NLDClient-yudde/ProjectNLD/Assets/Code/Scripts/Framework/UI/UICanvasLayerManager.cs

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using System.Collections.Generic;
using UnityEngine;
/// <summary>
/// UI Canvas 层级管理器
/// 负责管理 UI 窗口的层级关系、排序和可见性控制
/// </summary>
public class UICanvasLayerManager
{
#region Singleton
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private static UICanvasLayerManager _instance;
public static UICanvasLayerManager Instance
{
get
{
if (_instance == null)
{
_instance = new UICanvasLayerManager();
}
return _instance;
}
}
private UICanvasLayerManager() { }
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#endregion
#region Fields
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/// <summary>
/// UICanvasLayer 到 sortingOrder 的映射
/// </summary>
private static readonly Dictionary<UICanvasLayer, int> LayerToSortingOrderMap = new Dictionary<UICanvasLayer, int>
{
{ UICanvasLayer.BackGround, 100 },
{ UICanvasLayer.Normal, 200 },
{ UICanvasLayer.ForeGround, 300 },
{ UICanvasLayer.Tips, 400 },
{ UICanvasLayer.Guide, 500 },
{ UICanvasLayer.System, 600 },
};
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/// <summary>
/// UI层级根节点字典
/// </summary>
private Dictionary<UICanvasLayer, GameObject> _rootDic = new Dictionary<UICanvasLayer, GameObject>(6);
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/// <summary>
/// 每个层级的窗口列表
/// </summary>
private Dictionary<int, LinkedList<UIWindow>> _layerWindowLists = new Dictionary<int, LinkedList<UIWindow>>(16);
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#endregion
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#region Initialization & Lifecycle
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/// <summary>
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/// 从Transform自动收集层级根节点并初始化
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/// </summary>
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/// <param name="uiRootTransform">UIRoot的Transform,包含各层级子节点</param>
public void InitializeFromTransform(Transform uiRootTransform)
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{
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if (uiRootTransform == null)
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{
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DebugUtil.LogError("[UICanvasLayerManager] InitializeFromTransform failed: uiRootTransform is null");
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return;
}
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_rootDic.Clear();
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// 查找并注册各层级根节点
TryAddLayerRoot(uiRootTransform, "UIBackGround", UICanvasLayer.BackGround);
TryAddLayerRoot(uiRootTransform, "UINormal", UICanvasLayer.Normal);
TryAddLayerRoot(uiRootTransform, "UIForeGround", UICanvasLayer.ForeGround);
TryAddLayerRoot(uiRootTransform, "UITips", UICanvasLayer.Tips);
TryAddLayerRoot(uiRootTransform, "UIGuide", UICanvasLayer.Guide);
TryAddLayerRoot(uiRootTransform, "UISystem", UICanvasLayer.System);
// 初始化Canvas的sortingOrder
InitializeCanvasSorting();
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}
/// <summary>
/// 清理所有数据
/// </summary>
public void Clear()
{
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_rootDic.Clear();
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_layerWindowLists.Clear();
}
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#endregion
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#region Window Registration
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/// <summary>
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/// 注册窗口到层级管理(统一入口)
///
/// 使用场景:
/// - 窗口创建后注册:RegisterWindow(window) 或 RegisterWindow(window, layer)
/// - 运行时改变层级:RegisterWindow(window, newLayer)
///
/// 特性:
/// - 幂等性:可重复调用,自动处理层级变更
/// - 自动去重:同一窗口在同一层级只会存在一次
/// - 数据同步:自动更新 window.uiWindowLayer 和 Transform.parent
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/// </summary>
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/// <param name="window">窗口实例</param>
/// <param name="layer">目标层级(null则使用window.uiWindowLayer)</param>
public void RegisterWindow(UIWindow window, UICanvasLayer? layer = null)
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{
if (window == null) return;
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var targetLayer = layer ?? window.uiWindowLayer;
var oldLayer = window.uiWindowLayer;
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// 如果层级改变,先从旧层级移除
if (oldLayer != targetLayer)
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{
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RemoveFromLayerList(oldLayer, window);
// 更新窗口数据
window.uiWindowLayer = targetLayer;
SetObjectLayer(window.gameObject, targetLayer);
#if UNITY_EDITOR || DEBUG || DEVELOPMENT_BUILD
DebugUtil.Log($"[UICanvasLayerManager] RegisterWindow: Moved '{window.WindowName}' from {oldLayer} to {targetLayer}");
