111
All checks were successful
Plugin Library CI / publish (00.BuildOriginality) (push) Successful in 5s
Plugin Library CI / publish (00.StaryEvo) (push) Successful in 7s
Plugin Library CI / publish (00.StaryEvoTools) (push) Successful in 22s
Plugin Library CI / publish (01.HybridCLR) (push) Successful in 7s
Plugin Library CI / publish (02.InformationSave) (push) Successful in 3s
Plugin Library CI / publish (03.YooAsset) (push) Successful in 35s
Plugin Library CI / publish (04.AudioCore) (push) Successful in 3s
Plugin Library CI / publish (05.TableTextConversion) (push) Successful in 4s
Plugin Library CI / publish (06.UIFarme) (push) Successful in 18s
Plugin Library CI / publish (07.RKTools) (push) Successful in 3s
Plugin Library CI / publish (11.PointCloudTools) (push) Successful in 4s
Plugin Library CI / publish (12.WeixinMinigame) (push) Successful in 1m5s
Plugin Library CI / publish (08.UniTask) (push) Successful in 4s
Plugin Library CI / publish (09.CodeChecker) (push) Successful in 19s
Plugin Library CI / publish (10.StoryEditor) (push) Successful in 5s
Plugin Library CI / publish (10.XNode) (push) Successful in 3s

This commit is contained in:
2026-05-15 13:43:34 +08:00
parent 97d4ff0450
commit 383c334675
25 changed files with 253 additions and 60 deletions

View File

@@ -1,8 +1,3 @@
fileFormatVersion: 2
guid: bd3da5461163cd64ab3441b4a74898b9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
guid: 5f4a7d7a3938450b943bd8f7bc4d2483
timeCreated: 1778823738

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: 29ee4f712effada4496defa69962b37d
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,296 +0,0 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
using YooAsset;
namespace Stary.Evo.UIFarme
{
public interface IBasePanel : IController
{
/// <summary>
/// UI信息
/// </summary>
string UIName { get; set; }
/// <summary>
/// 绑定这个面板的实例
/// </summary>
void Initialize(GameObject panelGo);
/// <summary>
/// 绑定这个面板的实例
/// </summary>
Task InitializeAsync(GameObject panelGo);
/// <summary>
/// 初始化面板管理器
/// </summary>
/// <param name="panelManager"></param>
void Initialize(IPanelSystem sysytem);
/// <summary>
/// 初始化面板管理器
/// </summary>
/// <param name="panelManager"></param>
Task InitializeAsync(IPanelSystem sysytem);
/// <summary>
/// 虚方法UI进入时执行的操作只会执行一次
/// </summary>
void OnEnter(Action complete = null);
/// <summary>
/// 虚方法UI暂停时执行的操作只会执行一次
/// </summary>
void OnPause();
/// <summary>
/// 虚方法UI继续时执行的操作只会执行一次
/// </summary>
void OnResume();
/// <summary>
/// 虚方法UI退出时执行的操作只会执行一次
/// </summary>
void OnExit(float delay = 0f);
void OnDestroy();
/// <summary>
/// 生成/获取一个UI对象
/// </summary>
/// <param name="type">ui信息</param>
/// <returns></returns>
Task<GameObject> CreatePanel(string panelName, string packageName);
/// <summary>
/// 销毁一个Ui对象
/// </summary>
/// <param name="type"></param>
void DestoryUI();
void SetPanelParent(Transform parent);
}
/// <summary>
///所有UI面板的父类包含UI面板的状态信息
/// </summary>
public abstract class BasePanel : IBasePanel
{
/// <summary>
/// UI信息
/// </summary>
public string UIName { get; set; }
public abstract UITweenType TweenType { get; }
/// <summary>
/// 面板管理器
/// </summary>
protected IPanelSystem PanelSystem { get; private set; }
/// <summary>
/// 生成的父物体
/// </summary>
protected Transform panelParent { get; private set; }
/// <summary>
/// 缓存该面板所有的ButtonToggleSliderInputFieldDropdownScroolBar
/// </summary>
private Dictionary<string, Selectable> selectableDict;
protected CanvasGroup canvasGroup { get; private set; }
protected GameObject activePanel { get; private set; }
