531 lines
32 KiB
C#
531 lines
32 KiB
C#
using System;
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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.UI;
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/// <summary>
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/// UI窗口基类 - 生命周期管理部分
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/// 包含窗口的创建、显示、隐藏、关闭等生命周期管理功能
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/// </summary>
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public abstract partial class UIWindow
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{
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/*
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╔══════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╗
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║ UIWindow 生命周期 (Lifecycle) ║
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╠══════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╣
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║ ║
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║ 1. 【Load 阶段】- 资源加载 ║
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║ UIRoot.CreateWindow() ║
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║ ├─ 加载预制体资源 ║
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║ ├─ 实例化GameObject ║
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║ └─ 创建UIWindow实例 ║
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║ ║
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║ 2. 【Init 阶段】- 初始化 ║
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║ UIWindow.Init(data) // 窗口初始化(独立调用) ║
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║ ├─ *OnBeforeInit(data) // 预处理数据 (原 PreLoad) ║
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║ ├─ DoInit() // 基础初始化 ║
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║ │ ├─ AutoBindField() // 绑定UI组件引用 ║
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║ │ ├─ InitScreenAdaption() // 屏幕适配 ║
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║ │ └─ _TryBindBgClose() // 绑定通用事件 ║
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║ └─ *OnInit() // 初始化UI状态,设置默认值 ║
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║ ║
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║ 3. 【Show 阶段】- 显示 ║
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║ UIWindow.ShowWindow(data) // 显示窗口(公共接口) ║
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║ └─ Show(data) // 内部显示逻辑 ║
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║ ├─ SetActive(true) // 激活GameObject ║
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║ ├─ 设置相机状态 // 处理全屏窗口的相机逻辑 ║
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║ ├─ *OnAfterShow(data) // 显示回调,业务逻辑处理 ║
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║ ├─ 播放打开动画 // 根据设置播放动画 ║
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║ └─ 播放音效 // 播放默认打开音效 ║
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║ ║
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║ 4. 【Update 阶段】- 运行时更新 ║
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║ Update(dt) -> *OnUpdate(dt) // 每帧更新,处理UI逻辑(合并原 Update) ║
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║ ║
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║ 5. 【Refresh 阶段】- 数据刷新 ║
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║ RefreshWithData(data) // 数据刷新(原 ReloadWindow) ║
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║ └─ *OnDataRefresh(data) // 刷新UI内容,更新显示数据(原 OnReloadWindow) ║
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║ ║
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║ 6. 【Hide 阶段】- 隐藏 ║
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║ HideWindow() -> Hide() ║
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║ ├─ SetActive(false) // 隐藏GameObject ║
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║ └─ *OnHideWindow() // 隐藏回调 ║
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║ ║
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║ 7. 【Close 阶段】- 关闭销毁 ║
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║ CloseWindow() -> DestroyWindow() ║
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║ ├─ *OnHideWindow() // 隐藏回调 ║
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║ ├─ *OnRelease() // 释放资源,清理引用 ║
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║ ├─ Destroy(gameObject) // 销毁GameObject ║
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║ └─ 卸载资源 ║
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║ ║
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║ 【当前架构特点】 ║
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║ • 分离式设计: Init和Show独立调用,支持预初始化窗口 ║
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║ • 使用方式: 先调用Init(data)初始化,再调用ShowWindow(data)显示 ║
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║ • 灵活性: 可以先初始化多个窗口,根据需要选择性显示 ║
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║ • 性能优化: 避免显示时的初始化卡顿,提升用户体验 ║
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║ ║
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║ 【子类需要关注的虚函数 - 标记为 * 的函数】 ║
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║ ║
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║ 🔸 *OnBeforeInit(data) - 【可选重写】数据预处理 ║
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║ • 时机:在 DoInit(AutoBindField、InitScreenAdaption)和 OnInit 之前调用 ║
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║ • 用途:解析传入数据,设置初始状态,准备UI显示内容 ║
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║ • 示例:解析OpenData,设置默认选中项,预加载必要资源 ║
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║ • 注意:通常不需要调用 base.OnBeforeInit() ║
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║ ║
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║ 🔸 *OnInit() - 【常用重写】UI初始化 ║
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║ • 时机:在 DoInit(基础初始化)之后,窗口显示之前调用 ║
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║ • 用途:初始化UI组件,绑定事件,设置默认值 ║
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║ • 示例:按钮绑定,列表初始化,默认文本设置 ║