#endif
}
else
{
// 层级未变,验证现有设置是否正确
ValidateWindowPlacement(window);
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}
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// 添加到目标层级列表
AddToLayerList(targetLayer, window);
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}
/// <summary>
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/// 从层级管理中注销窗口(窗口销毁前调用)
/// 带容错机制:如果在预期层级找不到,会搜索所有层级
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/// </summary>
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public void UnregisterWindow(UIWindow window)
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{
if (window == null) return;
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// 尝试从预期层级移除
if (!RemoveFromLayerList(window.uiWindowLayer, window))
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{
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// 容错:搜索所有层级
FallbackRemoveFromAllLayers(window);
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}
}
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#endregion
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#region Query Methods
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/// <summary>
/// 获取指定层级的所有窗口
/// </summary>
public LinkedList<UIWindow> GetWindowsInLayer(UICanvasLayer layer)
{
if (_layerWindowLists.TryGetValue((int)layer, out var windowList))
{
return windowList;
}
return new LinkedList<UIWindow>();
}
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/// <summary>
/// 获取指定层级的最上层窗口
/// </summary>
public UIWindow GetTopWindowInLayer(UICanvasLayer layer)
{
if (_layerWindowLists.TryGetValue((int)layer, out var windowList) && windowList.Count > 0)
{
return windowList.Last.Value;
}
return null;
}
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/// <summary>
/// 获取所有层级的顶部窗口(从高到低遍历)
/// </summary>
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/// <param name="window">输出:顶部窗口</param>
/// <param name="layer">输出:窗口所在层级</param>
/// <param name="banLayerMask">排除的层级掩码</param>
/// <returns>是否找到窗口</returns>
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public bool GetTopWindow(out UIWindow window, out UICanvasLayer layer, int banLayerMask = 0)
{
for (int i = (int)UICanvasLayer.Max - 1; i >= 0; i--)
{
if (((1 << i) & banLayerMask) == 0)
{
if (_layerWindowLists.TryGetValue(i, out var windowList) && windowList.Count > 0)
{
window = windowList.Last.Value;
if (window != null)
{
layer = (UICanvasLayer)i;
return true;
}
}
}
}
window = null;
layer = UICanvasLayer.Max;
return false;
}
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/// <summary>
/// 获取所有可见窗口列表(从最上层到最下层)
/// </summary>
public List<UIWindow> GetAllVisibleWindows()
{
var visibleWindows = new List<UIWindow>();
// 从最高层级到最低层级遍历
for (int i = (int)UICanvasLayer.Max - 1; i >= 0; i--)
{
if (_layerWindowLists.TryGetValue(i, out var windowList))
{
// 从链表尾到头(最上层到最下层)遍历该层级的窗口
var node = windowList.Last;
while (node != null)
{
var window = node.Value;
if (window != null &&
!window.IsClosing &&
window.gameObject != null &&
window.IsShow())
{
visibleWindows.Add(window);
}
node = node.Previous;
}
}
}
return visibleWindows;
}
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#endregion
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#region Layer Operations
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/// <summary>
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/// 获取指定层级的根节点
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/// </summary>
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public GameObject GetLayerRoot(UICanvasLayer layer)
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{
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return _rootDic.TryGetValue(layer, out var root) ? root : null;
}
/// <summary>
/// 设置UI对象的层级(用于非窗口UI元素,如血条、行动条等动态UI元素)
/// </summary>
public void SetObjectLayer(GameObject go, UICanvasLayer layer)
{
if (go == null)
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{
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DebugUtil.LogWarning("[UICanvasLayerManager] SetObjectLayer: GameObject is null");
return;
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}
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if (!_rootDic.TryGetValue(layer, out var layerRoot))
{
DebugUtil.LogWarning($"[UICanvasLayerManager] SetObjectLayer: Cannot find root for layer {layer}");
return;
}
go.transform.SetParent(layerRoot.transform, false);
}
#endregion
#region Utilities
/// <summary>
/// 获取层级掩码
/// </summary>
public int GetLayerMask(UICanvasLayer layer)
{
return 1 << ((int)layer);
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}
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#endregion
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#region Internal Helpers
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/// <summary>
