901 lines
24 KiB
C#
901 lines
24 KiB
C#
using System;
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using System.Collections.Generic;
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using Cysharp.Threading.Tasks;
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using DG.Tweening;
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using Framework;
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using PhxhSDK;
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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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using UniTask = Cysharp.Threading.Tasks.UniTask;
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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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public delegate void OnBgClose();
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private OnBgClose _onBgCloseFunc;
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protected Dictionary<string, int> AsyncLoadedAssetList = new ();
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private bool _isNeedScreenAdaption;
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private bool _bDoNotSetMainCamera = false; //不设置主相机
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public bool IsNotSetMainCamera => _bDoNotSetMainCamera;
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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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private bool _isPlayingOpenAnim;
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private Sequence _openAnimSeq;
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public bool IsShowOpenAnim;
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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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protected bool isCreated = false;
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protected bool _isShow = false;
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protected bool _isHide = 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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public async UniTask<T> LoadAssetAsync<T>(string path) where T : UnityEngine.Object
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{
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var asset = await AssetManager.Instance.LoadAssetAsync<T>(path);
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if (!AsyncLoadedAssetList.ContainsKey(path))
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{
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AsyncLoadedAssetList.Add(path, 1);
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}
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else
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{
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AsyncLoadedAssetList[path]++ ;
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}
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return asset;
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}
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public T LoadAsset<T>(string path) where T : UnityEngine.Object
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{
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var asset = AssetManager.Instance.LoadAsset<T>(path);
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return asset;
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}
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/// <summary>
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/// 异步预加载
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/// </summary>
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/// <param name="path"></param>
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public async UniTask PostPreload<T>(string path) where T : UnityEngine.Object
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{
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await AssetManager.Instance.PostPreload<T>(path);
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if (!AsyncLoadedAssetList.ContainsKey(path))
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AsyncLoadedAssetList.Add(path, 1);
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else
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AsyncLoadedAssetList[path]++;
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}
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public T GetPreLoadResult<T>(string path) where T : UnityEngine.Object
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{
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return AssetManager.Instance.GetPreLoadResult<T>(path);
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}
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protected void UnLoad()
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{
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foreach (var asset in AsyncLoadedAssetList)
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{
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var path = asset.Key;
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var count = asset.Value;
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for (int i = 0; i < count; i++)
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{
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AssetManager.Instance.Unload(path);
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}
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}
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AsyncLoadedAssetList.Clear();
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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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// 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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#region Window Life
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private void _TryBindBgClose()
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{
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var trans = transform.Find("BgClose");
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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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BindButton(btn, () =>
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{
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var clickAudio = btn.GetComponent<ClickAudio>();
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if (clickAudio)
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{
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AudioManager.Instance.PlayAudio(clickAudio.AudioKey);
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}
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if (_onBgCloseFunc == null)
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{
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CloseWindow();
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return;
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}
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_onBgCloseFunc?.Invoke();
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});
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}
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}
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}
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public void CreateWindow(object data = null, bool isNotSetCamera = false)
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{
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_bDoNotSetMainCamera = isNotSetCamera;
