2025-04-22 17:16:40 +08:00

566 lines
17 KiB
C#

using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using TEngine;
using UnityEngine;
namespace GameLogic
{
/// <summary>
/// UI基类。
/// </summary>
public class UIBase
{
/// <summary>
/// UI类型。
/// </summary>
public enum UIType
{
/// <summary>
/// 类型无。
/// </summary>
None,
/// <summary>
/// 类型Windows。
/// </summary>
Window,
/// <summary>
/// 类型Widget。
/// </summary>
Widget,
}
/// <summary>
/// 所属UI父节点。
/// </summary>
protected UIBase _parent = null;
/// <summary>
/// UI父节点。
/// </summary>
public UIBase Parent => _parent;
/// <summary>
/// 自定义数据集。
/// </summary>
protected System.Object[] _userDatas;
/// <summary>
/// 自定义数据。
/// </summary>
public System.Object UserData
{
get
{
if (_userDatas != null && _userDatas.Length >= 1)
{
return _userDatas[0];
}
else
{
return null;
}
}
}
/// <summary>
/// 自定义数据集。
/// </summary>
public System.Object[] UserDatas => _userDatas;
/// <summary>
/// 窗口的实例资源对象。
/// </summary>
// ReSharper disable once InconsistentNaming
public virtual GameObject gameObject { protected set; get; }
/// <summary>
/// 窗口位置组件。
/// </summary>
// ReSharper disable once InconsistentNaming
public virtual Transform transform { protected set; get; }
/// <summary>
/// 窗口矩阵位置组件。
/// </summary>
// ReSharper disable once InconsistentNaming
public virtual RectTransform rectTransform { protected set; get; }
/// <summary>
/// UI类型。
/// </summary>
public virtual UIType Type => UIType.None;
/// <summary>
/// 资源是否准备完毕。
/// </summary>
public bool IsPrepare { protected set; get; }
/// <summary>
/// UI子组件列表。
/// </summary>
internal readonly List<UIWidget> ListChild = new List<UIWidget>();
/// <summary>
/// 存在Update更新的UI子组件列表。
/// </summary>
protected List<UIWidget> _listUpdateChild = null;
/// <summary>
/// 是否持有Update行为。
/// </summary>
protected bool _updateListValid = false;
/// <summary>
/// 代码自动生成绑定。
/// </summary>
protected virtual void ScriptGenerator()
{
}
/// <summary>
/// 绑定UI成员元素。
/// </summary>
protected virtual void BindMemberProperty()
{
}
/// <summary>
/// 注册事件。
/// </summary>
protected virtual void RegisterEvent()
{
}
/// <summary>
/// 窗口创建。
/// </summary>
protected virtual void OnCreate()
{
}
/// <summary>
/// 窗口刷新。
/// </summary>
protected virtual void OnRefresh()
{
}
/// <summary>
/// 是否需要Update。
/// </summary>
protected bool _hasOverrideUpdate = true;
/// <summary>
/// 窗口更新。
/// </summary>
protected virtual void OnUpdate()
{
_hasOverrideUpdate = false;
}
internal void CallDestroy()
{
OnDestroy();
}
/// <summary>
/// 窗口销毁。
/// </summary>
protected virtual void OnDestroy()
{
}
/// <summary>
/// 当触发窗口的层级排序。
/// </summary>
protected virtual void OnSortDepth(int depth)
{
}
/// <summary>
/// 当因为全屏遮挡触或者窗口可见性触发窗口的显隐。
/// </summary>
protected virtual void OnSetVisible(bool visible)
{
}
internal void SetUpdateDirty()
{
_updateListValid = false;
if (Parent != null)
{
Parent.SetUpdateDirty();
}
}
#region FindChildComponent
public Transform FindChild(string path)
{
return FindChildImp(rectTransform, path);
}
public Transform FindChild(Transform trans, string path)
{
return FindChildImp(trans, path);
}
public T FindChildComponent<T>(string path) where T : Component
{
return FindChildComponentImp<T>(rectTransform, path);
}
public T FindChildComponent<T>(Transform trans, string path) where T : Component
{
return FindChildComponentImp<T>(trans, path);
}
private static Transform FindChildImp(Transform transform, string path)
{
var findTrans = transform.Find(path);
return findTrans != null ? findTrans : null;
}
