2023-08-22 19:08:45 +08:00
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using System;
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2023-11-21 13:31:06 +08:00
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using Cysharp.Threading.Tasks;
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2023-10-19 15:00:19 +08:00
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using Framework;
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using PhxhSDK;
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2023-08-22 19:08:45 +08:00
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using UnityEngine;
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using UnityEngine.Events;
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using UnityEngine.UI;
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using UnityEngine.Serialization;
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using Object = System.Object;
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public abstract class UIWindow
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{
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public GameObject gameObject;
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public Transform transform;
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public RectTransform rectTransform;
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public string name;
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private const string DEFAULT_SHOW_ANIM = "show";
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private const string DEFAULT_HIDE_ANIM = "hide";
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private string mWindowName;
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private ScreenOrientation _lastOrientation;
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private Vector2 _offsets; //x,y代表左右的偏移量
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private bool _isNeedScreenAdaption;
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// 是否播放默认的打开对话框的声音
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public bool isPlayDefaultOpenAudio = true;
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// 是否播放默认的关闭对话框的声音
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public bool isPlayDefaultCloseAudio = true;
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public string WindowName
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{
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set { mWindowName = value; }
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get { return mWindowName; }
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}
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[HideInInspector]
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public UIWindowLayer uiWindowLayer;
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[HideInInspector]
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private bool isOpen = false;
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private bool _isHideAndPush = false;
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protected void RegisterScreenAdaption()
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{
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_lastOrientation = Screen.orientation;
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InitScreenUIOffset();
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UpdateScreenAdaption();
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_isNeedScreenAdaption = true;
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}
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protected virtual void OnUpdate()
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{
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if (_isNeedScreenAdaption && _lastOrientation != Screen.orientation)
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{
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//Debug.Log("Screen orientation has changed!");
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// Add your orientation-specific actions here
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// Update the last orientation for the next frame
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_lastOrientation = Screen.orientation;
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UpdateScreenAdaption();
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//左右分别找到指定节点移动,当前的方案
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//刘海屏适配
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}
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}
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public void Update()
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{
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OnUpdate();
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}
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#region MonoBehaviour Methods Override
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protected void Destroy(GameObject obj)
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{
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UnityEngine.Object.Destroy(obj);
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}
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protected void DestroyImmediate(GameObject obj)
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{
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UnityEngine.Object.DestroyImmediate(obj);
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}
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protected void Destroy(Component cmp)
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{
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UnityEngine.Object.Destroy(cmp);