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PreLoad(data);
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if (!isCreated)
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{
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OnInit();
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RegisterScreenAdaption();
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_TryBindBgClose();
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isCreated = true;
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}
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_isShow = false;
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_isHide = false;
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IsShowOpenAnim = UIManager.Instance.GetIsAutoPlayAnim(WindowName);
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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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/// <summary>
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/// 关闭窗口
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/// </summary>
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/// <param name="closeType"></param>
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/// <param name="forceShowAnim"></param>强制设置动画,0不管,1强制开,-1强制不开
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/// <param name="isOpenMainCamera"></param>
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public async void CloseWindow(UIWindowCloseType closeType = UIWindowCloseType.HideAndDestroy, int forceShowAnim = 0,
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bool isOpenMainCamera = true)
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{
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// if (UIManager.Instance.CheckWindowIsFullScreen(this))
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// {
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// CameraManager.Instance.SetMainCameraActive(isOpenMainCamera);
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// }
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if (UIManager.Instance.CheckWindowIsFullScreen(this))
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{
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if (!_bDoNotSetMainCamera)
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{
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CameraManager.Instance.SetMainCameraActive(isOpenMainCamera);
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}
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}
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if (isPlayDefaultCloseAudio && isCreated)
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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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bool isShowCloseAnim = IsShowOpenAnim;
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if (forceShowAnim > 0)
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{
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isShowCloseAnim = true;
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}
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if (forceShowAnim < 0)
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{
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isShowCloseAnim = false;
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}
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_OnClose();
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if (isShowCloseAnim)
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{
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UIManager.Instance.OnClick(true);
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await AnimHide(() =>
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{
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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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else
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{
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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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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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if (UIManager.Instance.GetLast() != null)
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{
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OnDirectBack();
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return true;
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}
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await OnBackApp();
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return true;
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}
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protected void OnDirectBack()
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{
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CloseWindow();
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}
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protected async UniTask OnBackApp()
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{
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await UIManager.Instance.CreateAndOpenWindow(UINameConst.UIBackReturn);
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}
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public void ReloadWindow(object data)
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{
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if (isCreated)
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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 IsCreated()
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{
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return isCreated;
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}
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public bool IsShow()
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{
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return _isShow;
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}
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public bool IsHide()
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{
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return _isHide;
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}
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private async void Show(object data)
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{
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// var toTrue = (isCreated == false);
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// isCreated = true;
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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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if (IsShowOpenAnim)
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{
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var canvasGroup = gameObject.GetComponent<CanvasGroup>();
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if (!canvasGroup)
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{
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canvasGroup = gameObject.AddComponent<CanvasGroup>();
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}
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canvasGroup.alpha = 0;
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}
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gameObject.SetActive(true);
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if (IsShowOpenAnim)
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{
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await AnimShow();
