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- using System;
- using System.Collections.Generic;
- using Fort23.Core;
- using Fort23.UTool;
- using UnityEngine;
- using Object = UnityEngine.Object;
- namespace Fort23.Mono
- {
- /// <summary>
- /// 打开一个UI的流程是:
- /// 1.生成Entity脚本
- /// 2.通过Init方法获取到数据
- /// 3.如果数据获取失败了,则界面打开失败,直接调用Entity的Dispose方法销毁;如果数据获取成功则调用Show展示界面。
- /// </summary>
- public class UIBase : Entity
- {
- private RectTransform _transform;
- public RectTransform transform => _transform;
- public GameObject GObjectPoolInterface;
- /// <summary>
- /// 序列化数据,用于拖动使用
- /// </summary>
- protected ReferenceCollector _referenceCollector;
- protected bool _isShow;
- /// <summary>
- /// 标记是否打开状态
- /// </summary>
- public bool isShow
- {
- get { return _isShow; }
- set { _isShow = value; }
- }
- /// <summary>
- /// 是否添加了button事件
- /// </summary>
- private bool _isAddButtonEvent;
- /// <summary>
- /// 是否启用动画
- /// </summary>
- public bool isActiveAnima;
- public Animator Animator;
- /// <summary>
- /// 结束动画的长度
- /// </summary>
- protected long _closeAnimationTimeCount;
- /// <summary>
- /// 开始动画的长度
- /// </summary>
- protected long _openAnimationTimeCount;
- /// <summary>
- /// 是否展示完成
- /// </summary>
- public bool IsShowComplete = true;
- public CTask hideCtask;
-
-
- protected CTask showcCTask;
- /// <summary>
- /// 这个方法可以用来替代Awake,直接重写就可以不注册Awake系统了。
- /// </summary>
- /// <param name="gObjectPoolInterface"></param>
- public virtual async CTask SetUIGameObject(GameObject gObjectPoolInterface)
- {
- GObjectPoolInterface = gObjectPoolInterface;
- _transform = gObjectPoolInterface.GetComponent<RectTransform>();
-
- _referenceCollector = gObjectPoolInterface.GetComponent<ReferenceCollector>();
- Animator = gObjectPoolInterface.GetComponent<Animator>();
- // this.isActiveAnima = isActiveAnima;
- if (!_isAddButtonEvent)
- {
- AddButtonEvent();
- _isAddButtonEvent = true;
- }
- if (Animator != null && Animator.runtimeAnimatorController != null )
- {
- Animator.updateMode = AnimatorUpdateMode.UnscaledTime;
- foreach (var animatorClip in Animator.runtimeAnimatorController.animationClips)
- {
- if (animatorClip.name.Contains("close") || animatorClip.name.Contains("Close"))
- {
- _closeAnimationTimeCount = (long)(animatorClip.length * 1000);
- }
- if (animatorClip.name.Contains("open") || animatorClip.name.Contains("Open"))
- {
- _openAnimationTimeCount = (long)(animatorClip.length * 1000);
- }
- }
- }
- }
- /// <summary>
- /// UI一次打开的时候调用一次,后面就不会再调用
- /// </summary>
- public virtual void AddButtonEvent()
- {
- }
- public override bool IsUpdate()
- {
- if (GObjectPoolInterface == null)
- {
- return false;
- }
- return GObjectPoolInterface.activeInHierarchy;
- }
- /// <summary>
- /// 获取UI拖动的部件信息
- /// </summary>
- /// <param name="key"></param>
- /// <typeparam name="T"></typeparam>
- /// <returns></returns>
- public T GetUIUnit<T>(string key) where T : class
- {
- return _referenceCollector.Get<T>(key);
- }
- /// <summary>
- /// 初始化相关数据(针对内部请求初始化) 可使用异步等待 与自动化Init 区分开
- /// 先初始化数据,然后再打开界面,可以避免某些界面先打开后才被初始化
- /// </summary>
- /// <returns></returns>
- public virtual async CTask<bool> AsyncInit(object[] uiData)
- {
- try
- {
- CTask<bool> cTask = CTask<bool>.Create();
- cTask.SetResult(true);
- return await cTask;
- }
- catch (Exception e)
- {
- LogTool.Exception(e);
- }
- return default;
- }
- /// <summary>
- /// 打开界面
- /// </summary>
- public virtual async CTask Open()
- {
- await Show();
- }
- public virtual CTask Show()
- {
- if (GObjectPoolInterface == null)
- {
- return null;
- }
- CTask cTask = CTask.Create();
- _isShow = true;
- GObjectPoolInterface.SetActive(true);
- if (timerEntity != null)
- {
- TimerComponent.Instance.Remove(timerEntity);
- }
- if (openTimerEntity != null)
- {
- TimerComponent.Instance.Remove(openTimerEntity);
- }
- ShowAnimator();
- cTask.SetResult();
- return cTask;
- }
- public virtual void ShowAnimator()
- {
- showcCTask = CTask.Create(false);
- TimerComponent.Instance.Remove(openTimerEntity);
- if (Animator != null && isActiveAnima)
- {
- if (_openAnimationTimeCount > 0)
- {
- Animator.Play("open", 0, 0.01f);
- Animator.Update(0.01f);
- openTimerEntity = TimerComponent.Instance.AddTimer(_openAnimationTimeCount, delegate
- {
- showcCTask.SetResult();
- });
- }
- else
- {
- showcCTask.SetResult();
- }
- }
- else
- {
- showcCTask.SetResult();
- }
- }
- protected TimerEntity timerEntity;
- protected TimerEntity openTimerEntity;
- //等大show动画播放完毕
- public async CTask WaitShowAnimOver()
- {
- await showcCTask;
- }
-
- /// <summary>
- /// 隐藏界面
- /// </summary>
- public virtual async void Hide()
- {
- hideCtask = CTask.Create(false);
- _isShow = false;
- if (Animator != null && isActiveAnima)
- {
- Animator.Play("close");
- if (timerEntity != null)
- {
- TimerComponent.Instance.Remove(timerEntity);
- }
- timerEntity = TimerComponent.Instance.AddTimer(_closeAnimationTimeCount,
- () =>
- {
- if (GObjectPoolInterface != null)
- {
- GObjectPoolInterface.SetActive(false);
- }
-
- hideCtask.SetResult();
- });
- }
- else
- {
- if (GObjectPoolInterface != null)
- {
- GObjectPoolInterface.SetActive(false);
- }
- hideCtask.SetResult();
- }
- }
- public async CTask PlayAnim(string anmiName)
- {
- CTask cTask = CTask.Create();
- long animaTimeCount = 0;
- if (Animator != null && Animator.runtimeAnimatorController != null && isActiveAnima == true)
- {
- Animator.updateMode = AnimatorUpdateMode.UnscaledTime;
- foreach (var animatorClip in Animator.runtimeAnimatorController.animationClips)
- {
- if (animatorClip.name.Contains(anmiName))
- {
- animaTimeCount = (long)(animatorClip.length * 1000);
- }
- }
- }
- Animator.Play(anmiName);
- TimerComponent.Instance.AddTimer(animaTimeCount,
- () => { cTask?.SetResult(); });
- await cTask;
- }
- public override async void Dispose()
- {
- if (GObjectPoolInterface != null)
- {
- OnDestroy();
- GameObject.Destroy(GObjectPoolInterface);
- GObjectPoolInterface = null;
- }
- base.Dispose();
- }
- protected virtual void OnDestroy()
- {
- }
- }
- }
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