ViewManager.cs 20 KB

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