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

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using UnityEngine;
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using System;
using System.Collections.Generic;
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using System.IO;
using Cysharp.Threading.Tasks;
using UnityEngine.UI;
using Object = UnityEngine.Object;
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using PhxhSDK;
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public partial class UIRoot : SingletonMono<UIRoot>
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{
public Canvas RootCanvas;
// 所有UI的根节点
public GameObject Root;
public Camera UICamera;
public Camera UITopCamera;
public GameObject UITopRoot;
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/// <summary>
/// UI层级根节点字典(私有,通过方法访问)
/// </summary>
private Dictionary<UICanvasLayer, GameObject> _rootDic = new(6);
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// [Range(-5, 5)]
// public float offsetX = 1.32f;
// [Range(-5, 5)]
// public float offsetY = 1.26f;
// [Range(-5, 5)]
// public float offsetZ = 0.83f;
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// Loading节点
//public GameObject mUILoading;
// 尝试修复花屏的问题
bool isDirty = false;
Font dirtyFont = null;
public void Awake()
{
Object.DontDestroyOnLoad(this.gameObject);
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// Font.textureRebuilt += delegate (Font font1)
// {
// isDirty = true;
// dirtyFont = font1;
// };
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// var assemblies = AppDomain.CurrentDomain.GetAssemblies();
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//mUILoading.AddComponent(typeof(SliderZero));
var backGround = transform.Find("UIBackGround");
var normal = transform.Find("UINormal");
var foreGround = transform.Find("UIForeGround");
var tips = transform.Find("UITips");
var guide = transform.Find("UIGuide");
var system = transform.Find("UISystem");
if (backGround)
{
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_rootDic.Add(UICanvasLayer.BackGround, backGround.gameObject);
}
if (normal)
{
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_rootDic.Add(UICanvasLayer.Normal, normal.gameObject);
}
if (foreGround)
{
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_rootDic.Add(UICanvasLayer.ForeGround, foreGround.gameObject);
}
if (tips)
{
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_rootDic.Add(UICanvasLayer.Tips, tips.gameObject);
}
if (guide)
{
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_rootDic.Add(UICanvasLayer.Guide, guide.gameObject);
}
if (system)
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{
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_rootDic.Add(UICanvasLayer.System, system.gameObject);
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}
}
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// private void LateUpdate()
// {
// if (isDirty)
// {
// isDirty = false;
// foreach (Text text in FindObjectsOfType<Text>())
// {
// if (text.font == dirtyFont)
// {
// text.FontTextureChanged();
// }
// }
// dirtyFont = null;
// }
// }
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/// <summary>
/// Creates the window.
/// </summary>
/// <returns>The window.</returns>
/// <param name="windowName">UI预设名</param>
/// <param name="type">UI类型</param>
/// <param name="layer">UI层级</param>
public async UniTask<UIWindow> CreateWindow(string windowName, UICanvasLayer layer = UICanvasLayer.Normal)
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{
GameObject uiPrefab = await LoadPrefab(windowName);
if (uiPrefab is null)
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{
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DebugUtil.LogError("{0}.CreateWindow, cannot find window resource : {1}", GetType(), windowName);
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return null;
}
UIWindow window = null;
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var root = _rootDic[layer];
GameObject obj = Instantiate(uiPrefab, root.transform, false) as GameObject;
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string[] dirs = windowName.Split('/');
string className = dirs[dirs.Length - 1] + "Controller";
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//window = obj.AddComponent(CommonUtilsFramework.GamePlayAssembly.GetType(className)) as UIWindow;
window = CommonUtilsFramework.GamePlayAssembly.CreateInstance(className) as UIWindow;
UIManager.BindWindowObj(window, obj);
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if (window == null)
{
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DebugUtil.LogError("Cant find UIWindow: {0}, check the name or remove any outter namespace.", className);
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return null;
}
return window;
}