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}
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protected void DestroyImmediate(Component cmp)
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{
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UnityEngine.Object.DestroyImmediate(cmp);
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}
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protected GameObject Instantiate(GameObject prefab)
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{
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return UnityEngine.Object.Instantiate(prefab, transform);
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}
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protected GameObject Instantiate(GameObject prefab, Transform trans)
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{
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return UnityEngine.Object.Instantiate(prefab, trans);
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}
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#endregion
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#region #ScreenAdaption
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/// <summary>
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/// 屏幕适配,目前方案是左右固定名称的节点下的各个物体需要适配,其他的不管
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/// </summary>
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protected void UpdateScreenAdaption()
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{
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var goLeft = transform.Find("UI_LiuHaiLeft")?.gameObject;
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var goRight = transform.Find("UI_LiuHaiRight")?.gameObject;
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if (goLeft)
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{
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var rectTrans = goLeft.GetComponent<RectTransform>();
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var originPos = rectTrans.anchoredPosition;
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rectTrans.anchoredPosition = new Vector2(_offsets.x, originPos.y);
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}
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if (goRight)
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{
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var rectTrans = goRight.GetComponent<RectTransform>();
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var originPos = rectTrans.anchoredPosition;
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rectTrans.anchoredPosition = new Vector2(_offsets.y, originPos.y);
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}
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}
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protected void SetScreenOffsets(Vector2 offset)
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{
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_offsets = offset;
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}
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protected void InitScreenUIOffset()
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{
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var offset = DeviceHelper.GetWidthOffset();
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var goLeft = transform.Find("UI_LiuHaiLeft")?.gameObject;
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if (goLeft)
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{
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var rectTrans = goLeft.GetComponent<RectTransform>();
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var originPos = rectTrans.anchoredPosition;
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SetScreenOffsets(new Vector2(originPos.x + offset.x, 0));
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}
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GameObject goRight = transform.Find("UI_LiuHaiRight")?.gameObject;
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if (goRight)
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{
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var rectTrans = goRight.GetComponent<RectTransform>();
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var originPos = rectTrans.anchoredPosition;
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SetScreenOffsets(new Vector2(_offsets.x, originPos.x - offset.y));
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}
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}
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#endregion
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public void OpenWindow(object data = null)
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{
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if (data != null)
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{
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PreLoad(data);
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}
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if (!isOpen)
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{
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OnInit();
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}
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Show(data);
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if (isPlayDefaultOpenAudio)
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{
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//AudioManager3.Instance.PlaySound("");
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}
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}
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public void CloseWindow(UIWindowCloseType closeType = UIWindowCloseType.HideAndDestroy)
