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

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using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Cysharp.Threading.Tasks;
using Framework;
using Obfuz;
using PhxhSDK;
using PhxhSDK.AOT.Aspect;
using UnityEngine;
[ObfuzIgnore]
public partial class UIManager : Singlenton<UIManager>, IInitable, IUpdatable
{
public const string UI_PREFAB_PATH = "Assets/Art_Out/UI/Prefab/{0}.prefab";
public Dictionary<string, UIWindow> mMemoryWindows = new Dictionary<string, UIWindow>();
// ✅ 使用独立的层级管理器
private UICanvasLayerManager LayerManager => UICanvasLayerManager.Instance;
private ScreenOrientation _currentOrientation;
private Dictionary<string, string> _openingWindows = new Dictionary<string, string>();
private List<UIWindow> _hideCache = new List<UIWindow>();
private UIWindow _curFullScreen;
private Dictionary<GameObject, UIWindow> _uiWindowObjDic = new Dictionary<GameObject, UIWindow>();
public Dictionary<GameObject, UIWindow> UIWindowObjDic => _uiWindowObjDic;
public Vector2 Size;
/// <summary>
/// UI和主相机屏幕缩放
/// </summary>
public Vector2 UIAndMainScreenScale;
/// <summary>
/// UI和UI屏幕缩放
/// </summary>
public Vector2 UIAndUIScreenScale;
/// <summary>
/// 禁用返回键计数
/// </summary>
private int disableBackCount;
/// <summary>
/// 是否响应返回键
/// </summary>
public bool IsEnableBack
{
get { return disableBackCount <= 0; }
set
{
if (value)
{
if (disableBackCount > 0)
--disableBackCount;
}
else
++disableBackCount;
}
}
public void Init()
{
IsEnableBack = true;
_AllWindowMeta();
// 初始化层级管理器
LayerManager.Initialize(UIRoot.Instance.GetAllLayerRoots());
if (DeviceHelper.IsFullScreenIOS())
{
SetFullScreenIOS();
}
EventManager.Instance.Register(EventManager.EventName.Android_Click_Back, _OnAndroidClickBack);
EventManager.Instance.Register(EventManager.EventName.ClearUIStack, (Action<string[]>)ClearHideStack);
OnScreenSizeChange();
AspectManager.Instance.ScreenSizeChange += OnScreenSizeChange;
}
public void Release()
{
LayerManager.Clear();
AspectManager.Instance.ScreenSizeChange -= OnScreenSizeChange;
EventManager.Instance.Unregister(EventManager.EventName.Android_Click_Back, _OnAndroidClickBack);
EventManager.Instance.Unregister(EventManager.EventName.ClearUIStack, (Action<string[]>)ClearHideStack);
}
public bool disableUILogic = false;
public void Update(float dt)
{
if (disableUILogic) return;
foreach (var winKv in mMemoryWindows)
{
var window = winKv.Value;
if (window != null && !window.IsClosing)
{
if (window.IsCreated() && window.gameObject)
{
if (window.gameObject)
{
window.Update(dt);
}
}
}
}
_UpdateInputBlockTimer(dt);
}
#region UIWindow Manager
public static void BindWindowObj(UIWindow window, GameObject uiObj)
{
if (window == null || uiObj == null)
{
if (window == null)
DebugUtil.LogError("window is null");
if (uiObj == null)
DebugUtil.LogError("uiObj is null");
return;
}
window.gameObject = uiObj.gameObject;
window.transform = uiObj.transform;
window.name = uiObj.name;
}
#endregion
#region OpenWindowAPI
/// <summary>
/// 打开一个UI
/// UIManager.Instance.OpenWindow("Common/GameUI")
/// </summary>
//重载一下,传参的Open
public async UniTask<UIWindow> CreateAndOpenWindow(string path, object data = null)
