118 lines
6.0 KiB
C#
118 lines
6.0 KiB
C#
using Cysharp.Threading.Tasks;
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using UnityEngine;
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using UnityEngine.UI;
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using PhxhSDK;
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/*
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╔═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════╗
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║ UIWindow 默认Back按钮处理模块 (Default Back Button) ║
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╠═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
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║ ║
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║ 【功能说明】 ║
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║ 处理UIWindow的默认"返回"按钮的自动绑定和点击逻辑。 ║
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║ 通过约定节点名(BtnBack、BackButton、BtnReturn),框架自动识别并绑定按钮。 ║
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║ ║
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║ 【使用方式】 ║
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║ 1. 默认使用:在预制体中创建约定名称的按钮,无需代码 ║
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║ 2. 自定义节点名:重写 DefaultBackButtonNames 虚属性 ║
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║ 3. 自定义行为:重写 OnBack() 虚方法(在 UIWindow.Lifecycle.cs 中定义) ║
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║ ║
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║ 【默认行为】 ║
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║ 点击返回按钮 → 调用 Back() → 触发 OnBack() → 使用 BackStrategy ║
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║ 与Android返回键/ESC键行为完全一致 ║
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║ ║
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╚═══════════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
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*/
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/// <summary>
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/// UI窗口基类 - 默认Back按钮处理部分
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/// 负责自动识别和绑定预制体中的"返回"按钮
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/// </summary>
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public abstract partial class UIWindow
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{
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#region Default Back Button - 默认返回按钮自动绑定
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/// <summary>
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/// 默认返回按钮的节点名配置(子类可重写)
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/// 默认支持:BtnBack、BackButton、BtnReturn
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/// </summary>
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protected virtual string[] DefaultBackButtonNames => new[] { "BtnBack", "BackButton", "BtnReturn" };
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/// <summary>
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/// 绑定所有配置的默认返回按钮
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/// 在 DoInit() 阶段自动调用
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/// 返回按钮会调用 Back() 方法,触发 OnBack() 虚方法
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/// </summary>
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private void BindDefaultBackButtons()
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{
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foreach (var buttonName in DefaultBackButtonNames)
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{
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TryBindBackButton(buttonName);
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}
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}
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/// <summary>
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/// 尝试绑定返回按钮(节点不存在时静默跳过)
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/// 绑定后,点击按钮会调用 Back() 方法,触发 OnBack() 虚方法
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/// </summary>
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private void TryBindBackButton(string nodeName)
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{
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var trans = transform.Find(nodeName);
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if (trans)
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{
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var btn = trans.GetComponent<Button>();
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if (btn)
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{
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// 绑定到 Back() 方法,会触发 OnBack() 虚方法
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BindButton(btn, () => Back().Forget());
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DebugUtil.Log("✅ 已自动绑定返回按钮: {0} -> {1} -> Back()", WindowName, nodeName);
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}
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}
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}
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#endregion
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#region Back Logic - 返回逻辑处理
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/// <summary>
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/// 处理返回键(公共接口,不可重写)
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/// 框架会按照从上到下的顺序调用所有可见窗口的Back()方法,
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/// 直到某个窗口处理并返回true为止
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/// </summary>
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/// <returns>是否成功处理返回键(true表示已处理,false表示未处理,继续向下传递)</returns>
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public async UniTask<bool> Back()
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{
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try
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{
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return await OnBack();
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}
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catch (System.Exception e)
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{
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DebugUtil.LogError("window : {0} back error: {1}\n===Stack===\n{2}\n======", WindowName, e.Message, e.StackTrace);
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return false;
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}
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}
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/// <summary>
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/// 返回键处理(虚方法,子类可重写)
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/// 默认通过返回策略模式处理
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/// </summary>
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/// <returns>是否成功处理返回键(true表示已处理,false表示未处理,继续向下传递)</returns>
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protected virtual async Cysharp.Threading.Tasks.UniTask<bool> OnBack()
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{
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if (!GraphicRaycasterManager.IsEnableGraphicRaycaster)
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return true;
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// 使用策略模式处理返回键
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if (BackStrategy != null)
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{
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return await BackStrategy.HandleBack(this);
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}
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return false;
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}
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#endregion
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}
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