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║ • 注意:不需要调用 base.OnInit() ║
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║ ║
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║ 🔸 *OnAfterShow(data) - 【常用重写】显示后业务逻辑 ║
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║ • 时机:窗口显示之后调用 ║
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║ • 用途:处理显示后的业务逻辑,刷新数据,播放动画 ║
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║ • 示例:刷新列表数据,开始倒计时,播放入场动画 ║
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║ • 注意:通常不需要调用 base.OnAfterShow(data) ║
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║ ║
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║ 🔸 *OnUpdate(dt) - 【按需重写】每帧更新 ║
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║ • 时机:每帧调用(仅在窗口激活且已创建时) ║
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║ • 用途:处理需要持续更新的逻辑 ║
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║ • 示例:倒计时更新,进度条刷新,实时数据显示 ║
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║ • 注意:避免在此进行重度计算,影响性能 ║
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║ ║
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║ 🔸 *OnDataRefresh(data) - 【按需重写】数据刷新 ║
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║ • 时机:调用 RefreshWithData 时触发 ║
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║ • 用途:更新已显示窗口的内容,不重新初始化 ║
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║ • 示例:更新商品列表,刷新玩家信息,切换显示内容 ║
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║ • 注意:通常不需要调用 base.OnDataRefresh(data) ║
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║ ║
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║ 🔸 *OnHideWindow() - 【按需重写】隐藏时清理 ║
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║ • 时机:窗口隐藏时调用 ║
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║ • 用途:暂停逻辑,保存状态,停止动画 ║
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║ • 示例:暂停倒计时,保存输入内容,停止音效 ║
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║ • 注意:建议调用 base.OnHideWindow() 确保事件发送 ║
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║ ║
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║ 🔸 *OnRelease() - 【重要重写】资源释放 ║
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║ • 时机:窗口销毁时调用 ║
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║ • 用途:释放资源,取消订阅,清理引用 ║
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║ • 示例:取消事件监听,释放Tween,清理对象池 ║
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║ • 注意:必须调用 base.OnRelease() 确保基类资源释放 ║
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║ ║
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║ 【其他说明】 ║
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║ • AutoBindField: 自动绑定字段,通常由代码生成工具处理,手动重写较少 ║
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║ • RefreshWithData: 数据刷新函数,窗口已初始化时调用OnDataRefresh,未初始化时报错 ║
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║ • Init: 初始化函数,确保窗口只初始化一次,包含OnBeforeInit、DoInit、OnInit的完整流程 ║
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║ • ShowWindow: 显示窗口的公共接口,内部调用私有的Show函数执行实际显示逻辑 ║
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║ • 架构特点: Init和Show分离,支持窗口预初始化,然后在需要时显示 ║
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║ • 重写虚函数时,根据需要决定是否调用 base.OnXxx(),具体见上述说明 ║
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║ ║
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╚══════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════════╝
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*/
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#region Private Helper Methods
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/// <summary>
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/// 尝试绑定背景关闭按钮
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/// </summary>
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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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if (clickAudio.IsPlayAudio && !string.IsNullOrEmpty(clickAudio.AudioKey))
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AudioManager.Instance.PlayAudio(clickAudio.AudioKey);
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else
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{
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CommonUtilsFramework.PlayUICommonSound();
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}
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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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#endregion
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#region Core Lifecycle Methods
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/// <summary>
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/// 初始化窗口
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/// </summary>
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/// <param name="data">传入数据</param>
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public void Init(object data = null)
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{
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OnBeforeInit(data);
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if (isInited)
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{
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DebugUtil.LogWarning("window : {0} already inited", WindowName);
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}
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else
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{
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DoInit();
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OnInit();
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isInited = true;
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}
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}
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/// <summary>
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/// 执行基础初始化
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/// </summary>