{
DebugUtil.LogP($"打开窗口:{path}");
if (mMemoryWindows.ContainsKey(path))
{
DebugUtil.LogG($"窗口已打开!!!{path}");
//return null;
}
var window = await _LoadWindow(path, true);
if (window != null)
{
if (window.uiWindowLayer == UICanvasLayer.Normal)
{
if (CheckWindowIsFullScreen(window))
{
int idx = _uiWindowStack.Count - 1;
while (idx >= 0)
{
var latestWindow = _uiWindowStack[idx--];
latestWindow.HideWindow();
if (CheckWindowIsFullScreen(latestWindow))
{
break;
}
}
}
}
window.Init(data);
window.ShowWindow(data);
if (window.uiWindowLayer == UICanvasLayer.Normal)
{
PushWindow(window);
}
}
return window;
}
//先打开后关闭
// public async UniTask<UIWindow> CreateAndOpenWindow(string path, object data = null)
// {
// if (mMemoryWindows.ContainsKey(path))
// {
// DebugUtil.LogError($"窗口已打开!!!{path}");
// //return null;
// }
//
// var window = await _LoadWindow(path, true);
// if (window != null)
// {
// var root = UIRoot.Instance.Root;
// for (int i = root.transform.childCount - 1; i >=0; i--)
// {
// var winGo = root.transform.GetChild(i).gameObject;
// if (_uiWindowObjDic.TryGetValue(winGo, out var win))
// {
// if (win != null)
// {
// if (win.uiWindowLayer > window.uiWindowLayer)
// {
// window.transform.SetSiblingIndex(i);
// }
// }
// }
// }
// window.CreateWindow(data, GetIsNotSetCameraByPath(path));
//
// if (window.uiWindowLayer == UICanvasLayer.Normal)
// {
// if (CheckWindowIsFullScreen(window))
// {
// int idx = _uiWindowStack.Count - 1;
// while (idx >= 0)
// {
// var latestWindow = _uiWindowStack[idx--];
// var bNotSet = latestWindow.IsNotSetMainCamera;
// latestWindow.IsNotSetMainCamera = true;
// latestWindow.CloseWindow(UIWindowCloseType.HideAndPush);
// latestWindow.IsNotSetMainCamera = bNotSet;
// if (CheckWindowIsFullScreen(latestWindow))
// {
// break;
// }
// }
// }
//
// }
//
// if (window.uiWindowLayer == UICanvasLayer.Normal)
// {
// PushWindow(window);
// }
//
// }
//
// return window;
// }
public bool Back()
{
return false;
}
public bool RemoveWindow(string wName)
{
string windowName = wName;
bool result = false;
UIWindow window;
if (mMemoryWindows.TryGetValue(windowName, out window))
{
LayerManager.RemoveWindow(window);
mMemoryWindows.Remove(windowName);
result = true;
}
return result;
}
public void CloseWindow(string wName, UIWindowCloseType closeType)
{
var window = GetOpenedWindowByPath<UIWindow>(wName);
if (window != null)
{
window.CloseWindow(closeType);
}
}
public void HideWindow(string wName)
{
var window = GetOpenedWindowByPath<UIWindow>(wName);
if (window != null)
{
window.HideWindow();
}
}
public T GetOpenedWindowByPath<T>(string uipath) where T : UIWindow
{
var window = GetOpenedWindowByPath(uipath) as T;
//return window.gameObject.activeSelf ? window : null;
return window;
}
public UIWindow GetOpenedWindowByPath(string uipath)
{
if (string.IsNullOrEmpty(uipath))
{
DebugUtil.LogError("UIManager.GetOpenedWindowByPath, uipath is null or empty");
return null;
}
if (mMemoryWindows.ContainsKey(uipath))
{
//return window.gameObject.activeSelf ? window : null;
return mMemoryWindows[uipath];
}
return null;
}
public bool GetTopWindow(out UIWindow window, out UICanvasLayer layer, int banLayerMask)
{