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}
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}
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// if (toTrue)
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// {
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if (UIManager.Instance.WindowInfos.TryGetValue(WindowName, out var windowInfo))
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{
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// if (windowInfo.UIOpenType == UIOpenType.FullScreen)
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// {
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// if (CameraManager.Instance.CheckMainCameraIsActive())
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// {
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// CameraManager.Instance.SetMainCameraActive(false);
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// }
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// }
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if (CameraManager.Instance.CheckMainCameraIsActive())
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{
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if (windowInfo.UIOpenType == UIOpenType.FullScreen)
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{
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//特殊处理主界面
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if (!_bDoNotSetMainCamera && WindowName != UINameConst.UI_MainPanel)
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{
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CameraManager.Instance.SetMainCameraActive(false);
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}
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}
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}
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}
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OnShowWindow(data);
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_isShow = true;
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_isHide = false;
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//}
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}
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private void ShowAgain()
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{
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if (gameObject)
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{
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gameObject.SetActive(true);
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}
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//OnShow();
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}
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private void Hide(bool isOnlyHide = false)
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{
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gameObject?.SetActive(false);
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//isOpen = false;
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if (!isOnlyHide)
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{
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OnHideWindow();
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_isHide = true;
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_isShow = false;
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if (UIManager.Instance.WindowInfos.TryGetValue(WindowName, out var windowInfo))
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{
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if (windowInfo.UIOpenType == UIOpenType.FullScreen)
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{
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if (!CameraManager.Instance.CheckMainCameraIsActive())
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{
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CameraManager.Instance.SetMainCameraActive(true);
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}
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}
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}
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}
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}
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private void _OnClose()
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{
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if (UIManager.Instance.UiWindowStack.Count <= 0)
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{
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return;
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}
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if (UIManager.Instance.CheckWindowIsFullScreen(this))
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{
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var window = UIManager.Instance.GetLastFullScreen();
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if (window != null && window != this)
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{
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if (UIManager.Instance.CheckIsWindowInStack(this))
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{
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UIManager.Instance.ForceRemoveWindow(this);
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}
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}
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for (int i = UIManager.Instance.UiWindowStack.Count - 1; i >= 0; i--)
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{
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var latestWindow = UIManager.Instance.UiWindowStack[i];
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latestWindow.ShowWindow();
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if (UIManager.Instance.CheckWindowIsFullScreen(latestWindow))
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break;
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}
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}
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else
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{
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UIManager.Instance.ForceRemoveWindow(this);
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}
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}
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private void DestroyWindow()
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{
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OnHideWindow();
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if (isCreated)
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{
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OnRelease();
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isCreated = false;
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}
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UIManager.Instance.UIWindowObjDic.Remove(gameObject);
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UnityEngine.Object.Destroy(gameObject);
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AssetManager.Instance.Unload(string.Format(UIManager.UI_PREFAB_PATH, mWindowName));
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}
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#endregion
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#region Framework
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/// <summary>
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///预加载,传入参数,不能添加监听
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/// </summary>
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public virtual void PreLoad(object data = null)