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{
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if (isPlayDefaultCloseAudio && isOpen)
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{
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//AudioManager3.Instance.PlaySound("");
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}
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if (closeType == UIWindowCloseType.HideAndDestroy)
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{
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var last = UIManager.Instance.GetLast();
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if (last == this)
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{
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UIManager.Instance.PopWindow();
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}
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_OnClose();
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DestroyWindow();
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UIManager.Instance.RemoveWindow(mWindowName);
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}
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else if(closeType == UIWindowCloseType.OnlyHide)
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{
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Hide();
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}
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else if(closeType == UIWindowCloseType.HideAndPush)
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{
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Hide();
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//UIManager.Instance.PushWindow(this);
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}
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else
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{
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//强制清除所有界面时使用
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DestroyWindow();
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UIManager.Instance.RemoveWindow(mWindowName);
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}
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}
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public virtual async UniTask<bool> OnBack(object data = null)
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{
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var window = UIManager.Instance.PopWindow();
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if (window == null)
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{
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CloseWindow(UIWindowCloseType.HideAndDestroy);
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return true;
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}
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await UIManager.AnimSwitchWindow(this, UIWindowCloseType.HideAndDestroy, window, data);
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return true;
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}
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public void ReloadWindow(object data)
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{
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if (isOpen)
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{
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OnReloadWindow(data);
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return;
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}
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Show(data);
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OnReloadWindow(data);
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}
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public bool IsOpen()
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{
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return isOpen;
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}
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private void Show(object data)
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{
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var toTrue = (isOpen == false);
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isOpen = true;
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_isHideAndPush = false;
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if (gameObject == null)
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{
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DebugUtil.Log("UI已被销毁:{0}", WindowName);
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}
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else
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{
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gameObject.SetActive(true);
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}
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// if (toTrue)
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// {
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OnShowWindow(data);
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//}
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}
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private void ShowAgain()
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{
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gameObject.SetActive(true);
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//OnShow();
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}
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private void Hide(bool isOnlyHide = false)
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|
|
|
|
{
|
