652 lines
19 KiB
C#
652 lines
19 KiB
C#
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using Cysharp.Threading.Tasks;
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using Framework;
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using Obfuz;
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using PhxhSDK;
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using PhxhSDK.AOT.Aspect;
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using UnityEngine;
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using Object = UnityEngine.Object;
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[ObfuzIgnore]
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public partial class UIManagerBase: IInitable, IUpdatable
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{
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public const string UI_PREFAB_PATH = "Assets/Art_Out/UI/Prefab/{0}.prefab";
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protected Dictionary<string, UIWindow> mMemoryWindows = new Dictionary<string, UIWindow>();
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// ✅ 使用独立的层级管理器
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protected UICanvasLayerManager LayerManager => UICanvasLayerManager.Instance;
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/// <summary>
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/// 窗口工厂(负责创建窗口控制器实例)
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/// </summary>
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protected IUIWindowFactory _windowFactory;
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protected ScreenOrientation _currentOrientation;
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protected Dictionary<string, string> _openingWindows = new Dictionary<string, string>();
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protected UIWindow _curFullScreen;
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protected UIWindowGroup _tempHideGroup;
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protected Dictionary<GameObject, UIWindow> _uiWindowObjDic = new Dictionary<GameObject, UIWindow>();
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public Dictionary<GameObject, UIWindow> UIWindowObjDic => _uiWindowObjDic;
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public Vector2 Size;
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/// <summary>
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/// UI和主相机屏幕缩放
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/// </summary>
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public Vector2 UIAndMainScreenScale;
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/// <summary>
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/// UI和UI屏幕缩放
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/// </summary>
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public Vector2 UIAndUIScreenScale;
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/// <summary>
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/// 禁用返回键计数
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/// </summary>
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protected int disableBackCount;
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/// <summary>
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/// 是否响应返回键
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/// </summary>
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public bool IsEnableBack
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{
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get { return disableBackCount <= 0; }
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set
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{
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if (value)
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{
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if (disableBackCount > 0)
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--disableBackCount;
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}
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else
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++disableBackCount;
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}
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}
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public void Init()
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{
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// ✅ 设置默认工厂(项目特定实现)
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_windowFactory = new UIWindowReflectionFactory();
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// ✅ 初始化截图管理器
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ScreenshotManager.Instance.Initialize(new ScreenshotConfig
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{
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BlurMaterialPath = Framework.Constants.BLUR_MAT_PATH,
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EnableBlur = true,
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ResolutionScale = 0.5f
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});
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// 初始化层级管理器(从当前transform收集层级根节点)
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LayerManager.InitializeFromTransform(UIRoot.Instance.transform);
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IsEnableBack = true;
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_AllWindowMeta();
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if (DeviceHelper.IsFullScreenIOS())
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{
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SetFullScreenIOS();
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}
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EventManager.Instance.Register(EventManager.EventName.Android_Click_Back, _OnAndroidClickBack);
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OnScreenSizeChange();
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AspectManager.Instance.ScreenSizeChange += OnScreenSizeChange;
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}
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/// <summary>
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/// 设置窗口工厂(可选,用于测试或替换工厂)
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/// </summary>
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public void SetWindowFactory(IUIWindowFactory factory)
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{