async UniTask<GameObject> LoadObj(string windowName)
{
GameObject uiPrefab = null;
DebugUtil.Log($"LoadWindow:{windowName}");
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var path = string.Format(UIManager.UI_PREFAB_PATH, windowName);
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uiPrefab = await AssetManager.Instance.LoadAssetAsync<GameObject>(path);
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return uiPrefab;
}
private async UniTask<GameObject> LoadPrefab(string wName)
{
string windowName = wName;
GameObject uiPrefab = null;
// if (CommonUtils.IsLE_16_10())
// {
// uiPrefab = LoadObj(windowName + "_Pad");
// if (uiPrefab == null)// 增加一层兼容。如果ab包里加载不到,就去Resources目录里加载
// {
// uiPrefab = Resources.Load<GameObject>(Path.Combine("Loading",windowName + "_Pad"));
// }
// }
if (uiPrefab is null)
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{
uiPrefab = await LoadObj(windowName);
if (uiPrefab is null) // 增加一层兼容。如果ab包里加载不到,就去Resources目录里加载
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{
uiPrefab = Resources.Load<GameObject>(Path.Combine("Loading",windowName));
}
}
return uiPrefab;
}
public Vector2 GetScreenCanvasScale()
{
var rectTransform = Root.GetComponent<RectTransform>();
var screenSize = new Vector2(Screen.width, Screen.height);
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var rect = rectTransform.rect;
return new Vector2(screenSize.x / rect.width, screenSize.y / rect.height);
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}
public void EnableTouch(bool b)
{
var cg = RootCanvas.GetComponent<CanvasGroup>();
cg.interactable = b;
cg.blocksRaycasts = b;
}
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/// <summary>
/// 是否激活射线检测
/// </summary>
/// <param name="isEnable"></param>
public void IsEnableGraphicRaycaster(bool isEnable)
{
GraphicRaycaster graphicRaycaster = Root.GetComponent<GraphicRaycaster>();
if (graphicRaycaster is null)
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return;
graphicRaycaster.enabled = isEnable;
}
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/// <summary>
/// 新手引导是否激活射线检测(新手引导用)
/// </summary>
/// <param name="isEnable"></param>
public void IsEnableGraphicRaycasterByGuide(bool isEnable)
{
foreach (var kv in UIManager.Instance.mMemoryWindows)
{
if (UINameConst.UIFightScene == kv.Key)
continue;
if (UINameConst.UINoticeOne == kv.Key)
continue;
if (UINameConst.UINoticeTwo == kv.Key)
continue;
if (UINameConst.UI_GuideTip == kv.Key)
continue;
if (UINameConst.UI_Guide == kv.Key)
continue;
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kv.Value.GraphicRaycasterManager.IsEnableGraphicRaycaster = isEnable;
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}
}
public void EnterUITopState()
{
UITopCamera.gameObject.SetActive(true);
}
public void ExitUITopState()
{
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//UITopCamera.gameObject.SetActive(false);
}
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public void AddUI2UITopRoot(GameObject obj, bool isFirst = false)
{
if (UITopRoot)
{
obj.transform.SetParent(UITopRoot.transform);
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if (isFirst)
obj.transform.SetAsFirstSibling();
}
}
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/// <summary>
/// 设置UI窗口的层级
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/// </summary>
/// <param name="window">UI窗口</param>
/// <param name="layer">目标层级</param>
public void SetLayer(UIWindow window, UICanvasLayer layer)
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{
if (window == null)
{
DebugUtil.LogWarning("[UIRoot] UIWindow is null");
return;
}
SetLayer(window.gameObject, layer);
}
/// <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>
/// <param name="go">UI对象</param>
/// <param name="layer">目标层级</param>
public void SetLayer(GameObject go, UICanvasLayer layer)
{
if (go == null)
{
DebugUtil.LogWarning("[UIRoot] GameObject is null");
return;
}
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if (!_rootDic.TryGetValue(layer, out GameObject goRoot))
{
DebugUtil.LogWarning($"[UIRoot] Cannot find canvas for layer: {layer}");
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return;
}
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go.transform.SetParent(goRoot.transform, false);
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}
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/// <summary>
/// 获取指定层级的根节点
/// </summary>
/// <param name="layer">UI层级</param>
/// <returns>对应的根节点GameObject,如果不存在返回null</returns>
public GameObject GetLayerRoot(UICanvasLayer layer)
{
return _rootDic.TryGetValue(layer, out var root) ? root : null;
}
/// <summary>
/// 获取所有根节点的只读字典(用于初始化等场景)
/// </summary>
/// <returns>只读的根节点字典</returns>
public IReadOnlyDictionary<UICanvasLayer, GameObject> GetAllLayerRoots()
{
return _rootDic;
}
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}