protected BasePanel()
{
selectableDict = new Dictionary<string, Selectable>();
}
public virtual void Initialize(GameObject panelGo)
{
activePanel = panelGo;
Selectable[] selectables = activePanel.GetComponentsInChildren<Selectable>(true);
foreach (Selectable item in selectables)
{
selectableDict[item.name] = item;
}
canvasGroup = UITool.GetOrAddComponent<CanvasGroup>(activePanel);
canvasGroup.alpha = 0f;
}
public virtual Task InitializeAsync(GameObject panelGo)
{
Initialize(panelGo);
return Task.CompletedTask;
}
public virtual void Initialize(IPanelSystem sysytem)
{
PanelSystem = sysytem;
}
public virtual Task InitializeAsync(IPanelSystem sysytem)
{
Initialize(sysytem);
return Task.CompletedTask;
}
public virtual void OnEnter(Action complete = null)
{
activePanel.SetActive(true);
canvasGroup.blocksRaycasts = true;
if (TweenType == UITweenType.None)
{
canvasGroup.alpha = 1f;
}
if (TweenType == UITweenType.Fade)
{
canvasGroup.DOFade(1f, 2f).OnComplete(() => { complete?.Invoke(); });
}
else if (TweenType == UITweenType.Yoyo)
{
canvasGroup.DOFade(1, 2f).SetLoops(2, LoopType.Yoyo).OnComplete(() => { complete?.Invoke(); });
}
else
{
canvasGroup.DOFade(1, 2f).SetLoops(-1).OnComplete(() => { complete?.Invoke(); });
}
}
public virtual void OnPause()
{
canvasGroup.blocksRaycasts = false;
}
public virtual void OnResume()
{
canvasGroup.blocksRaycasts = true;
}
public virtual void OnExit(float delay = 0f)
{
canvasGroup.DOFade(0f, delay).OnComplete(() =>
{
activePanel.SetActive(false);
canvasGroup.blocksRaycasts = false;
});
}
public virtual void OnDestroy()
{
DestoryUI();
}
public async Task<GameObject> CreatePanel(string panelName, string packageName)
{
if (panelParent == null)
{
Debug.LogWarning($"UnityEvo:parent为空,{panelName}自动设置为root节点下请检查是否正确");
}
if (this.activePanel != null)
{
return activePanel.gameObject;
}
AssetHandle handle = null;
if (packageName == null)
{
handle = YooAssets.LoadAssetAsync<GameObject>(panelName);
}
else
{
var package = YooAssets.TryGetPackage(packageName);
if (package == null)
{
handle = YooAssets.LoadAssetAsync<GameObject>(panelName);
}
else
{
handle = package.LoadAssetAsync<GameObject>(panelName);
}
}
await handle.Task;
activePanel = GameObject.Instantiate(handle.AssetObject as GameObject, panelParent);
activePanel.name = this.GetType().Name;
if (!activePanel.GetComponentInChildren<Canvas>() && !activePanel.GetComponentInParent<Canvas>())
{
Debug.LogError($"UnityEvo:panelParent上不存在Canvas组件,{panelName}无法正常运行,进程已中断,请检查!!!!!");
return null;
}
return activePanel;
}
public void DestoryUI()
{
if (activePanel != null)
{
GameObject.Destroy(activePanel);
PanelSystem.Get_Dic().Remove(this.GetType().Name);
}
}
public void SetPanelParent(Transform parent)
{
panelParent = parent;
}
/// <summary>
/// 获取组件ButtonToggleSliderInputFieldDropdownScroolBar
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="name"></param>
/// <returns></returns>
protected T GetComp<T>(string name) where T : Selectable
{
selectableDict.TryGetValue(name, out Selectable t);
if (t == null)
{
Debug.LogError($"{this.GetType()}---{name}在selectableDict不存在");
}
return t as T;
}
public IArchitecture GetArchitecture()
{
return PanelSystem.GetArchitecture();
}
public enum UITweenType
{
/// <summary>
/// 无动画
/// </summary>
None,
/// <summary>
/// 淡入淡出
/// </summary>
Fade,
/// <summary>
/// 循环播放
/// </summary>
Loop,
/// <summary>
/// 往返播放
/// </summary>
Yoyo,
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 40f7e925262e7404ba3b4d8114a222b4