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/// 尝试添加层级根节点
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/// </summary>
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private void TryAddLayerRoot(Transform parent, string childName, UICanvasLayer layer)
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{
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var child = parent.Find(childName);
if (child != null)
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{
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_rootDic.Add(layer, child.gameObject);
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}
}
/// <summary>
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/// 初始化Canvas的sortingOrder
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/// </summary>
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private void InitializeCanvasSorting()
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{
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foreach (var kv in LayerToSortingOrderMap)
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{
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if (_rootDic.TryGetValue(kv.Key, out var rootGo))
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{
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var canvas = rootGo.GetComponent<Canvas>();
if (canvas != null)
{
canvas.overrideSorting = true;
canvas.sortingOrder = kv.Value;
DebugUtil.Log($"[UICanvasLayerManager] Set {rootGo.name} sortingOrder = {canvas.sortingOrder}");
}
else
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{
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DebugUtil.LogWarning($"[UICanvasLayerManager] {rootGo.name} has no Canvas component");
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}
}
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else
{
DebugUtil.LogWarning($"[UICanvasLayerManager] Cannot find root for layer {kv.Key}");
}
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}
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}
/// <summary>
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/// 添加窗口到指定层级列表
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/// </summary>
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private void AddToLayerList(UICanvasLayer layer, UIWindow window)
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{
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var layerInt = (int)layer;
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// 获取或创建窗口列表
if (!_layerWindowLists.TryGetValue(layerInt, out var windowList))
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{
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windowList = new LinkedList<UIWindow>();
_layerWindowLists.Add(layerInt, windowList);
}
// 防御性去重(避免重复添加)
windowList.Remove(window);
// 添加到列表末尾(最上层)
windowList.AddLast(window);
// 设置渲染顺序(在同层级内最上层)
window.transform.SetAsLastSibling();
}
/// <summary>
/// 从指定层级列表移除窗口
/// </summary>
/// <returns>是否成功移除</returns>
private bool RemoveFromLayerList(UICanvasLayer layer, UIWindow window)
{
if (_layerWindowLists.TryGetValue((int)layer, out var windowList))
{
return windowList.Remove(window);
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}
return false;
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}
/// <summary>
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/// 验证窗口位置是否正确(调试模式)
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/// </summary>
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private void ValidateWindowPlacement(UIWindow window)
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{
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#if UNITY_EDITOR || DEBUG || DEVELOPMENT_BUILD
var expectedRoot = GetLayerRoot(window.uiWindowLayer);
if (expectedRoot != null && window.transform.parent != expectedRoot.transform)
{
DebugUtil.LogWarning($"[UICanvasLayerManager] RegisterWindow: '{window.WindowName}' parent mismatch! " +
$"Expected {window.uiWindowLayer} ({expectedRoot.name}) but is {window.transform.parent?.name}");
}
#endif
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}
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/// <summary>
/// 容错:从所有层级搜索并移除窗口
/// </summary>
private void FallbackRemoveFromAllLayers(UIWindow window)
{
#if UNITY_EDITOR || DEBUG || DEVELOPMENT_BUILD
DebugUtil.LogWarning($"[UICanvasLayerManager] UnregisterWindow: '{window.WindowName}' not found in layer {window.uiWindowLayer}, searching all layers...");
#endif
foreach (var kv in _layerWindowLists)
{
if (kv.Value.Remove(window))
{
#if UNITY_EDITOR || DEBUG || DEVELOPMENT_BUILD
DebugUtil.LogWarning($"[UICanvasLayerManager] Found and removed '{window.WindowName}' from layer {(UICanvasLayer)kv.Key}");
#endif
break;
}
}
}
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#endregion
}