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

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C#
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using System;
using Cysharp.Threading.Tasks;
using Framework;
using PhxhSDK;
using UnityEngine;
using UnityEngine.UI;
/*
UIWindow (Button Binding)
1. API - OnInit()
2. -
partial
UIWindow.DefaultCloseButton.cs - BgCloseBtnClose
UIWindow.DefaultHomeButton.cs - BtnHomeBtnBackHomeHomeButton
使
使
BtnBackBackButton BtnReturn
Back() OnBack() 使 BackStrategy
OnBack() (async)
Android Back/ESC
public class MyWindow : UIWindow
{
// 无需任何代码,自动绑定 ║
}
OnInit() 使 BindButton() API
protected override void OnInit()
{
// 通过路径绑定 ║
BindButton("BtnStart", OnStartClick);
// 通过Button组件绑定 ║
BindButton(myButton, OnMyButtonClick);
// 带参数绑定 ║
BindButton(itemButton, OnItemClick, itemData);
// 静音绑定(不播放音效) ║
BindButton(silentButton, OnSilentClick, playAudio: false);
}
public class CustomWindow : UIWindow
{
// 自定义返回逻辑(与返回键行为一致) ║
protected override async UniTask<bool> OnBack()
{
SaveCurrentState();
CloseWindow(false);
return true;
}
}
Assets/Code/Scripts/Framework/UI/UIWindow.DefaultCloseButton.cs
Assets/Code/Scripts/Framework/UI/UIWindow.DefaultHomeButton.cs
Default Back Button
*/
/// <summary>
/// UI窗口基类 - 按钮绑定部分
/// 提供按钮绑定API和默认按钮自动绑定功能
/// </summary>
public abstract partial class UIWindow
{
#region Button Binding Core - 按钮绑定核心逻辑
/// <summary>
/// 处理按钮点击的音频逻辑
/// </summary>
private void HandleButtonAudio(Button button, bool playAudio)
{
if (!playAudio) return;
var clickAudio = button.GetComponent<ClickAudio>();
if (clickAudio)
{
if (clickAudio.IsPlayAudio && !string.IsNullOrEmpty(clickAudio.AudioKey))
{
AudioManager.Instance.PlayAudio(clickAudio.AudioKey);
}
}
else
{
CommonUtilsFramework.PlayUICommonSound();
}
}
/// <summary>
/// 绑定按钮点击事件的核心逻辑(无参数)
/// </summary>
private void BindButtonCore(Button button, Action action, bool playAudio = true)
{
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if (button is null)
{
DebugUtil.LogError("传入按钮为空,无法绑定点击事件!");
return;
}
button.onClick.RemoveAllListeners();
button.onClick.AddListener(() =>
{
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DebugUtil.Log("按钮被点击: {0}", button.gameObject.name);
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if (UIManager.IsUIInputBlocked) return;
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UIManager.Instance.BlockUIForNormalOperation();
HandleButtonAudio(button, playAudio);
action?.Invoke();
});
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DebugUtil.Log("按钮绑定完成: {0}", button.gameObject.name);
}
/// <summary>
/// 绑定按钮点击事件的核心逻辑(带参数)
/// </summary>
private void BindButtonCore<T>(Button button, Action<T> action, T parameter, bool playAudio = true)
{
if (button is null) return;
button.onClick.RemoveAllListeners();
button.onClick.AddListener(() =>
{
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if (UIManager.IsUIInputBlocked) return;
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UIManager.Instance.BlockUIForNormalOperation();
HandleButtonAudio(button, playAudio);
if (parameter == null)
{
DebugUtil.LogError("=== 传入参数为空! ===");
}
action?.Invoke(parameter);
});
}
#endregion
#region Button Binding Public API - 手动绑定按钮的公共API
/// <summary>
/// 通过路径绑定按钮
/// </summary>
/// <param name="target">按钮节点路径(相对于窗口根节点)</param>
/// <param name="action">点击回调</param>
/// <param name="playAudio">是否播放点击音效默认true</param>
/// <returns>Button组件</returns>
/// <example>
/// BindButton("TopBar/BtnSettings", OnSettingsClick);
/// </example>
public Button BindButton(string target, Action action, bool playAudio = true)
{