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,271 +0,0 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using DG.Tweening;
using UnityEngine;
using UnityEngine.UI;
using YooAsset;
namespace Stary.Evo.UIFarme
{
public interface IBaseRenderPanel : IController
{
/// <summary>
/// UI信息
/// </summary>
string UIName { get; set; }
BaseRenderPanel.UITweenType TweenType { get; set; }
/// <summary>
/// 绑定这个面板的实例
/// </summary>
void Initialize(GameObject panelGo);
/// <summary>
/// 绑定这个面板的实例
/// </summary>
Task InitializeAsync(GameObject panelGo);
/// <summary>
/// 初始化面板管理器
/// </summary>
/// <param name="panelManager"></param>
void Initialize(ISpriteRenderSystem sysytem);
/// <summary>
/// 初始化面板管理器
/// </summary>
/// <param name="panelManager"></param>
Task InitializeAsync(ISpriteRenderSystem sysytem);
/// <summary>
/// 虚方法UI进入时执行的操作只会执行一次
/// </summary>
void OnEnter(Action complete = null);
/// <summary>
/// 虚方法UI退出时执行的操作只会执行一次
/// </summary>
void OnExit(float delay = 0f);
void OnDestroy();
/// <summary>
/// 生成/获取一个UI对象
/// </summary>
/// <param name="type">ui信息</param>
/// <returns></returns>
Task<GameObject> CreatePanel(string packageName, string panelName);
/// <summary>
/// 销毁一个Ui对象
/// </summary>
/// <param name="type"></param>
void DestoryUI();
void SetPanelParent(Transform parent);
}
/// <summary>
///所有UI面板的父类包含UI面板的状态信息
/// </summary>
public class BaseRenderPanel : IBaseRenderPanel
{
/// <summary>
/// UI信息
/// </summary>
public virtual string UIName { get; set; }
public UITweenType TweenType { get; set; }
/// <summary>
/// 面板管理器
/// </summary>
protected ISpriteRenderSystem PanelSystem { get; private set; }
/// <summary>
/// 生成的父物体
/// </summary>
protected Transform panelParent { get; private set; }
/// <summary>
/// 缓存该面板所有的SpriteRenderer
/// </summary>
private Dictionary<string, SpriteRenderer> spriteRendererDict;
protected GameObject activePanel { get; private set; }
public virtual void Initialize(GameObject panelGo)
{
activePanel = panelGo;
spriteRendererDict = new Dictionary<string, SpriteRenderer>();
SpriteRenderer[] spriteRenderers = activePanel.GetComponentsInChildren<SpriteRenderer>(true);
foreach (SpriteRenderer item in spriteRenderers)
{
spriteRendererDict.Add(item.name,item);
}
}
public virtual Task InitializeAsync(GameObject panelGo)
{
Initialize(panelGo);
return Task.CompletedTask;
}
public virtual void Initialize(ISpriteRenderSystem sysytem)
{
PanelSystem = sysytem;
}
public virtual Task InitializeAsync(ISpriteRenderSystem sysytem)
{
Initialize(sysytem);
return Task.CompletedTask;
}
public virtual void OnEnter(Action complete = null)
{
activePanel.SetActive(true);
SetCanvasGroupTween(1f, complete);
}
public virtual void OnExit(float delay = 0f)
{
SetCanvasGroupTween(0f, () => { activePanel.SetActive(false); });
}
public virtual void OnDestroy()
{
DestoryUI();
}
public async Task<GameObject> CreatePanel(string packageName, string panelName)
{
if (panelParent == null)
{
Debug.LogWarning($"UnityEvo:parent为空,{panelName}自动设置为root节点下请检查是否正确");
}
if (this.activePanel != null)
{
return activePanel.gameObject;
}
AssetHandle handle = null;
if (packageName == null)
{
handle = YooAssets.LoadAssetAsync<GameObject>(panelName);
}
else
{
var package = YooAssets.TryGetPackage(packageName);
if (package == null)
{
handle = YooAssets.LoadAssetAsync<GameObject>(panelName);
}
else
{
handle = package.LoadAssetAsync<GameObject>(panelName);
}
}
await handle.Task;
activePanel = GameObject.Instantiate(handle.AssetObject as GameObject, panelParent);
activePanel.name = panelName;
return activePanel;
}
public void DestoryUI()
