299 lines
8.7 KiB
C#
299 lines
8.7 KiB
C#
using System.Collections.Generic;
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using UnityEngine;
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/// <summary>
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/// UI Canvas 层级管理器
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/// 负责管理 UI 窗口的层级关系、排序和可见性控制
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/// </summary>
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public class UICanvasLayerManager
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{
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#region Singleton
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private static UICanvasLayerManager _instance;
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public static UICanvasLayerManager Instance
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{
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get
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{
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if (_instance == null)
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{
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_instance = new UICanvasLayerManager();
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}
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return _instance;
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}
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}
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private UICanvasLayerManager() { }
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#endregion
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#region Fields
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/// <summary>
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/// UICanvasLayer 到 sortingOrder 的映射
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/// </summary>
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private static readonly Dictionary<UICanvasLayer, int> LayerToSortingOrderMap = new Dictionary<UICanvasLayer, int>
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{
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{ UICanvasLayer.BackGround, 100 },
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{ UICanvasLayer.Normal, 200 },
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{ UICanvasLayer.ForeGround, 300 },
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{ UICanvasLayer.Tips, 400 },
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{ UICanvasLayer.Guide, 500 },
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{ UICanvasLayer.System, 600 },
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};
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/// <summary>
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/// 每个层级的窗口列表
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/// Key: UICanvasLayer 的整数值
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/// Value: 该层级的窗口链表
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/// </summary>
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private Dictionary<int, LinkedList<UIWindow>> _layerWindowLists = new Dictionary<int, LinkedList<UIWindow>>(16);
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#endregion
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#region Initialization
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/// <summary>
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/// 初始化:为每个 Canvas 设置 sortingOrder
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/// </summary>
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/// <param name="rootDic">UI层级根节点字典</param>
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public void Initialize(IReadOnlyDictionary<UICanvasLayer, GameObject> rootDic)
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{
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if (rootDic == null)
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{
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DebugUtil.LogError("[UICanvasLayerManager] Initialize failed: rootDic is null");
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return;
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}
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foreach (var kv in LayerToSortingOrderMap)
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{
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var layer = kv.Key;
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if (rootDic.TryGetValue(layer, out var rootGo))
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{
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var canvas = rootGo.GetComponent<Canvas>();
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if (canvas != null)
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{
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canvas.overrideSorting = true;
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canvas.sortingOrder = kv.Value;
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DebugUtil.Log($"[UICanvasLayerManager] Set {rootGo.name} sortingOrder = {canvas.sortingOrder} for layer {layer}");
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}
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else
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{
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DebugUtil.LogWarning($"[UICanvasLayerManager] {rootGo.name} has no Canvas component!");
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}
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}
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else
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{
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DebugUtil.LogWarning($"[UICanvasLayerManager] Cannot find Canvas for layer: {layer}");
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}
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}
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}
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/// <summary>
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/// 清理所有数据
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/// </summary>
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public void Clear()
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{
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_layerWindowLists.Clear();
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}
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#endregion
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#region Window Management
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/// <summary>
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/// 将窗口添加到指定层级
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/// </summary>
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public void AddWindow(UIWindow window)
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{
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if (window == null) return;
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var layer = (int)window.uiWindowLayer;
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if (!_layerWindowLists.TryGetValue(layer, out var windowList))
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{
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windowList = new LinkedList<UIWindow>();
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_layerWindowLists.Add(layer, windowList);
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}
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// 移除已存在的(避免重复)
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windowList.Remove(window);
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// 添加到列表末尾(最上层)
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windowList.AddLast(window);
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// 设置 SiblingIndex(只在同层级内排序)
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window.transform.SetAsLastSibling();
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}
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/// <summary>
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/// 从层级中移除窗口
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/// </summary>
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public void RemoveWindow(UIWindow window)
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{
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if (window == null) return;
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var layer = (int)window.uiWindowLayer;
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if (_layerWindowLists.TryGetValue(layer, out var windowList))
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{
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windowList.Remove(window);
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}
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}
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#endregion
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#region Query
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/// <summary>
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/// 获取指定层级的所有窗口
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/// </summary>
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public LinkedList<UIWindow> GetWindowsInLayer(UICanvasLayer layer)
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{
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if (_layerWindowLists.TryGetValue((int)layer, out var windowList))
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{
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return windowList;
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}
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return new LinkedList<UIWindow>();
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}