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_windowFactory = factory ?? throw new ArgumentNullException(nameof(factory));
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}
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public void Release()
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{
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LayerManager.Clear();
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AspectManager.Instance.ScreenSizeChange -= OnScreenSizeChange;
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EventManager.Instance.Unregister(EventManager.EventName.Android_Click_Back, _OnAndroidClickBack);
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}
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public bool disableUILogic = false;
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public void Update(float dt)
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{
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if (disableUILogic) return;
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foreach (var winKv in mMemoryWindows)
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{
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var window = winKv.Value;
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if (window != null
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&& window.gameObject
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&& window.IsCreated()
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&& window.IsActive() // 改为 IsActive():只更新活跃窗口(显示且未暂停)
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&& !window.IsClosing)
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{
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window.Update(dt);
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}
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}
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_UpdateInputBlockTimer(dt);
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}
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#region UIWindow Manager
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/// <summary>
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/// 创建窗口实例(从UIRoot迁移过来,职责更清晰)
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/// </summary>
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/// <param name="windowName">窗口名称(路径)</param>
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/// <param name="layer">目标层级</param>
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/// <returns>创建的UIWindow实例,失败返回null</returns>
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private async UniTask<UIWindow> CreateWindow(string windowName, UICanvasLayer layer)
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{
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// 1. 加载预制体
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GameObject uiPrefab = await LoadPrefab(windowName);
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if (uiPrefab is null)
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{
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DebugUtil.LogError("[UIManager] CreateWindow: cannot find window resource: {0}", windowName);
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return null;
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}
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// 2. 获取目标层级根节点
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var layerRoot = LayerManager.GetLayerRoot(layer);
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if (layerRoot == null)
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{
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DebugUtil.LogError("[UIManager] CreateWindow: cannot find layer root for layer: {0}", layer);
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return null;
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}
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// 3. 实例化UI对象到目标层级
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GameObject obj = Object.Instantiate(uiPrefab, layerRoot.transform, false);
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// 4. 使用工厂创建Controller实例
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UIWindow window = _windowFactory.CreateWindow(windowName);
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if (window == null)
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{
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DebugUtil.LogError("[UIManager] CreateWindow: factory failed to create controller for: {0}", windowName);
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Object.Destroy(obj); // 创建失败,销毁GameObject
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return null;
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}
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// 5. 绑定GameObject和UIWindow
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window.gameObject = obj.gameObject;
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window.transform = obj.transform;
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window.name = obj.name;
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return window;
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}
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/// <summary>
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/// 加载UI预制体
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/// </summary>
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private async UniTask<GameObject> LoadPrefab(string windowName)
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{
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var path = string.Format(UI_PREFAB_PATH, windowName);
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GameObject uiPrefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(path);
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// 如果AssetBundle加载失败,尝试从Resources加载(兼容方案)
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if (uiPrefab is null)
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{
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uiPrefab = Resources.Load<GameObject>(Path.Combine("Loading", windowName));
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}
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return uiPrefab;
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}
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#endregion
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#region OpenWindowAPI
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/// <summary>