{
if (activePanel != null)
{
GameObject.Destroy(activePanel);
PanelSystem.Get_Dic().Remove(this.GetType().Name);
}
}
public void SetPanelParent(Transform parent)
{
panelParent = parent;
}
private void SetCanvasGroup(float alpha)
{
foreach (var spriteRenderer in spriteRendererDict)
{
Color c = spriteRenderer.Value.color;
c.a = alpha;
spriteRenderer.Value.color = c;
}
}
private void SetCanvasGroupTween(float alpha, Action complete = null)
{
// 创建一个新的序列
Sequence sequence = DOTween.Sequence();
foreach (var spriteRenderer in spriteRendererDict)
{
if (TweenType == UITweenType.None)
{
Color c = spriteRenderer.Value.color;
c.a = alpha;
spriteRenderer.Value.color = c;
}
else if (TweenType == UITweenType.Fade)
{
sequence.Join(spriteRenderer.Value.DOFade(alpha, 1f));
}
// else if (TweenType == UITweenType.Yoyo)
// {
// sequence.Join(spriteRenderer.Value.DOFade(alpha, 1f)
// .SetLoops(-1, LoopType.Yoyo));
// }
}
if (TweenType == UITweenType.None)
{
complete?.Invoke();
}
else
{
sequence.OnComplete(() => complete?.Invoke());
sequence.Play();
}
}
public IArchitecture GetArchitecture()
{
return PanelSystem.GetArchitecture();
}
public enum UITweenType
{
/// <summary>
/// 无动画
/// </summary>
None,
/// <summary>
/// 淡入淡出
/// </summary>
Fade,
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ba0c8ac52d5440d8a07046b9dd2de8b1
timeCreated: 1765527320

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: ac2b1730cea60f24f9a45eb29d21306b
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,308 +0,0 @@
using System;
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
namespace Stary.Evo.UIFarme
{
public interface IPanelSystem : ISystem
{
/// <summary>
/// UI的入栈操作此操作会显示一个面板
/// </summary>
Task PushQueue<T>(string panelName=null,Transform parent = null, string packageName = null) where T : IBasePanel, new();
/// <summary>
/// UI的入栈操作此操作会显示一个面板
/// </summary>
Task PushStack<T>(string panelName=null,Transform parent = null, string packageName = null) where T : IBasePanel, 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 PopQueue<T>(string panelName=null) where T : IBasePanel, new();
void PopQueue<T>(T t, string panelName=null) where T : IBasePanel, 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>
/// 面板全部出栈此操作会执行面板的OnExit方法
/// </summary>
void PopAll();
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent>(TEvent key) where TEvent : IConvertible;
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1>(TEvent key, Tvalue1 value) where TEvent : IConvertible;
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1, Tvalue2>(TEvent key, Tvalue1 value1, Tvalue2 value2)
where TEvent : IConvertible;
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvlue1, Tvlue2, Tvlue3>(TEvent key, Tvlue1 value1, Tvlue2 vlue2,
Tvlue3 vlue3)
where TEvent : IConvertible;
/// <summary>
/// 返回存储面板实例的字典
/// </summary>
/// <returns></returns>
Dictionary<string, IBasePanel> Get_Dic();
IBasePanel GetPanel(string PanelName);
}
/// <summary>
/// 面板管理器用栈来存储UI
/// </summary>
public class PanelSystem : AbstractSystem, IPanelSystem
{
/// <summary>
/// 存储普通UI面板
/// </summary>
private List<IBasePanel> queuePanel;
/// <summary>
/// 存储堆栈UI面板
/// </summary>
private Stack<IBasePanel> 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, IBasePanel> dicUI;
protected override void OnInit()
{
stackPanel = new Stack<IBasePanel>();
queuePanel = new List<IBasePanel>();
dicUI = new Dictionary<string, IBasePanel>();
}
/// <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 panelName=null, Transform parent = null, string packageName = null)