private static T FindChildComponentImp<T>(Transform transform, string path) where T : Component
{
var findTrans = transform.Find(path);
if (findTrans != null)
{
return findTrans.gameObject.GetComponent<T>();
}
return null;
}
#endregion
#region UIEvent
private GameEventMgr _eventMgr;
protected GameEventMgr EventMgr
{
get
{
if (_eventMgr == null)
{
_eventMgr = MemoryPool.Acquire<GameEventMgr>();
}
return _eventMgr;
}
}
public void AddUIEvent(int eventType, Action handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T>(int eventType, Action<T> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U>(int eventType, Action<T, U> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V>(int eventType, Action<T, U, V> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V, W>(int eventType, Action<T, U, V, W> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void RemoveAllUIEvent()
{
if (_eventMgr != null)
{
MemoryPool.Release(_eventMgr);
}
}
#endregion
#region UIWidget
/// <summary>
/// 创建UIWidget通过父UI位置节点。
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="goPath">父UI位置节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidget<T>(string goPath, bool visible = true) where T : UIWidget, new()
{
var goRootTrans = FindChild(goPath);
if (goRootTrans != null)
{
return CreateWidget<T>(goRootTrans.gameObject, visible);
}
return null;
}
/// <summary>
/// 创建UIWidget通过父UI位置节点。
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="parentTrans"></param>
/// <param name="goPath">父UI位置节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidget<T>(Transform parentTrans, string goPath, bool visible = true) where T : UIWidget, new()
{
var goRootTrans = FindChild(parentTrans, goPath);
if (goRootTrans != null)
{
return CreateWidget<T>(goRootTrans.gameObject, visible);
}
return null;
}
/// <summary>
/// 创建UIWidget通过游戏物体。
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="goRoot">游戏物体。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidget<T>(GameObject goRoot, bool visible = true) where T : UIWidget, new()
{
var widget = new T();
if (widget.Create(this, goRoot, visible))
{
return widget;
}
return null;
}
/// <summary>
/// 创建UIWidget通过资源定位地址。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="assetLocation">资源定位地址。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidgetByPath<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
GameObject goInst = UIModule.Resource.LoadGameObject(assetLocation, parent: parentTrans);
return CreateWidget<T>(goInst, visible);
}
/// <summary>
/// 创建UIWidget通过资源定位地址。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="assetLocation">资源定位地址。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public async UniTask<T> CreateWidgetByPathAsync<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
GameObject goInst = await UIModule.Resource.LoadGameObjectAsync(assetLocation, parentTrans, gameObject.GetCancellationTokenOnDestroy());
return CreateWidget<T>(goInst, visible);
}
/// <summary>
/// 根据prefab或者模版来创建新的 widget。
/// </summary>
/// <param name="goPrefab">资源创建副本。</param>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidgetByPrefab<T>(GameObject goPrefab, Transform parentTrans = null, bool visible = true) where T : UIWidget, new()
{
var widget = new T();
if (!widget.CreateByPrefab(this, goPrefab, parentTrans, visible))
{
return null;
}
return widget;
}
/// <summary>
/// 通过UI类型来创建widget。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidgetByType<T>(Transform parentTrans, bool visible = true) where T : UIWidget, new()
{
return CreateWidgetByPath<T>(parentTrans, typeof(T).Name, visible);