2024-01-15 15:33:10 +08:00
|
|
|
|
gameObject.SetActive(false);
|
2024-01-25 17:52:04 +08:00
|
|
|
|
if (!isOnlyHide)
|
|
|
|
|
|
{
|
|
|
|
|
|
OnHideWindow();
|
|
|
|
|
|
_isHideAndPush = true;
|
|
|
|
|
|
}
|
2024-01-15 15:33:10 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2024-01-24 15:42:01 +08:00
|
|
|
|
private void _OnClose()
|
2024-01-15 15:33:10 +08:00
|
|
|
|
{
|
2024-01-24 15:42:01 +08:00
|
|
|
|
if (UIManager.Instance.UiWindowStack.Count <= 0)
|
2023-11-29 19:23:27 +08:00
|
|
|
|
{
|
2024-01-24 15:42:01 +08:00
|
|
|
|
return;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (UIManager.Instance.CheckWindowIsFullScreen(this))
|
|
|
|
|
|
{
|
|
|
|
|
|
var window = UIManager.Instance.GetLastFullScreen();
|
|
|
|
|
|
|
2024-01-26 16:06:42 +08:00
|
|
|
|
if (window != null && window != this)
|
2024-01-24 15:42:01 +08:00
|
|
|
|
{
|
|
|
|
|
|
if (UIManager.Instance.CheckIsWindowInStack(this))
|
|
|
|
|
|
{
|
|
|
|
|
|
UIManager.Instance.ForceRemoveWindow(this);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
for (int i = UIManager.Instance.UiWindowStack.Count - 1; i >= 0; i--)
|
|
|
|
|
|
{
|
|
|
|
|
|
var latestWindow = UIManager.Instance.UiWindowStack[i];
|
|
|
|
|
|
latestWindow.OpenWindow();
|
|
|
|
|
|
|
|
|
|
|
|
if (UIManager.Instance.CheckWindowIsFullScreen(latestWindow))
|
|
|
|
|
|
break;
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
UIManager.Instance.ForceRemoveWindow(this);
|
2023-11-29 19:23:27 +08:00
|
|
|
|
}
|
2023-08-22 19:08:45 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2024-01-26 16:06:42 +08:00
|
|
|
|
private void DestroyWindow()
|
2023-08-22 19:08:45 +08:00
|
|
|
|
{
|
2023-11-29 19:23:27 +08:00
|
|
|
|
if (isOpen)
|
|
|
|
|
|
{
|
2024-01-24 16:32:38 +08:00
|
|
|
|
OnHideWindow();
|
2024-01-24 15:42:01 +08:00
|
|
|
|
OnRelease();
|
2023-11-29 19:23:27 +08:00
|
|
|
|
}
|
2023-08-22 19:08:45 +08:00
|
|
|
|
isOpen = false;
|
2024-01-26 16:06:42 +08:00
|
|
|
|
UnityEngine.Object.Destroy(gameObject);
|
2023-10-19 15:00:19 +08:00
|
|
|
|
AssetManager.Instance.Unload(string.Format(UIManager.UI_PREFAB_PATH, mWindowName));
|
2023-08-22 19:08:45 +08:00
|
|
|
|
}
|
2024-01-24 15:42:01 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
///预加载,传入参数,不能添加监听
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public virtual void PreLoad(object data = null)
|
|
|
|
|
|
{
|
|
|
|
|
|
|
|
|
|
|
|
}
|
2023-12-08 18:41:26 +08:00
|
|
|
|
|
2023-08-22 19:08:45 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 打开界面时调用
|
|
|
|
|
|
/// </summary>
|
2023-10-19 15:00:19 +08:00
|
|
|
|
/// <param name="data"></param>
|
2024-01-24 16:32:38 +08:00
|
|
|
|
protected virtual void OnShowWindow(object data) { }
|
2024-01-23 12:25:47 +08:00
|
|
|
|
//protected virtual void OnOpenWindow() { }
|
2023-08-22 19:08:45 +08:00
|
|
|
|
|
|
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 关闭界面时调用
|
|
|
|
|
|
/// </summary>
|
2024-01-24 16:32:38 +08:00
|
|
|
|
protected virtual void OnHideWindow() { }
|
2024-01-15 15:12:51 +08:00
|
|
|
|
|
2023-08-22 19:08:45 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 重新加载界面时调用
|
|
|
|
|
|
/// </summary>
|
2023-10-19 15:00:19 +08:00
|
|
|
|
protected virtual void OnReloadWindow(object data) { }
|
2023-08-22 19:08:45 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 私有Awake方法,会在基类Awake执行后调用
|
|
|
|
|
|
/// </summary>
|
2024-01-23 12:25:47 +08:00
|
|
|
|
public abstract void OnInit();
|
2023-08-22 19:08:45 +08:00
|
|
|
|
|
2024-01-24 15:42:01 +08:00
|
|
|
|
/// <summary>
|
|
|
|
|
|
/// 对应OnInit,在销毁掉界面时调用
|
|
|
|
|
|
/// </summary>
|
|
|
|
|
|
public virtual void OnRelease(){}
|
|
|
|
|
|
|
|
|
|
|
|
#region #Bind Component
|
2023-08-22 19:08:45 +08:00
|
|
|
|
public GameObject BindButton(string target, Action action, bool playAudio = true)
|
|
|
|
|
|
{
|
|
|
|
|
|
GameObject obj = transform.Find(target)?.gameObject;
|
|
|
|
|
|
if (obj != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
Button button = obj.GetComponent<Button>();
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
button.onClick.AddListener
|
|
|
|
|
|
(
|
|
|
|
|
|
delegate ()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (playAudio)
|
|
|
|
|
|
{
|
|
|
|
|
|
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
|
|
|
|
|
}
|
|
|
|
|
|
action?.Invoke();
|
|
|
|
|
|
}
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
2023-10-19 15:00:19 +08:00
|
|
|
|
DebugUtil.LogError("未找到 {0}/{1}", gameObject.name, target);
|
2023-08-22 19:08:45 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return obj;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//增加一个可绑定对应变量的点击事件
|
|
|
|
|
|
//传入GameObject
|
|
|
|
|
|
public GameObject BindButton(GameObject obj, Action action, bool playAudio = true)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (obj != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
Button button = obj.GetComponent<Button>();
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
button.onClick.AddListener
|
|
|
|
|
|
(
|
|
|
|
|
|
delegate ()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (playAudio)
|
|
|
|
|
|
{
|
|
|
|
|
|
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
|
|
|
|
|
}
|
|
|
|
|
|
action?.Invoke();
|
|
|
|
|
|
}
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
2023-10-19 15:00:19 +08:00
|
|
|
|
DebugUtil.LogError("未找到 {0}/{1}", gameObject.name, obj.name);
|
2023-08-22 19:08:45 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return obj;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//传入参数
|
|
|
|
|
|
public GameObject BindButton<T>(GameObject obj, Action<T> action, T parameter, bool playAudio = true)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (obj != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
Button button = obj.GetComponent<Button>();
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