where T : IBasePanel, new()
{
var prefabName = typeof(T).Name;
if (string.IsNullOrEmpty(panelName))
{
panelName = typeof(T).Name;
}
IBasePanel nextPanel = null;
if (!dicUI.ContainsKey(panelName))
{
nextPanel = new T();
nextPanel.UIName = panelName;
await nextPanel.InitializeAsync(this);
nextPanel.SetPanelParent(parent);
GameObject panelGo = await nextPanel.CreatePanel($"Prefabs_{prefabName}", packageName);
///生成面板后,进行初始化操作
await nextPanel.InitializeAsync(panelGo);
dicUI.Add(panelName, nextPanel);
}
else
{
for (int i = 0; i < queuePanel.Count; i++)
{
if (queuePanel[i].GetType().Name == panelName)
{
return;
}
}
nextPanel = dicUI[panelName];
}
queuePanel.Add(nextPanel);
nextPanel.OnEnter();
//TOOD
}
/// <summary>
/// UI的入栈操作此操作会显示一个面板
/// </summary>
/// <param name="parent"></param>
/// <param name="packageName">非热更模式传null</param>
/// <typeparam name="T"></typeparam>
public async Task PushStack<T>(string panelName=null,Transform parent = null, string packageName = null) where T : IBasePanel, new()
{
var prefabName = typeof(T).Name;
if (string.IsNullOrEmpty(panelName))
{
panelName = typeof(T).Name;
}
IBasePanel nextPanel = null;
if (!dicUI.ContainsKey(panelName))
{
nextPanel = new T();
nextPanel.UIName = panelName;
await nextPanel.InitializeAsync(this);
nextPanel.SetPanelParent(parent);
GameObject panelGo = await nextPanel.CreatePanel($"Prefabs_{prefabName}", packageName);
///生成面板后,进行初始化操作
await nextPanel.InitializeAsync(panelGo);
dicUI.Add(panelName, nextPanel);
}
else
{
foreach (var panel in stackPanel)
{
if (panel.GetType().Name == panelName)
{
return;
}
}
nextPanel = dicUI[panelName];
}
if(stackPanel.Count > 0)
{
stackPanel.Peek().OnExit();
}
stackPanel.Push(nextPanel);
nextPanel.OnEnter();
}
public void PopQueue<T>(string panelName=null) where T : IBasePanel, new()
{
if (string.IsNullOrEmpty(panelName))
{
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 PopQueue<T>(T t, string panelName = null) where T : IBasePanel, new()
{
PopQueue<T>(panelName);
}
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();
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent>(TEvent key) where TEvent : IConvertible
{
this.SendEvent(key);
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1>(TEvent key, Tvalue1 value) where TEvent : IConvertible
{
this.SendEvent(key, value);
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1, Tvalue2>(TEvent key, Tvalue1 value1, Tvalue2 value2)
where TEvent : IConvertible
{
this.SendEvent(key, value1, value2);
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvlue1, Tvlue2, Tvlue3>(TEvent key, Tvlue1 value1, Tvlue2 vlue2,
Tvlue3 vlue3)
where TEvent : IConvertible
{
this.SendEvent(key, value1, vlue2, vlue3);
}
public Dictionary<string, IBasePanel> Get_Dic()
{
if (dicUI.Count > 0)
{
return dicUI;
}
return null;
}
public IBasePanel GetPanel(string PanelName)
{
if (dicUI.ContainsKey(PanelName))
{
return dicUI[PanelName];
}
return null;
}
public override void Dispose()
{
PopAll();
stackPanel = null;
queuePanel = null;
dicUI = null;
}
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: fe94e5095f79a6e43b88b79996bb6907
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,396 +0,0 @@
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(string prefabName, string packageName = null, Transform parent = null,BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade);
Task PushQueue<T>(string packageName = null, Transform parent = null,BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade)
where T : IBaseRenderPanel, new();
