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

154 lines
3.2 KiB
C#
Raw Blame History

This file contains invisible Unicode characters!

This file contains invisible Unicode characters that may be processed differently from what appears below. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to reveal hidden characters.

This file contains ambiguous Unicode characters that may be confused with others in your current locale. If your use case is intentional and legitimate, you can safely ignore this warning. Use the Escape button to highlight these characters.

using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using PhxhSDK;
using UnityEngine;
using UnityEngine.UI;
using Object = UnityEngine.Object;
[Obsolete("UINode废弃列表item数据和组件请在相关UIWindow里声明相关类")]
public class UINode: MonoBehaviour
{
protected List<string> LoadedAssets = new List<string>();
protected bool isAutoCraete = true;
//private UINodeLogic _nodeLogic;
public static UINode LoadNode()
{
return null;
}
protected void ClearBind(Button button)
{
if (button)
{
button.onClick.RemoveAllListeners();
}
}
protected void BindButton(Button button, Action func)
{
if (!button)
return;
button.onClick.AddListener(() =>
{
func?.Invoke();
});
}
protected void BindButton<T>(Button button, Action<T> func, T param)
{
if (!button)
return;
button.onClick.AddListener(() =>
{
func?.Invoke(param);
});
}
protected void BindButton<T,TK>(Button button, Action<T,TK> func, T param1, TK param2)
{
if (!button)
return;
button.onClick.AddListener(() =>
{
func?.Invoke(param1, param2);
});
}
protected T _GetComponent<T>(string path) where T: Behaviour
{
if (!transform)
return null;
if (!transform.Find(path))
{
return null;
}
var compGo = transform.Find(path).gameObject;
if (compGo)
{
return compGo.GetComponent<T>();
}
DebugUtil.LogError($"{name}未找到组件{typeof(T).Name} {path}");
return null;
}
protected GameObject _FindObj(string path)
{
if (!transform.Find(path))
{
return null;
}
var compGo = transform.Find(path).gameObject;
if (compGo)
{
return compGo;
}
DebugUtil.LogError($"{name}未找到节点:{path}");
return null;
}
protected async UniTask<T> LoadAssetAsync<T>(string path) where T : Object
{
var asset = await AssetManager.Instance.LoadAssetAsync<T>(path);
if (!LoadedAssets.Contains(path))
{
LoadedAssets.Add(path);
}
return asset;
}
private void Awake()
{
OnAwake();
}
public virtual void OnAwake()
{
if (isAutoCraete)
{
//_nodeLogic = UIManager.Instance.CreateNewNode(this);
}
}
public virtual void OnStart()
{
}
public virtual void OnUpdate()
{
//_nodeLogic.OnUpdate();
}
public virtual void SetData(object data)
{
}
public virtual void OnShow()
{
}
public virtual void OnHide()
{
}
public virtual void Destroy()
{
//UIManager.Instance.DestroyNode(_nodeLogic);
}
protected virtual void OnRelease()
{
for (int i = 0; i < LoadedAssets.Count; i++)
{
AssetManager.Instance.Unload(LoadedAssets[i]);
}
LoadedAssets.Clear();
}
}