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private void DoInit()
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{
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_isShow = false;
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_bDoNotSetMainCamera = UIManager.Instance.GetIsNotSetCameraByPath(WindowName);
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IsShowOpenAnim = UIManager.Instance.GetIsAutoPlayAnim(WindowName);
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AutoBindField();
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InitScreenAdaption();
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_TryBindBgClose();
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}
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/// <summary>
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/// 使用新数据刷新窗口内容
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/// </summary>
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/// <param name="data">新的数据</param>
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public void RefreshWithData(object data)
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{
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if (isInited)
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{
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OnDataRefresh(data);
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}
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else
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{
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DebugUtil.LogError("window : {0} not inited", WindowName);
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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">关闭类型</param>
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/// <param name="forceShowAnim">强制设置动画,0不管,1强制开,-1强制不开</param>
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/// <param name="isOpenMainCamera">是否打开主相机</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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IsClosing = true;
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DebugUtil.LogG($"关闭UI:{WindowName}, closeType{closeType}");
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if (UIManager.Instance.CheckWindowIsFullScreen(this))
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{
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if (!_bDoNotSetMainCamera)
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{
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CameraManager.Instance.SetMainCameraActive(isOpenMainCamera);
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}
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}
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if (closeType == UIWindowCloseType.HideAndDestroy)
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{
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var last = UIManager.Instance.GetLast();
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if (last == this)
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{
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DebugUtil.LogG($"PopWindow{this.WindowName}");
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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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//调试
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//isShowCloseAnim = false;
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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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IsClosing = false;
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});
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}
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else
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{
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UIManager.Instance.RemoveWindow(mWindowName);
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DestroyWindow();
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IsClosing = false;
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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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IsClosing = false;
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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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IsClosing = false;
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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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IsClosing = false;
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}
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}
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#endregion
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#region Private Internal Methods
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/// <summary>
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/// 执行实际的显示逻辑
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/// </summary>
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private void DoShow()
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{
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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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gameObject.SetActive(true);
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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 (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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}
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/// <summary>
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/// 隐藏窗口
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/// </summary>
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/// <param name="isOnlyHide">是否仅隐藏</param>
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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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if (!isOnlyHide)