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{
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}
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/// <summary>
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/// 打开界面时调用
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/// </summary>
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/// <param name="data"></param>
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protected virtual void OnShowWindow(object data)
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{
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EventManager.Instance.Send(EventManager.EventName.UIOpen, WindowName);
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}
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//protected virtual void OnOpenWindow() { }
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/// <summary>
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/// 关闭界面时调用
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/// </summary>
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protected virtual void OnHideWindow()
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{
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EventManager.Instance.Send(EventManager.EventName.UIClose, WindowName);
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}
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/// <summary>
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/// 重新加载界面时调用
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/// </summary>
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protected virtual void OnReloadWindow(object data) { }
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/// <summary>
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/// 私有Awake方法,会在基类Awake执行后调用
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/// </summary>
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public abstract void OnInit();
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/// <summary>
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/// 对应OnInit,在销毁掉界面时调用
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/// </summary>
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public virtual void OnRelease()
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{
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UnLoad();
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_openAnimSeq?.Kill();
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}
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#region #Bind Component
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public GameObject BindButton(string target, Action action, bool playAudio = true)
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{
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GameObject obj = transform.Find(target)?.gameObject;
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if (obj != null)
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{
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Button button = obj.GetComponent<Button>();
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if (button != null)
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{
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button.onClick.AddListener
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(
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delegate ()
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{
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if (UIManager.IsClickDisabled)
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{
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return;
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}
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UIManager.Instance.OnClick();
|
||
if (playAudio)
|
||
{
|
||
var clickAudio = button.GetComponent<ClickAudio>();
|
||
if (clickAudio)
|
||
{
|
||
AudioManager.Instance.PlayAudio(clickAudio.AudioKey);
|
||
}
|
||
}
|
||
action?.Invoke();
|
||
}
|
||
);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
DebugUtil.LogError("未找到 {0}/{1}", gameObject.name, target);
|
||
}
|
||
|
||
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 (UIManager.IsClickDisabled)
|
||
{
|
||
return;
|
||
}
|
||
UIManager.Instance.OnClick();
|
||
if (playAudio)
|
||
{
|
||
var clickAudio = button.GetComponent<ClickAudio>();
|
||
if (clickAudio)
|
||
{
|
||
AudioManager.Instance.PlayAudio(clickAudio.AudioKey);
|
||
}
|
||
}
|
||
action?.Invoke();
|
||
}
|
||
);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
DebugUtil.LogError("未找到 {0}/{1}", gameObject.name, obj.name);
|
||
}
|
||
|
||
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 (UIManager.IsClickDisabled)
|
||
{
|
||
return;
|
||
}
|
||
UIManager.Instance.OnClick();
|
||
if (playAudio)
|
||
{
|
||
//AudioManager.Instance.PlaySound(SfxNameConst.button_s);
|
||
}
|
||
action?.Invoke(parameter);
|
||
}
|
||
);
|
||
}
|
||
}
|
||
else
|
||
{
|
||
DebugUtil.LogError("未找到 {0}/{1}", gameObject.name, obj.name);
|
||
}
|
||
|
||
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 (UIManager.IsClickDisabled)
|
||
{
|
||
return;
|
||
}
|
||
UIManager.Instance.OnClick();
|
||
if (playAudio)
|
||
{
|
||
var clickAudio = button.GetComponent<ClickAudio>();
|
||
if (clickAudio)
|
||
{
|
||
AudioManager.Instance.PlayAudio(clickAudio.AudioKey);
|
||
}
|
||
//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 (UIManager.IsClickDisabled)
|
||
{
|
||
return;
|
||
}
|
||
UIManager.Instance.OnClick();
|
||
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;
|
||
}
|
||
|
||
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();
|
||
}
|
||
}
|
||
|
||
public GameObject FindObj(string path)
|
||
{
|
||
GameObject obj = transform.Find(path)?.gameObject;
|
||
if (obj == null)
|
||
{
|
||
DebugUtil.LogError("{0}未找到 {1}/{2}", mWindowName, gameObject.name, path);
|
||
}
|
||
return obj;
|
||
}
|
||
|
||
public T GetComponent<T>(string path = "") where T : Behaviour
|
||
{
|
||
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;
|
||
}
|
||
#endregion
|
||
public void HideWindow(bool isOnlyHide = false)
|
||
{
|
||
Hide(isOnlyHide);
|
||
}
|
||
|
||
public void ShowWindowActive()
|
||
{
|
||
ShowAgain();
|
||
}
|
||
|
||
public void ShowWindow(object data = null)
|
||
{
|
||
Show(data);
|
||
}
|
||
|
||
protected void AddBgClose(OnBgClose onBgCloseFunc)
|
||
{
|
||
_onBgCloseFunc += onBgCloseFunc;
|
||
}
|
||
|
||
protected virtual void OnCloseClick()
|
||
{
|
||
|
||
}
|
||
#endregion
|
||
|
||
|
||
#region #Anim
|
||
public virtual async UniTask PlayAnimation(bool isShow, Action callBack = null)
|
||
{
|
||
var canvasGroup = gameObject.GetComponent<CanvasGroup>();
|
||
if (!canvasGroup)
|
||
{
|
||
canvasGroup = gameObject.AddComponent<CanvasGroup>();
|
||
}
|
||
|
||
var time = 0.3f;
|
||
_isPlayingOpenAnim = true;
|
||
_openAnimSeq = DOTween.Sequence();
|
||
|
||
if (isShow)
|
||
{
|
||
canvasGroup.alpha = 0;
|
||
var tw0 = canvasGroup.DOFade(1, time);
|
||
_openAnimSeq.Append(tw0);
|
||
_openAnimSeq.AppendCallback(() =>
|
||
{
|
||
_isPlayingOpenAnim = false;
|
||
callBack?.Invoke();
|
||
});
|
||
return;
|
||
}
|
||
canvasGroup.alpha = 1;
|
||
var tw1 = canvasGroup.DOFade(0, time);
|
||
_openAnimSeq.Append(tw1);
|
||
_openAnimSeq.AppendCallback(() =>
|
||
{
|
||
_isPlayingOpenAnim = false;
|
||
callBack?.Invoke();
|
||
});
|
||
}
|
||
|
||
public virtual async UniTask AnimShow(Action callBack = null)
|
||
{
|
||
await PlayAnimation(true, callBack);
|
||
}
|
||
|
||
public virtual async UniTask AnimHide(Action callBack = null)
|
||
{
|
||
await PlayAnimation(false, callBack);
|
||
}
|
||
#endregion
|
||
}
|