button.onClick.AddListener
|
|
|
|
|
|
(
|
|
|
|
|
|
delegate ()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (playAudio)
|
|
|
|
|
|
{
|
|
|
|
|
|
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
|
|
|
|
|
}
|
|
|
|
|
|
action?.Invoke(parameter);
|
|
|
|
|
|
}
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
2023-10-19 15:00:19 +08:00
|
|
|
|
DebugUtil.LogError("未找到 {0}/{1}", gameObject.name, obj.name);
|
2023-08-22 19:08:45 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return obj;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//直接绑按钮
|
|
|
|
|
|
public GameObject BindButton(Button button, Action action, bool playAudio = true)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
//Button button = button.GetComponent<Button>();
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
button.onClick.AddListener
|
|
|
|
|
|
(
|
|
|
|
|
|
delegate ()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (playAudio)
|
|
|
|
|
|
{
|
|
|
|
|
|
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
|
|
|
|
|
}
|
|
|
|
|
|
action?.Invoke();
|
|
|
|
|
|
}
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
DebugUtil.LogError("传入按钮为空,请检查按钮绑定参数!!!");
|
|
|
|
|
|
//DebugUtil.LogError($"未找到 {gameObject.name}/{button.name}");
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return button.gameObject;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
//可传入参数
|
|
|
|
|
|
public GameObject BindButton<T>(Button button, Action<T> action, T parameter, bool playAudio = true)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
//Button button = obj.GetComponent<Button>();
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
button.onClick.AddListener
|
|
|
|
|
|
(
|
|
|
|
|
|
delegate ()
|
|
|
|
|
|
{
|
|
|
|
|
|
if (playAudio)
|
|
|
|
|
|
{
|
|
|
|
|
|
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (parameter == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
DebugUtil.LogError("=== 传入参数为空! ===");
|
|
|
|
|
|
}
|
|
|
|
|
|
action?.Invoke(parameter);
|
|
|
|
|
|
}
|
|
|
|
|
|
);
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
else
|
|
|
|
|
|
{
|
|
|
|
|
|
DebugUtil.LogError("传入按钮为空,请检查按钮绑定参数!!!");
|
|
|
|
|
|
return null;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return button.gameObject;
|
|
|
|
|
|
}
|
2023-10-19 15:00:19 +08:00
|
|
|
|
|
|
|
|
|
|
public void ClearBind(Button button)
|
|
|
|
|
|
{
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
button.onClick.RemoveAllListeners();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public void ClearBind(GameObject go)
|
|
|
|
|
|
{
|
|
|
|
|
|
var button = go.GetComponent<Button>();
|
|
|
|
|
|
if (button != null)
|
|
|
|
|
|
{
|
|
|
|
|
|
button.onClick.RemoveAllListeners();
|
|
|
|
|
|
}
|
|
|
|
|
|
}
|
2023-08-22 19:08:45 +08:00
|
|
|
|
|
|
|
|
|
|
public GameObject FindObj(string path)
|
|
|
|
|
|
{
|
|
|
|
|
|
GameObject obj = transform.Find(path)?.gameObject;
|
2023-10-19 15:00:19 +08:00
|
|
|
|
if (obj == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
DebugUtil.LogError("{0}未找到 {1}/{2}", mWindowName, gameObject.name, path);
|
|
|
|
|
|
}
|
2023-08-22 19:08:45 +08:00
|
|
|
|
return obj;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2024-01-26 16:06:42 +08:00
|
|
|
|
public T GetComponent<T>(string path = "") where T : Behaviour
|
2023-08-22 19:08:45 +08:00
|
|
|
|
{
|
2023-10-19 15:00:19 +08:00
|
|
|
|
var component = transform.Find(path)?.GetComponent<T>();
|
|
|
|
|
|
if (component == null)
|
|
|
|
|
|
{
|
|
|
|
|
|
DebugUtil.LogError("{0}未找到组件{1}: {2}", mWindowName, typeof(T).Name, path);
|
|
|
|
|
|
}
|
|
|
|
|
|
return component;
|
2023-08-22 19:08:45 +08:00
|
|
|
|
}
|
2024-01-24 15:42:01 +08:00
|
|
|
|
#endregion
|
2023-12-29 15:03:59 +08:00
|
|
|
|
public void HideWindow(bool isOnlyHide = false)
|
|
|
|
|
|
{
|
|
|
|
|
|
Hide(isOnlyHide);
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
public void ShowWindow()
|
2023-08-22 19:08:45 +08:00
|
|
|
|
{
|
2023-12-29 15:03:59 +08:00
|
|
|
|
ShowAgain();
|
2023-08-22 19:08:45 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2024-01-24 15:42:01 +08:00
|
|
|
|
#region #Anim
|
2023-11-21 15:12:51 +08:00
|
|
|
|
public async UniTask PlayAnimation(string name)
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2023-11-21 13:31:06 +08:00
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{
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}
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2023-11-21 15:12:51 +08:00
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public async UniTask AnimShow()
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{
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await PlayAnimation(DEFAULT_SHOW_ANIM);
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2023-11-21 13:31:06 +08:00
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}
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2023-11-21 15:12:51 +08:00
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public async UniTask AnimHide()
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2023-11-21 13:31:06 +08:00
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{
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2023-11-21 15:12:51 +08:00
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await PlayAnimation(DEFAULT_HIDE_ANIM);
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2023-11-21 13:31:06 +08:00
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}
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2024-01-24 15:42:01 +08:00
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#endregion
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2023-08-22 19:08:45 +08:00
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}
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