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