return LayerManager.GetTopWindow(out window, out layer, banLayerMask);
}
public int LayerMask(UICanvasLayer layer)
{
return LayerManager.GetLayerMask(layer);
}
async void SetFullScreenIOS()
{
await UniTask.Delay(670);
// while (true)
// {
// var screenOrientation = DragonNativeBridge.GetScreenOrientation();
// if (screenOrientation != _currentOrientation)
// {
// _currentOrientation = screenOrientation;
// EventDispatcher.Instance.DispatchEvent(new ScreenOrientationChangedEvent(_currentOrientation));
// }
// yield return wait;
// }
}
public async UniTask<UIWindow> LoadWindow(string path)
{
return await _LoadWindow(path, false);
}
private async UniTask<UIWindow> _LoadWindow(string path, bool isActive = false)
{
string uipath = path;
UIWindow window = null;
WindowInfo wInfo;
if (!_windowsInfo.ContainsKey(uipath))
{
//if (_windowsInfo.TryGetValue(uipath, out wInfo))
{
DebugUtil.LogError("Create ui fail: {0}, no windows info inited", uipath);
return window;
}
}
wInfo = _windowsInfo[uipath];
var uiWindowLayer = wInfo.windowLayer;
if (!mMemoryWindows.TryGetValue(uipath, out window))
{
if (_openingWindows.ContainsKey(uipath))
{
return window;
}
_openingWindows.Add(uipath, uipath);
window = await UIRoot.Instance.CreateWindow(uipath, uiWindowLayer);
_openingWindows.Remove(uipath);
if (window != null)
{
mMemoryWindows[uipath] = window;
window.WindowName = uipath;
window.uiWindowLayer = uiWindowLayer;
}
else
{
DebugUtil.LogError("Create ui fail: {0}", uipath);
return window;
}
}
LayerManager.AddWindow(window);
if (window == null)
{
DebugUtil.LogError("Create ui fail: {0}", uipath);
return null;
}
if (!isActive)
{
window.gameObject.SetActive(false);
}
_uiWindowObjDic.TryAdd(window.gameObject, window);
return window;
}
//展示全部已加载的NormalUI
public void OpenLoadedNormalUI(string uiName, object data = null)
{
WindowInfo wInfo;
wInfo = _windowsInfo[uiName];
if (mMemoryWindows.ContainsKey(uiName))
{
mMemoryWindows[uiName].Init(data);
mMemoryWindows[uiName].ShowWindow(data);
}
}
public void ForeachUI(Action<UIWindow> action)
{
var windowList = mMemoryWindows.ToList();
foreach (var kv in windowList)
{
var window = kv.Value;
if (window != null)
{
action?.Invoke(kv.Value);
}
}
}
public void CloseAllUIExcept(string path)
{
var windowList = mMemoryWindows.ToList();
foreach (var kv in windowList)
{
var window = kv.Value;
if(window.WindowName != path)
{
window.CloseWindow(UIWindowCloseType.ForceDestroy);
mMemoryWindows.Remove(window.WindowName);
LayerManager.RemoveWindow(window);
}
}
ClearHideStack();
}
#endregion
#region ShowAndHide
/// <summary>
/// 隐藏所有UI
/// 和 ShowAllUI 成对调用
/// </summary>
/// <param name="exceptions">不隐藏的UI窗口名称列表</param>
public void HideAllUI(params string[] exceptions)
{
HideAllUI(UICanvasLayer.Max, exceptions);
}
/// <summary>
/// 隐藏指定层级及以下的所有UI
/// 和 ShowAllUI 成对调用
/// </summary>
/// <param name="maxLayer">最大层级(包含该层级及以下的所有UI都会被隐藏)</param>
/// <param name="exceptions">不隐藏的UI窗口名称列表</param>
public void HideAllUI(UICanvasLayer maxLayer, params string[] exceptions)
{
var hiddenWindows = LayerManager.HideWindowsUpToLayer(maxLayer, exceptions);
_hideCache.AddRange(hiddenWindows);
}
/// <summary>
/// 隐藏指定层级列表中的所有UI
/// 和 ShowAllUI 成对调用