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{
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OnHideWindow();
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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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/// <summary>
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/// 关闭时的内部处理
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/// </summary>
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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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DebugUtil.LogG($"UI出栈,{WindowName}");
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}
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}
|
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for (int i = UIManager.Instance.UiWindowStack.Count - 1; i >= 0; i--)
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{
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var latestWindow = UIManager.Instance.UiWindowStack[i];
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latestWindow.ShowWindow();
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if (UIManager.Instance.CheckWindowIsFullScreen(latestWindow))
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break;
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}
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}
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else
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{
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UIManager.Instance.ForceRemoveWindow(this);
|
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}
|
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}
|
||
|
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/// <summary>
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/// 销毁窗口
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/// </summary>
|
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private void DestroyWindow()
|
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{
|
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DebugUtil.LogG($"DestroyWindow:{WindowName}");
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OnHideWindow();
|
||
|
||
if (gameObject)
|
||
{
|
||
if (isInited)
|
||
{
|
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OnRelease();
|
||
isInited = false;
|
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}
|
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if(UIManager.Instance.UIWindowObjDic.ContainsKey(gameObject))
|
||
{
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UIManager.Instance.UIWindowObjDic.Remove(gameObject);
|
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}
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UnityEngine.Object.Destroy(gameObject);
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}
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AssetManager.Instance.Unload(string.Format(UIManager.UI_PREFAB_PATH, mWindowName), true);
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gameObject = null;
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}
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||
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#endregion
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||
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#region Public Interface
|
||
|
||
/// <summary>
|
||
/// 隐藏窗口(公共接口)
|
||
/// </summary>
|
||
/// <param name="isOnlyHide">是否仅隐藏</param>
|
||
public void HideWindow(bool isOnlyHide = false)
|
||
{
|
||
Hide(isOnlyHide);
|
||
}
|
||
|
||
|
||
/// <summary>
|
||
/// 显示窗口(公共接口)
|
||
/// </summary>
|
||
/// <param name="data">传入数据</param>
|
||
public void ShowWindow(object data = null)
|
||
{
|
||
//未被唤醒不执行Show
|
||
if (IsUnEnabled)
|
||
{
|
||
return;
|
||
}
|
||
|
||
OnBeforeShow(data);
|
||
DoShow();
|
||
_isShow = true;
|
||
OnAfterShow(data);
|
||
EventManager.Instance.Send(EventManager.EventName.UIOpen, WindowName);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Virtual Methods (Override Points)
|
||
|
||
/// <summary>
|
||
/// 窗口预处理钩子函数(生命周期方法)
|
||
/// 在 AutoBindField() 和 OnInit() 之前调用,用于窗口初始化前的准备工作
|
||
/// </summary>
|
||
/// <param name="data">传入数据</param>
|
||
protected virtual void OnBeforeInit(object data = null)
|
||
{
|
||
}
|
||
|
||
/// <summary>
|
||
/// 显示前钩子函数
|
||
/// 在窗口显示之前调用,用于显示前的准备工作
|
||
/// </summary>
|
||
/// <param name="data">传入数据</param>
|
||
protected virtual void OnBeforeShow(object data)
|
||
{
|
||
}
|
||
|
||
/// <summary>
|
||
/// 显示后钩子函数
|
||
/// 在窗口显示之后调用,用于显示后的业务逻辑处理
|
||
/// </summary>
|
||
/// <param name="data">传入数据</param>
|
||
protected virtual void OnAfterShow(object data)
|
||
{
|
||
}
|
||
|
||
/// <summary>
|
||
/// 隐藏窗口时调用的回调函数
|
||
/// </summary>
|
||
protected virtual void OnHideWindow()
|
||
{
|
||
EventManager.Instance.Send(EventManager.EventName.UIClose, WindowName);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 数据刷新时调用的回调函数
|
||
/// </summary>
|
||
/// <param name="data">新的数据</param>
|
||
protected virtual void OnDataRefresh(object data) { }
|
||
|
||
/// <summary>
|
||
/// 初始化UI状态,设置默认值
|
||
/// 在 DoInit(基础初始化)之后调用,用于子类的UI初始化逻辑
|
||
/// </summary>
|
||
public virtual void OnInit(){}
|
||
|
||
/// <summary>
|
||
/// 自动绑定字段
|
||
/// </summary>
|
||
protected virtual void AutoBindField()
|
||
{
|
||
}
|
||
|
||
/// <summary>
|
||
/// 释放资源,取消订阅,清理引用
|
||
/// 对应OnInit,在销毁界面时调用,子类必须调用 base.OnRelease()
|
||
/// </summary>
|
||
public virtual void OnRelease()
|
||
{
|
||
EventManager.Instance.Send(EventManager.EventName.UIDestroy, WindowName);
|
||
|
||
UnLoad();
|
||
_openAnimSeq?.Kill();
|
||
|
||
// 清理资源引用管理器
|
||
_assetReferenceManager?.Dispose();
|
||
_assetReferenceManager = null;
|
||
|
||
// 清理刘海屏适配器
|
||
_notchScreenAdapter = null;
|
||
|
||
// 清理GraphicRaycaster管理器
|
||
_graphicRaycasterManager = null;
|
||
}
|
||
|
||
#endregion
|
||
}
|