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/// 打开一个UI
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/// UIManager.Instance.OpenWindow("Common/GameUI")
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/// </summary>
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/// <summary>
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/// 创建并打开窗口
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/// </summary>
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/// <param name="path">窗口路径</param>
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/// <param name="data">传递的数据</param>
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public async UniTask<UIWindow> CreateAndOpenWindow(string path, object data = null)
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{
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DebugUtil.LogP($"打开窗口:{path}");
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if (mMemoryWindows.ContainsKey(path))
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{
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DebugUtil.LogG($"窗口已打开!!!{path}");
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//return null;
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}
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var window = await _LoadWindow(path, false);
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if (window != null)
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{
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window.ShowWindow(data);
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}
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return window;
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}
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public bool Back()
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{
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return false;
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}
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public bool RemoveWindow(string wName)
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{
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string windowName = wName;
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bool result = false;
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UIWindow window;
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if (mMemoryWindows.TryGetValue(windowName, out window))
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{
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LayerManager.UnregisterWindow(window);
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mMemoryWindows.Remove(windowName);
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result = true;
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}
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return result;
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}
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/// <summary>
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/// 关闭窗口
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/// </summary>
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/// <param name="wName">窗口名称</param>
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/// <param name="destroy">是否销毁窗口</param>
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public void CloseWindow(string wName, bool destroy)
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{
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var window = GetLoadedWindowByPath<UIWindow>(wName);
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if (window != null)
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{
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window.CloseWindow(destroy);
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}
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}
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/// <summary>
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/// 打开已加载的窗口(通过路径)
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/// </summary>
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public void OpenLoadedWindow(string path, object data = null)
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{
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var window = GetLoadedWindowByPath(path);
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if (window != null)
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{
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window.ShowWindow(data);
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}
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else
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{
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DebugUtil.LogError($"OpenLoadedWindow: window not found: {path}");
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}
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}
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public T GetLoadedWindowByPath<T>(string uipath) where T : UIWindow
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{
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var window = GetLoadedWindowByPath(uipath) as T;
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//return window.gameObject.activeSelf ? window : null;
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return window;
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}
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public UIWindow GetLoadedWindowByPath(string uipath)
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{
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if (string.IsNullOrEmpty(uipath))
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{
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DebugUtil.LogError("UIManager.GetOpenedWindowByPath, uipath is null or empty");
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return null;
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}
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if (mMemoryWindows.ContainsKey(uipath))
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{
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//return window.gameObject.activeSelf ? window : null;
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return mMemoryWindows[uipath];
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}
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return null;
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}