/// </summary>
/// <param name="layers">要隐藏的层级列表</param>
/// <param name="exceptions">不隐藏的UI窗口名称列表</param>
public void HideAllUI(UICanvasLayer[] layers, params string[] exceptions)
{
var hiddenWindows = LayerManager.HideWindowsInLayers(layers, exceptions);
_hideCache.AddRange(hiddenWindows);
}
/// <summary>
/// 和HideAllUI成对调用
/// </summary>
public void ShowAllUI()
{
foreach (var v in _hideCache)
{
var window = v;
if (window != null)
window.ShowWindow();
}
_hideCache.Clear();
}
/// <summary>
/// 展示界面
/// </summary>
/// <param name="path"></param>
/// <param name="isMainCameraClose"></param> 展示界面时是否关闭场景主相机
public void Show(string path, bool isMainCameraClose = false)
{
if (mMemoryWindows.TryGetValue(path, out var window))
{
if (!window.gameObject.activeInHierarchy)
{
window.ShowWindow();
if (isMainCameraClose)
{
var curCameraActive = CameraManager.Instance.CheckMainCameraIsActive();
if (curCameraActive)
{
CameraManager.Instance.SetMainCameraActive(false);
}
}
}
}
}
/// <summary>
/// 隐藏
/// </summary>
/// <param name="path"></param>
/// <param name="isOnlyHide"></param>
/// <param name="isMainCameraActive"></param> 隐藏界面时是否打开场景主相机
public void Hide(string path)
{
if (mMemoryWindows.TryGetValue(path, out var window))
{
if (window.gameObject.activeInHierarchy)
{
window.HideWindow();
}
}
}
public async void ShowClickShield(string uiPath, int time = 0)
{
//放到最上层
if (!_windowsInfo.ContainsKey(uiPath))
{
return;
}
CreateAndOpenWindow(uiPath);
mMemoryWindows.TryGetValue(uiPath, out var window);
if (time > 0)
{
await UniTask.Delay(time);
window.CloseWindow(UIWindowCloseType.HideAndDestroy);
}
}
public void CloseClickShield(string uiPath)
{
if (mMemoryWindows.ContainsKey(uiPath))
{
var window = mMemoryWindows[uiPath];
window.CloseWindow(UIWindowCloseType.HideAndDestroy);
}
}
#endregion
//根据路径判断UI界面是否打开
public bool IsWindowOpening(string uiPath)
{
string windowName;
if (_openingWindows.TryGetValue(uiPath, out windowName))
{
if (windowName != null)
{
return true;
}
}
return false;
}
/// <summary>
/// 关掉所有Normal层已打开的界面,保留传参的界面
/// </summary>
/// <param name="path"></param>
public void CloseAllNormalExcept(string path, bool isShowAnim = true)
{
var windowsL = LayerManager.GetWindowsInLayer(UICanvasLayer.Normal);
if (!mMemoryWindows.ContainsKey(path))
{
DebugUtil.LogError("请检查Home返回方法传入UI窗口路径!!!参数:{0}", path);
return;
}
List<UIWindow> toBeRemoved = new List<UIWindow>();
// UIWindow lastWindow = null;
// if (isShowAnim)
// {
// lastWindow = PopWindow();
// }
if (windowsL.Count > 0)
{
var node = windowsL.First;
while (node != null)
{
var window = node.Value;
if (window.WindowName != path)
{
toBeRemoved.Add(window);
}
if (node == windowsL.Last)
{
break;
}
node = node.Next;
}
}
string[] strL = { path };
ClearHideStack(strL);
// if (isShowAnim && lastWindow != null && lastWindow.WindowName != path)
// {
// lastWindow.CloseWindow(UIWindowCloseType.HideAndDestroy);
// }
if (toBeRemoved.Count > 0)
{
for (int i = toBeRemoved.Count - 2; i >= 0; i--)
{
CloseWindow(toBeRemoved[i].WindowName, UIWindowCloseType.ForceDestroy);
}
}
if (CheckIsWindowInStack(mMemoryWindows[path]))
{
mMemoryWindows[path].ShowWindow();
}
}
/// <summary>
/// 打开指定界面,并关闭其他界面
/// </summary>