GameObject obj = transform.Find(target)?.gameObject;
if (obj is not null)
{
Button button = obj.GetComponent<Button>();
BindButtonCore(button, action, playAudio);
return button;
}
else
{
DebugUtil.LogError("未找到按钮节点: {0}/{1}", gameObject.name, target);
}
return null;
}
/// <summary>
/// 直接绑定Button组件
/// </summary>
/// <param name="button">Button组件</param>
/// <param name="action">点击回调</param>
/// <param name="playAudio">是否播放点击音效默认true</param>
/// <returns>Button组件</returns>
/// <example>
/// BindButton(myButton, OnMyButtonClick);
/// </example>
public Button BindButton(Button button, Action action, bool playAudio = true)
{
if (button is not null)
{
BindButtonCore(button, action, playAudio);
return button;
}
else
{
DebugUtil.LogError("传入按钮为空,请检查按钮绑定参数!");
}
return button;
}
/// <summary>
/// 通过GameObject绑定按钮带参数
/// </summary>
/// <typeparam name="T">参数类型</typeparam>
/// <param name="obj">按钮GameObject</param>
/// <param name="action">点击回调</param>
/// <param name="parameter">回调参数</param>
/// <param name="playAudio">是否播放点击音效默认true</param>
/// <returns>Button组件</returns>
/// <example>
/// BindButton(itemObj, OnItemClick, itemData);
/// </example>
public Button BindButton<T>(GameObject obj, Action<T> action, T parameter, bool playAudio = true)
{
if (obj is not null)
{
Button button = obj.GetComponent<Button>();
BindButtonCore(button, action, parameter, playAudio);
return button;
}
else
{
DebugUtil.LogError("传入GameObject为空请检查按钮绑定参数!");
}
return null;
}
/// <summary>
/// 直接绑定Button组件带参数
/// </summary>
/// <typeparam name="T">参数类型</typeparam>
/// <param name="button">Button组件</param>
/// <param name="action">点击回调</param>
/// <param name="parameter">回调参数</param>
/// <param name="playAudio">是否播放点击音效默认true</param>
/// <returns>Button组件</returns>
/// <example>
/// BindButton(itemButton, OnItemClick, itemData);
/// </example>
public Button BindButton<T>(Button button, Action<T> action, T parameter, bool playAudio = true)
{
if (button is not null)
{
BindButtonCore(button, action, parameter, playAudio);
return button;
}
else
{
DebugUtil.LogError("传入按钮为空,请检查按钮绑定参数!");
}
return button;
}
#endregion
#region Default Back Button - 默认返回按钮自动绑定
/// <summary>
/// 默认返回按钮的节点名配置(子类可重写)
///
/// 默认支持的节点名:
/// - BtnBack: 返回按钮(推荐,最常用)
/// - BackButton: 返回按钮
/// - BtnReturn: 返回按钮
///
/// 自定义示例:
/// protected override string[] DefaultBackButtonNames => new[] { "BtnPrevious" };
///
/// 禁用返回按钮:
/// protected override string[] DefaultBackButtonNames => new string[0];
/// </summary>
protected virtual string[] DefaultBackButtonNames => new[] { "BtnBack", "BackButton", "BtnReturn" };
/// <summary>
/// 绑定所有配置的默认返回按钮
/// 在 DoInit() 阶段自动调用,无需手动调用
///
/// 重要说明:
/// - 返回按钮会调用 Back() 方法,触发 OnBack() 虚方法
/// - 点击返回按钮 = 按下返回键Android Back / ESC
/// - 子类通过重写 OnBack() 来自定义返回逻辑
/// - 默认使用 BackStrategy 配置的策略
/// </summary>
private void BindDefaultBackButtons()
{
foreach (var buttonName in DefaultBackButtonNames)
{
TryBindBackButton(buttonName);
}
}
/// <summary>
/// 尝试绑定返回按钮
/// 如果节点不存在,不会报错,只是不绑定
///
/// 绑定后,点击按钮会调用 Back() 方法,触发 OnBack() 虚方法
/// </summary>
private void TryBindBackButton(string nodeName)
{
var trans = transform.Find(nodeName);
if (trans)
{
var btn = trans.GetComponent<Button>();
if (btn)
{
// 绑定到 Back() 方法,会触发 OnBack() 虚方法
BindButton(btn, () => Back().Forget());
DebugUtil.Log("✅ 已自动绑定返回按钮: {0} -> {1} -> Back()", WindowName, nodeName);
}
}
}
// 注意:返回按钮不需要 OnBackClick() 方法
// 它直接调用 Back() 方法,触发 OnBack() 虚方法
// OnBack() 方法定义在 UIWindow.Lifecycle.cs 中
//
// 自定义返回逻辑示例:
// protected override async UniTask<bool> OnBack()
// {
// SaveCurrentState();
// CloseWindow(false);
// return true; // 返回true表示已处理
// }
#endregion
}