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public bool GetTopWindow(out UIWindow window, out UICanvasLayer layer, int banLayerMask)
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{
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return LayerManager.GetTopWindow(out window, out layer, banLayerMask);
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}
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public int LayerMask(UICanvasLayer layer)
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{
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return LayerManager.GetLayerMask(layer);
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}
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async void SetFullScreenIOS()
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{
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await UniTask.Delay(670);
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}
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/// <summary>
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/// 加载窗口(不显示)
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/// 用于预加载场景
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/// </summary>
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public async UniTask<UIWindow> LoadWindow(string path)
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{
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return await _LoadWindow(path, true);
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}
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private async UniTask<UIWindow> _LoadWindow(string path, bool forceHide)
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{
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string uipath = path;
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UIWindow window = null;
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WindowInfo wInfo;
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if (!_windowsInfo.ContainsKey(uipath))
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{
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//if (_windowsInfo.TryGetValue(uipath, out wInfo))
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{
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DebugUtil.LogError("Create ui fail: {0}, no windows info inited", uipath);
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return window;
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}
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}
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wInfo = _windowsInfo[uipath];
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var uiWindowLayer = wInfo.windowLayer;
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if (!mMemoryWindows.TryGetValue(uipath, out window))
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{
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if (_openingWindows.ContainsKey(uipath))
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{
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return window;
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}
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_openingWindows.Add(uipath, uipath);
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window = await CreateWindow(uipath, uiWindowLayer);
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_openingWindows.Remove(uipath);
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if (window != null)
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{
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mMemoryWindows[uipath] = window;
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window.WindowName = uipath;
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window.uiWindowLayer = uiWindowLayer;
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window.Init();
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}
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else
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{
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DebugUtil.LogError("Create ui fail: {0}", uipath);
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return window;
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}
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}
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LayerManager.RegisterWindow(window);
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if (window == null)
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{
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DebugUtil.LogError("Create ui fail: {0}", uipath);
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return null;
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}
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if (forceHide)
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{
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|
|
window.gameObject.SetActive(false);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
_uiWindowObjDic.TryAdd(window.gameObject, window);
|
|||
|
|
return window;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
|
|||
|
|
public void ForeachUI(Action<UIWindow> action)
|
|||
|
|
{
|
|||
|
|
var windowList = mMemoryWindows.ToList();
|
|||
|
|
foreach (var kv in windowList)
|
|||
|
|
{
|
|||
|
|
var window = kv.Value;
|
|||
|
|
if (window != null)
|
|||
|
|
{
|
|||
|
|
action?.Invoke(kv.Value);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 获取所有已创建的窗口(包括显示和隐藏的)
|
|||
|
|
/// </summary>
|
|||
|
|
/// <returns>所有窗口集合</returns>
|
|||
|
|
public IEnumerable<UIWindow> GetAllWindows()
|
|||
|
|
{
|
|||
|
|
return mMemoryWindows.Values;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
public void CloseAllUIExcept(string path)
|
|||
|
|
{
|
|||
|
|
var windowList = mMemoryWindows.ToList();
|
|||
|
|
foreach (var kv in windowList)
|
|||
|
|
{
|
|||
|
|
var window = kv.Value;
|
|||
|
|
if(window.WindowName != path)
|
|||
|
|
{
|
|||
|
|
window.CloseWindow(destroy: true);
|
|||
|
|
mMemoryWindows.Remove(window.WindowName);
|
|||
|
|
LayerManager.UnregisterWindow(window);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
#region Show And Hide
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 隐藏指定层级及以下的所有UI
|
|||
|
|
/// 使用 UIWindowGroup 实现
|
|||
|
|
///
|
|||
|
|
/// 使用场景:
|
|||
|
|
/// - 进入全屏场景(如战斗、过场动画)时隐藏UI
|
|||
|
|
/// - 显示模态对话框时隐藏背景UI
|
|||
|
|
///
|
|||
|
|
/// 注意:必须与 ShowAllUI 成对调用以恢复UI
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="maxLayer">最大层级(包含该层级及以下的所有UI都会被隐藏)</param>
|
|||
|
|
/// <param name="exceptions">不隐藏的UI窗口名称列表</param>
|
|||
|
|