/// <param name="paths"></param>
/// <remarks>如果只需要关闭界面,请使用ClearAllNormalExcept方法</remarks>
public void CloseAllNormalExcept(params string[] paths)
{
bool isShowAnim = true;
var windowsL = LayerManager.GetWindowsInLayer(UICanvasLayer.Normal);
foreach (var path in paths)
{
if (!mMemoryWindows.ContainsKey(path))
{
DebugUtil.LogError("请检查Home返回方法传入UI窗口路径!!!参数:{0}", path);
return;
}
}
List<UIWindow> toBeRemoved = new List<UIWindow>();
// UIWindow lastWindow = null;
// if (isShowAnim)
// {
// lastWindow = PopWindow();
// }
if (windowsL.Count > 0)
{
var node = windowsL.First;
while (node != null)
{
var window = node.Value;
if (!paths.Contains(window.WindowName))
{
toBeRemoved.Add(window);
}
if (node == windowsL.Last)
{
break;
}
node = node.Next;
}
}
//string[] strL = { path };
ClearHideStack(paths);
// if (isShowAnim && lastWindow != null && !paths.Contains(lastWindow.WindowName))
// {
// lastWindow.CloseWindow(UIWindowCloseType.HideAndDestroy);
// }
if (toBeRemoved.Count > 0)
{
for (int i = toBeRemoved.Count - 2; i >= 0; i--)
{
CloseWindow(toBeRemoved[i].WindowName, UIWindowCloseType.ForceDestroy);
}
}
foreach (var path in paths)
{
if (CheckIsWindowInStack(mMemoryWindows[path]))
{
mMemoryWindows[path].ShowWindow();
}
}
}
/// <summary>
/// 清理除指定UI以外的界面(只包含关闭操作)
/// </summary>
/// <param name="paths"></param>
public void ClearAllNormalExcept(params string[] paths)
{
bool isShowAnim = true;
var windowsL = LayerManager.GetWindowsInLayer(UICanvasLayer.Normal);
foreach (var path in paths)
{
if (!mMemoryWindows.ContainsKey(path))
{
DebugUtil.LogError("请检查Home返回方法传入UI窗口路径!!!参数:{0}", path);
return;
}
}
List<UIWindow> toBeRemoved = new List<UIWindow>();
if (windowsL.Count > 0)
{
var node = windowsL.First;
while (node != null)
{
var window = node.Value;
if (!paths.Contains(window.WindowName))
{
toBeRemoved.Add(window);
}
if (node == windowsL.Last)
{
break;
}
node = node.Next;
}
}
ClearHideStack(paths);
if (toBeRemoved.Count > 0)
{
for (int i = toBeRemoved.Count - 2; i >= 0; i--)
{
CloseWindow(toBeRemoved[i].WindowName, UIWindowCloseType.ForceDestroy);
}
}
}
public bool CheckWindowIsFullScreen(UIWindow window)
{
if (_windowsInfo.TryGetValue(window.WindowName, out var windowInfo))
{
if (windowInfo.UIOpenType == UIOpenType.FullScreen)
{
return true;
}
}
return false;
}
private async void _OnAndroidClickBack()
{
if (!IsEnableBack)
return;
if (_uiWindowStack.Count > 0)
{
var window = _uiWindowStack.Last();
if (await window.OnBack())
{
return;
}
}
if (!CheckWindowCreated(UINameConst.UIBackReturn))
{
await CreateAndOpenWindow(UINameConst.UIBackReturn);
}
}
public bool CheckWindowCreated(string uiPath)
{
if (mMemoryWindows.TryGetValue(uiPath, out var window))
{
return window.IsCreated();
}
return false;
}
private async void OnScreenSizeChange()
{
await UniTask.NextFrame(); // 必须等待一帧,等RectTransform大小刷新后获取
RectTransform rectTrans = UIRoot.Instance.Root.GetComponent<RectTransform>();
Size = new(rectTrans.sizeDelta.x, rectTrans.sizeDelta.y);
UIAndMainScreenScale = new Vector3(Size.x / Screen.width, Size.y / Screen.height);
UIAndUIScreenScale = new Vector3(Size.x / AspectManager.Instance.ScreenSize.x, Size.y / AspectManager.Instance.ScreenSize.y);
}
}