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/// <summary>
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/// 获取指定层级的最上层窗口
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/// </summary>
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public UIWindow GetTopWindowInLayer(UICanvasLayer layer)
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{
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if (_layerWindowLists.TryGetValue((int)layer, out var windowList) && windowList.Count > 0)
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{
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return windowList.Last.Value;
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}
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return null;
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}
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/// <summary>
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/// 获取所有层级的顶部窗口(从高到低遍历)
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/// </summary>
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public bool GetTopWindow(out UIWindow window, out UICanvasLayer layer, int banLayerMask = 0)
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{
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for (int i = (int)UICanvasLayer.Max - 1; i >= 0; i--)
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{
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if (((1 << i) & banLayerMask) == 0)
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{
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if (_layerWindowLists.TryGetValue(i, out var windowList) && windowList.Count > 0)
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{
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window = windowList.Last.Value;
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if (window != null)
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{
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layer = (UICanvasLayer)i;
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return true;
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}
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}
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}
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}
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window = null;
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layer = UICanvasLayer.Max;
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return false;
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}
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/// <summary>
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/// 获取所有可见窗口列表(从最上层到最下层)
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/// </summary>
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/// <returns>按显示优先级排序的可见窗口列表</returns>
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public List<UIWindow> GetAllVisibleWindows()
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{
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var visibleWindows = new List<UIWindow>();
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// 从最高层级到最低层级遍历
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for (int i = (int)UICanvasLayer.Max - 1; i >= 0; i--)
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{
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if (_layerWindowLists.TryGetValue(i, out var windowList))
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{
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// 从链表尾到头(最上层到最下层)遍历该层级的窗口
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var node = windowList.Last;
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while (node != null)
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{
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var window = node.Value;
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// 检查窗口是否逻辑上可见(未关闭、未销毁、且处于显示状态)
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if (window != null &&
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!window.IsClosing &&
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window.gameObject != null &&
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window.IsShow())
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{
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visibleWindows.Add(window);
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}
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node = node.Previous;
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}
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}
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}
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return visibleWindows;
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}
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#endregion
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#region Visibility Control
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/// <summary>
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/// 隐藏指定层级及以下的所有窗口
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/// </summary>
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public List<UIWindow> HideWindowsUpToLayer(UICanvasLayer maxLayer, params string[] exceptions)
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{
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var hiddenWindows = new List<UIWindow>();
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for (int i = 0; i <= (int)maxLayer; i++)
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{
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HideWindowsInLayerInternal((UICanvasLayer)i, hiddenWindows, exceptions);
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}
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return hiddenWindows;
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}
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/// <summary>
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/// 隐藏指定层级列表中的所有窗口
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/// </summary>
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public List<UIWindow> HideWindowsInLayers(UICanvasLayer[] layers, params string[] exceptions)
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{
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var hiddenWindows = new List<UIWindow>();
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foreach (var layer in layers)
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{
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HideWindowsInLayerInternal(layer, hiddenWindows, exceptions);
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}
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return hiddenWindows;
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}
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/// <summary>
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/// 隐藏单个层级的所有窗口(内部方法)
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/// </summary>
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private void HideWindowsInLayerInternal(UICanvasLayer layer, List<UIWindow> hiddenWindows, string[] exceptions)
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{
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if (_layerWindowLists.TryGetValue((int)layer, out var windowList))
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{
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foreach (var window in windowList)
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{
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if (window.gameObject.activeInHierarchy && !IsException(window.WindowName, exceptions))
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{
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hiddenWindows.Add(window);
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window.CloseWindow(destroy:false);
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}
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}
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}
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}
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/// <summary>
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/// 检查窗口是否在例外列表中
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/// </summary>
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private bool IsException(string windowName, string[] exceptions)
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{
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if (exceptions == null || exceptions.Length == 0) return false;
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foreach (var exception in exceptions)
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{
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if (exception == windowName) return true;
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}
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return false;
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}
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#endregion
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#region Utilities
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/// <summary>
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/// 获取层级掩码
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/// </summary>
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public int GetLayerMask(UICanvasLayer layer)
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{
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return 1 << ((int)layer);
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}
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#endregion
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}
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