111
This commit is contained in:
@@ -0,0 +1,235 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Threading.Tasks;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Stary.Evo.UIFarme
|
||||
{
|
||||
public interface ISpriteRenderSystem : ISystem
|
||||
{
|
||||
/// <summary>
|
||||
/// UI的入栈操作,此操作会显示一个面板
|
||||
/// </summary>
|
||||
Task PushQueue<T>(string packageName, string prefabName, Transform parent = null)
|
||||
where T : IBaseRenderPanel, new();
|
||||
|
||||
/// <summary>
|
||||
/// UI的入栈操作,此操作会显示一个面板
|
||||
/// </summary>
|
||||
Task PushStack<T>(Transform parent = null, string packageName = null) where T : IBaseRenderPanel, new();
|
||||
|
||||
/// <summary>
|
||||
/// 执行面板的出栈操作,此操作会执行面板的OnExit方法
|
||||
/// </summary>
|
||||
void PopStack();
|
||||
|
||||
/// <summary>
|
||||
/// 执行面板的出栈操作,此操作会执行面板的OnExit方法
|
||||
/// </summary>
|
||||
void PopQueue<T>() where T : IBaseRenderPanel, new();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 面板全部出栈此操作会执行面板的OnExit方法
|
||||
/// </summary>
|
||||
void PopAll();
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 返回存储面板实例的字典
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
Dictionary<string, IBaseRenderPanel> Get_Dic();
|
||||
|
||||
IBaseRenderPanel GetPanel(string PanelName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 面板管理器,用栈来存储UI
|
||||
/// </summary>
|
||||
public class SpriteRendererSystem : AbstractSystem, ISpriteRenderSystem
|
||||
{
|
||||
/// <summary>
|
||||
/// 存储普通UI面板
|
||||
/// </summary>
|
||||
private List<IBaseRenderPanel> queuePanel;
|
||||
|
||||
/// <summary>
|
||||
/// 存储堆栈UI面板
|
||||
/// </summary>
|
||||
private Stack<IBaseRenderPanel> stackPanel;
|
||||
|
||||
/// <summary>
|
||||
/// 存储所有UI信息的字典,每个UI信息都会对应一个GameObject
|
||||
/// </summary>
|
||||
private Dictionary<string, IBaseRenderPanel> dicUI;
|
||||
|
||||
|
||||
protected override void OnInit()
|
||||
{
|
||||
stackPanel = new Stack<IBaseRenderPanel>();
|
||||
queuePanel = new List<IBaseRenderPanel>();
|
||||
dicUI = new Dictionary<string, IBaseRenderPanel>();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI的入栈操作,此操作会显示一个面板
|
||||
/// </summary>
|
||||
/// <param name="parent"></param>
|
||||
/// <param name="packageName">非热更模式传null</param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public async Task PushQueue<T>(string packageName, string prefabName, Transform parent = null)
|
||||
where T : IBaseRenderPanel, new()
|
||||
{
|
||||
IBaseRenderPanel nextPanel = null;
|
||||
if (!dicUI.ContainsKey(prefabName))
|
||||
{
|
||||
nextPanel = new T();
|
||||
nextPanel.UIName = prefabName;
|
||||
await nextPanel.InitializeAsync(this);
|
||||
nextPanel.SetPanelParent(parent);
|
||||
GameObject panelGo = await nextPanel.CreatePanel(packageName, prefabName);
|
||||
///生成面板后,进行初始化操作
|
||||
await nextPanel.InitializeAsync(panelGo);
|
||||
dicUI.Add(prefabName, nextPanel);
|
||||
}
|
||||
else
|
||||
{
|
||||
for (int i = 0; i < queuePanel.Count; i++)
|
||||
{
|
||||
if (queuePanel[i].GetType().Name == prefabName)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
nextPanel = dicUI[prefabName];
|
||||
}
|
||||
|
||||
queuePanel.Add(nextPanel);
|
||||
nextPanel.OnEnter();
|
||||
//TOOD
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// UI的入栈操作,此操作会显示一个面板
|
||||
/// </summary>
|
||||
/// <param name="parent"></param>
|
||||
/// <param name="packageName">非热更模式传null</param>
|
||||
/// <typeparam name="T"></typeparam>
|
||||
public async Task PushStack<T>(Transform parent = null, string packageName = null)
|
||||
where T : IBaseRenderPanel, new()
|
||||
{
|
||||
var prefabName = typeof(T).Name;
|
||||
if (string.IsNullOrEmpty(prefabName))
|
||||
{
|
||||
prefabName = typeof(T).Name;
|
||||
}
|
||||
|
||||
IBaseRenderPanel nextPanel = null;
|
||||
if (!dicUI.ContainsKey(prefabName))
|
||||
{
|
||||
nextPanel = new T();
|
||||
nextPanel.UIName = prefabName;
|
||||
await nextPanel.InitializeAsync(this);
|
||||
nextPanel.SetPanelParent(parent);
|
||||
GameObject panelGo = await nextPanel.CreatePanel(packageName, prefabName);
|
||||
///生成面板后,进行初始化操作
|
||||
await nextPanel.InitializeAsync(panelGo);
|
||||
|
||||
dicUI.Add(prefabName, nextPanel);
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var panel in stackPanel)
|
||||
{
|
||||
if (panel.GetType().Name == prefabName)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
nextPanel = dicUI[prefabName];
|
||||
}
|
||||
|
||||
if (stackPanel.Count > 0)
|
||||
{
|
||||
stackPanel.Peek().OnExit();
|
||||
}
|
||||
|
||||
stackPanel.Push(nextPanel);
|
||||
nextPanel.OnEnter();
|
||||
}
|
||||
|
||||
|
||||
public void PopQueue<T>() where T : IBaseRenderPanel, new()
|
||||
{
|
||||
string panelName = typeof(T).Name;
|
||||
|
||||
|
||||
for (int i = 0; i < queuePanel.Count; i++)
|
||||
{
|
||||
if (queuePanel[i].GetType().Name == panelName)
|
||||
{
|
||||
queuePanel[i].OnExit();
|
||||
queuePanel.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void PopStack()
|
||||
{
|
||||
if (stackPanel.Count > 0)
|
||||
{
|
||||
stackPanel.Pop().OnExit();
|
||||
}
|
||||
|
||||
if (stackPanel.Count > 0)
|
||||
{
|
||||
stackPanel.Peek().OnEnter();
|
||||
}
|
||||
}
|
||||
|
||||
public void PopAll()
|
||||
{
|
||||
while (stackPanel.Count > 0)
|
||||
stackPanel.Pop().OnExit();
|
||||
foreach (var panel in queuePanel)
|
||||
{
|
||||
panel.OnExit();
|
||||
}
|
||||
|
||||
queuePanel.Clear();
|
||||
}
|
||||
|
||||
|
||||
public Dictionary<string, IBaseRenderPanel> Get_Dic()
|
||||
{
|
||||
if (dicUI.Count > 0)
|
||||
{
|
||||
return dicUI;
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public IBaseRenderPanel GetPanel(string PanelName)
|
||||
{
|
||||
if (dicUI.ContainsKey(PanelName))
|
||||
{
|
||||
return dicUI[PanelName];
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public override void Dispose()
|
||||
{
|
||||
PopAll();
|
||||
stackPanel = null;
|
||||
queuePanel = null;
|
||||
dicUI = null;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user