public void HideAllUI(UICanvasLayer maxLayer, params string[] exceptions)
|
|||
|
|
{
|
|||
|
|
// 收集需要隐藏的窗口名称
|
|||
|
|
var windowNames = new List<string>();
|
|||
|
|
|
|||
|
|
for (int i = 0; i <= (int)maxLayer; i++)
|
|||
|
|
{
|
|||
|
|
var layer = (UICanvasLayer)i;
|
|||
|
|
var windowsInLayer = LayerManager.GetWindowsInLayer(layer);
|
|||
|
|
|
|||
|
|
foreach (var window in windowsInLayer)
|
|||
|
|
{
|
|||
|
|
if (window != null &&
|
|||
|
|
window.gameObject.activeInHierarchy &&
|
|||
|
|
!IsException(window.WindowName, exceptions))
|
|||
|
|
{
|
|||
|
|
windowNames.Add(window.WindowName);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 创建窗口组并隐藏
|
|||
|
|
if (_tempHideGroup == null)
|
|||
|
|
{
|
|||
|
|
_tempHideGroup = new UIWindowGroup(windowNames);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
_tempHideGroup.Close(false);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 显示所有被 HideAllUI 隐藏的UI
|
|||
|
|
/// </summary>
|
|||
|
|
public void ShowAllUI()
|
|||
|
|
{
|
|||
|
|
if (_tempHideGroup != null)
|
|||
|
|
{
|
|||
|
|
_tempHideGroup.Show();
|
|||
|
|
_tempHideGroup = null;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 检查窗口是否在例外列表中
|
|||
|
|
/// </summary>
|
|||
|
|
private bool IsException(string windowName, string[] exceptions)
|
|||
|
|
{
|
|||
|
|
if (exceptions == null || exceptions.Length == 0)
|
|||
|
|
return false;
|
|||
|
|
|
|||
|
|
foreach (var exception in exceptions)
|
|||
|
|
{
|
|||
|
|
if (exception == windowName)
|
|||
|
|
return true;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
return false;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
#endregion
|
|||
|
|
|
|||
|
|
//根据路径判断UI界面是否打开
|
|||
|
|
public bool IsWindowOpening(string uiPath)
|
|||
|
|
{
|
|||
|
|
string windowName;
|
|||
|
|
if (_openingWindows.TryGetValue(uiPath, out windowName))
|
|||
|
|
{
|
|||
|
|
if (windowName != null)
|
|||
|
|
{
|
|||
|
|
return true;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
return false;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 关闭指定层级的所有窗口(支持单个或多个层级)
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="layers">要关闭的层级列表</param>
|
|||
|
|
public void CloseAllInLayer(params UICanvasLayer[] layers)
|
|||
|
|
{
|
|||
|
|
CloseAllInLayer(layers, null);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
/// <summary>
|
|||
|
|
/// 关闭指定层级的所有窗口,可排除指定窗口(支持单个或多个层级)
|
|||
|
|
/// </summary>
|
|||
|
|
/// <param name="layers">要关闭的层级列表</param>
|
|||
|
|
/// <param name="exceptions">不关闭的窗口名称列表</param>
|
|||
|
|
public void CloseAllInLayer(UICanvasLayer[] layers, params string[] exceptions)
|
|||
|
|
{
|
|||
|
|
if (layers == null || layers.Length == 0)
|
|||
|
|
{
|
|||
|
|
DebugUtil.LogWarning("[CloseAllInLayer] No layers specified");
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
int totalClosed = 0;
|
|||
|
|
|
|||
|
|
foreach (var layer in layers)
|
|||
|
|
{
|
|||
|
|
var windowsInLayer = LayerManager.GetWindowsInLayer(layer);
|
|||
|
|
|
|||
|
|
if (windowsInLayer.Count == 0)
|
|||
|
|
{
|
|||
|
|
DebugUtil.Log($"[CloseAllInLayer] No windows in layer: {layer}");
|
|||
|
|
continue;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
List<UIWindow> toBeRemoved = new List<UIWindow>();
|
|||
|
|
|
|||
|
|
var node = windowsInLayer.First;
|
|||
|
|
while (node != null)
|
|||
|
|
{
|
|||
|
|
var window = node.Value;
|
|||
|
|
bool shouldClose = true;
|
|||
|
|
|
|||
|
|
// 检查是否在例外列表中
|
|||
|
|
if (exceptions != null && exceptions.Length > 0)
|
|||
|
|
{
|
|||
|
|
foreach (var exception in exceptions)
|
|||
|
|
{
|
|||
|
|
if (window.WindowName == exception)
|
|||
|
|
{
|
|||
|
|
shouldClose = false;
|
|||
|
|
DebugUtil.Log($"[CloseAllInLayer] Skipping window: {window.WindowName} (in exception list)");
|
|||
|
|
break;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (shouldClose)
|
|||
|
|
{
|
|||
|
|
toBeRemoved.Add(window);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (node == windowsInLayer.Last)
|
|||
|
|
{
|
|||
|
|
break;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
node = node.Next;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 关闭窗口
|
|||
|
|
foreach (var window in toBeRemoved)
|
|||
|
|
{
|
|||
|
|
DebugUtil.Log($"[CloseAllInLayer] Closing window: {window.WindowName} in layer {layer}");
|
|||
|
|
window.CloseWindow(destroy: true);
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
totalClosed += toBeRemoved.Count;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
if (layers.Length == 1)
|
|||
|
|
DebugUtil.Log($"[CloseAllInLayer] Closed {totalClosed} windows in layer {layers[0]}");
|
|||
|
|
else
|
|||
|
|
DebugUtil.Log($"[CloseAllInLayer] Closed {totalClosed} windows in {layers.Length} layers");
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
private async void _OnAndroidClickBack()
|
|||
|
|
{
|
|||
|
|
if (!IsEnableBack)
|
|||
|
|
return;
|
|||
|
|
|
|||
|
|
// 获取所有可见窗口(从上到下)
|
|||
|
|
var visibleWindows = LayerManager.GetAllVisibleWindows();
|
|||
|
|
|
|||
|
|
DebugUtil.Log($"[AndroidBack] Found {visibleWindows.Count} visible windows");
|
|||
|
|
|
|||
|
|
// 从上到下遍历,找到第一个处理返回键的窗口
|
|||
|
|
foreach (var window in visibleWindows)
|
|||
|
|
{
|
|||
|
|
DebugUtil.Log($"[AndroidBack] Trying window: {window.WindowName} (Layer: {window.uiWindowLayer})");
|
|||
|
|
|
|||
|
|
if (await window.Back())
|
|||
|
|
{
|
|||
|
|
// 窗口处理了返回键,结束遍历
|
|||
|
|
DebugUtil.Log($"[AndroidBack] Handled by: {window.WindowName}");
|
|||
|
|
return;
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
// 没有窗口处理返回键,显示退出确认
|
|||
|
|
DebugUtil.Log("[AndroidBack] No window handled, showing exit confirmation");
|
|||
|
|
if (!CheckWindowCreated(UINameConst.UIBackReturn))
|
|||
|
|
{
|
|||
|
|
await CreateAndOpenWindow(UINameConst.UIBackReturn);
|
|||
|
|
}
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
public bool CheckWindowCreated(string uiPath)
|
|||
|
|
{
|
|||
|
|
if (mMemoryWindows.TryGetValue(uiPath, out var window))
|
|||
|
|
{
|
|||
|
|
return window.IsCreated();
|
|||
|
|
}
|
|||
|
|
return false;
|
|||
|
|
}
|
|||
|
|
|
|||
|
|
private async void OnScreenSizeChange()
|
|||
|
|
{
|
|||
|
|
await UniTask.NextFrame(); // 必须等待一帧,等RectTransform大小刷新后获取
|
|||
|
|
|
|||
|
|
RectTransform rectTrans = UIRoot.Instance.UINormalRoot.GetComponent<RectTransform>();
|
|||
|
|
|
|||
|
|
Size = new(rectTrans.sizeDelta.x, rectTrans.sizeDelta.y);
|
|||
|
|
UIAndMainScreenScale = new Vector3(Size.x / Screen.width, Size.y / Screen.height);
|
|||
|
|
UIAndUIScreenScale = new Vector3(Size.x / AspectManager.Instance.ScreenSize.x, Size.y / AspectManager.Instance.ScreenSize.y);
|
|||
|
|
}
|
|||
|
|
}
|