()
  374. {
  375. 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
  376. {
  377. 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
  378. KeyValuePair<string, IUIView> kv = _viewDic.ElementAt(index);
  379. if (kv.Value.isShowing == true) continue;
  380. // 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
  381. if(_viewDic.Keys.Count <= 10) return; //打开界面小于10个就不销毁了
  382. long currentTime = TimeHelper.ClientNowSeconds();
  383. long closeTime = kv.Value.closeTime;
  384. if (closeTime > 0 && currentTime - closeTime >= TimeUtil.SECOND_PER_MUNITE * 1)
  385. {
  386. kv.Value.closeTime = 0;
  387. kv.Value.Dispose();
  388. }
  389. }
  390. }
  391. private static object CreateViewInstance(string name)
  392. {
  393. //LogUtil.LogFormatDev("CreateViewInstance {0}", name);
  394. Type type = Type.GetType(name);
  395. if (type != null)
  396. {
  397. return Activator.CreateInstance(type);
  398. }
  399. return null;
  400. }
  401. private static GComponent CreateLayer(string name)
  402. {
  403. GComponent layer = new GComponent();
  404. layer.name = name;
  405. GRoot.inst.AddChild(layer);
  406. layer.SetSize(GRoot.inst.size.x, GRoot.inst.size.y);
  407. layer.AddRelation(GRoot.inst, RelationType.Size);
  408. return layer;
  409. }
  410. public static bool CheckIsTopView(GComponent viewCom)
  411. {
  412. if (ViewManager.isViewOpen(typeof(GuideView).Name)) return false;
  413. if (viewCom.parent != null)
  414. {
  415. int index = viewCom.parent.GetChildIndex(viewCom);
  416. if (index == viewCom.parent.numChildren - 1 && GRoot.inst.GetTopWindow() == null)
  417. {
  418. return true;
  419. }
  420. }
  421. if (GRoot.inst.GetTopWindow() == viewCom)
  422. {
  423. return true;
  424. }
  425. return false;
  426. }
  427. public static string GetName(string fullName)
  428. {
  429. string[] names = fullName.Split('.');
  430. string name = names[names.Length - 1];
  431. return name;
  432. }
  433. public static void SetMaskAlpha(float alpha)
  434. {
  435. GRoot.inst.modalLayer.alpha = alpha;
  436. }
  437. /// <summary>
  438. /// 任务界面跳转
  439. /// </summary>
  440. /// <param name="jumpId"></param>
  441. public static void JumpToView(string jumpId, object[] param, bool hideOther = false, bool backRefresh = true, Action onSuccess = null)
  442. {
  443. switch (jumpId)
  444. {
  445. case nameof(LeagueAnswerView):
  446. if (LeagueDataManager.Instance.Type == LeagueJoinType.Join)
  447. {
  448. ViewManager.Show<LeagueView>(null, hideOther, backRefresh);
  449. ViewManager.Show($"GFGGame.{jumpId}");
  450. }
  451. else
  452. {
  453. if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(nameof(LeagueView))) return;
  454. ViewManager.Show<LeagueJoinView>(null, hideOther, backRefresh);
  455. }
  456. break;
  457. case nameof(LeagueView):
  458. if (!FunctionOpenDataManager.Instance.CheckIsFunOpenById(nameof(LeagueView))) return;
  459. if (LeagueDataManager.Instance.Type == LeagueJoinType.Join)
  460. {
  461. ViewManager.Show<LeagueView>(null, hideOther, backRefresh);
  462. }
  463. else
  464. {
  465. ViewManager.Show<LeagueJoinView>(null, hideOther, backRefresh);
  466. }
  467. break;
  468. case nameof(StoreView):
  469. ViewManager.Show<StoreView>(param, hideOther, backRefresh);
  470. break;
  471. case nameof(StoryChapterListView):
  472. ViewManager.Show($"GFGGame.{jumpId}", param, hideOther, backRefresh);
  473. break;
  474. case nameof(StoryChapterView):
  475. ViewManager.Show<StoryChapterView>(param[0], hideOther, backRefresh);
  476. break;
  477. case nameof(FirstChargeBonusView):
  478. ViewManager.Show<FirstChargeBonusView>(param, false, backRefresh);
  479. break;
  480. case nameof(ClothingSyntheticView):
  481. ViewManager.Show<ClothingSyntheticView>(param, hideOther, backRefresh);
  482. break;
  483. case nameof(LuckyBoxView):
  484. if(param.Length > 0)
  485. ViewManager.Show<LuckyBoxView>(param[0], hideOther, backRefresh);
  486. else
  487. ViewManager.Show<LuckyBoxView>(null, hideOther, backRefresh);
  488. break;
  489. default:
  490. ViewManager.Show($"GFGGame.{jumpId}", null, hideOther, backRefresh);
  491. break;
  492. }
  493. onSuccess?.Invoke();
  494. }
  495. }
  496. }