}
/// <summary>
/// 通过UI类型来创建widget。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public async UniTask<T> CreateWidgetByTypeAsync<T>(Transform parentTrans, bool visible = true) where T : UIWidget, new()
{
return await CreateWidgetByPathAsync<T>(parentTrans, typeof(T).Name, visible);
}
/// <summary>
/// 调整图标数量。
/// </summary>
/// <remarks>常用于Icon创建。</remarks>
/// <param name="listIcon">存放Icon的列表。</param>
/// <param name="number">创建数目。</param>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="prefab">资产副本。</param>
/// <param name="assetPath">资产地址。</param>
/// <typeparam name="T">图标类型。</typeparam>
public void AdjustIconNum<T>(List<T> listIcon, int number, Transform parentTrans, GameObject prefab = null, string assetPath = "")
where T : UIWidget, new()
{
if (listIcon == null)
{
listIcon = new List<T>();
}
if (listIcon.Count < number)
{
int needNum = number - listIcon.Count;
for (int iconIdx = 0; iconIdx < needNum; iconIdx++)
{
T tmpT = prefab == null ? CreateWidgetByType<T>(parentTrans) : CreateWidgetByPrefab<T>(prefab, parentTrans);
listIcon.Add(tmpT);
}
}
else if (listIcon.Count > number)
{
RemoveUnUseItem<T>(listIcon, number);
}
}
/// <summary>
/// 异步调整图标数量。
/// </summary>
/// <param name="listIcon"></param>
/// <param name="tarNum"></param>
/// <param name="parentTrans"></param>
/// <param name="prefab"></param>
/// <param name="assetPath"></param>
/// <param name="maxNumPerFrame"></param>
/// <param name="updateAction"></param>
/// <typeparam name="T"></typeparam>
public void AsyncAdjustIconNum<T>(List<T> listIcon, int tarNum, Transform parentTrans, GameObject prefab = null,
string assetPath = "", int maxNumPerFrame = 5,
Action<T, int> updateAction = null) where T : UIWidget, new()
{
AsyncAdjustIconNumInternal(listIcon, tarNum, parentTrans, maxNumPerFrame, updateAction, prefab, assetPath).Forget();
}
/// <summary>
/// 异步创建接口。
/// </summary>
/// <param name="listIcon"></param>
/// <param name="tarNum"></param>
/// <param name="parentTrans"></param>
/// <param name="maxNumPerFrame"></param>
/// <param name="updateAction"></param>
/// <param name="prefab"></param>
/// <param name="assetPath"></param>
/// <typeparam name="T"></typeparam>
private async UniTaskVoid AsyncAdjustIconNumInternal<T>(List<T> listIcon, int tarNum, Transform parentTrans, int maxNumPerFrame,
Action<T, int> updateAction, GameObject prefab, string assetPath) where T : UIWidget, new()
{
if (listIcon == null)
{
listIcon = new List<T>();
}
int createCnt = 0;
for (int i = 0; i < tarNum; i++)
{
T tmpT = null;
if (i < listIcon.Count)
{
tmpT = listIcon[i];
}
else
{
if (prefab == null)
{
tmpT = await CreateWidgetByPathAsync<T>(parentTrans, assetPath);
}
else
{
tmpT = CreateWidgetByPrefab<T>(prefab, parentTrans);
}
listIcon.Add(tmpT);
}
int index = i;
if (updateAction != null)
{
updateAction(tmpT, index);
}
createCnt++;
if (createCnt >= maxNumPerFrame)
{
createCnt = 0;
await UniTask.Yield();
}
}
if (listIcon.Count > tarNum)
{
RemoveUnUseItem(listIcon, tarNum);
}
}
private void RemoveUnUseItem<T>(List<T> listIcon, int tarNum) where T : UIWidget
{
var removeIcon = new List<T>();
for (int iconIdx = 0; iconIdx < listIcon.Count; iconIdx++)
{
var icon = listIcon[iconIdx];
if (iconIdx >= tarNum)
{
removeIcon.Add(icon);
}
}
for (var index = 0; index < removeIcon.Count; index++)
{
var icon = removeIcon[index];
listIcon.Remove(icon);
icon.OnDestroy();
icon.OnDestroyWidget();
ListChild.Remove(icon);
if (icon.gameObject != null)
{
UnityEngine.Object.Destroy(icon.gameObject);
}
}
}
#endregion
}
}