Task PushStack(string prefabName, string packageName = null, Transform parent = null);
/// <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(string panelName,BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade);
void PopQueue<T>(BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade) 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>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent>(TEvent key) where TEvent : IConvertible;
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1>(TEvent key, Tvalue1 value) where TEvent : IConvertible;
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1, Tvalue2>(TEvent key, Tvalue1 value1, Tvalue2 value2)
where TEvent : IConvertible;
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvlue1, Tvlue2, Tvlue3>(TEvent key, Tvlue1 value1, Tvlue2 vlue2,
Tvlue3 vlue3)
where TEvent : IConvertible;
/// <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(string prefabName, string packageName = null, Transform parent = null,BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade)
{
IBaseRenderPanel nextPanel = null;
if (!dicUI.ContainsKey(prefabName))
{
nextPanel = new BaseRenderPanel();
nextPanel.UIName = prefabName;
await nextPanel.InitializeAsync(this);
nextPanel.SetPanelParent(parent);
nextPanel.TweenType = tweenType;
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 PushQueue<T>(string packageName = null, Transform parent = null,BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade)
where T : IBaseRenderPanel, new()
{
var prefabName = typeof(T).Name;
IBaseRenderPanel nextPanel = null;
if (!dicUI.ContainsKey(prefabName))
{
nextPanel = new T();
await nextPanel.InitializeAsync(this);
nextPanel.SetPanelParent(parent);
nextPanel.TweenType = tweenType;
GameObject panelGo = await nextPanel.CreatePanel(packageName, nextPanel.UIName);
///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(string prefabName, string packageName = null, Transform parent = null)
{
IBaseRenderPanel nextPanel = null;
if (!dicUI.ContainsKey(prefabName))
{
nextPanel = new BaseRenderPanel();
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();
}
/// <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();
await nextPanel.InitializeAsync(this);
nextPanel.SetPanelParent(parent);
GameObject panelGo = await nextPanel.CreatePanel(packageName, nextPanel.UIName);
///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(string panelName,BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade)
{
for (int i = 0; i < queuePanel.Count; i++)
{
if (queuePanel[i].UIName == panelName)
{
queuePanel[i].TweenType = tweenType;
queuePanel[i].OnExit();
queuePanel.RemoveAt(i);
}
}
}
public void PopQueue<T>(BaseRenderPanel.UITweenType tweenType = BaseRenderPanel.UITweenType.Fade) where T : IBaseRenderPanel, new()
{
for (int i = 0; i < queuePanel.Count; i++)
{
if (queuePanel[i].GetType().Name == typeof(T).Name)
{
queuePanel[i].TweenType = tweenType;
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();
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent>(TEvent key) where TEvent : IConvertible
{
this.SendEvent(key);
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1>(TEvent key, Tvalue1 value) where TEvent : IConvertible
{
this.SendEvent(key, value);
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvalue1, Tvalue2>(TEvent key, Tvalue1 value1, Tvalue2 value2)
where TEvent : IConvertible
{
this.SendEvent(key, value1, value2);
}
/// <summary>
/// 事件发送
/// </summary>
/// <typeparam name="T"></typeparam>
public void SendPanelEvent<TEvent, Tvlue1, Tvlue2, Tvlue3>(TEvent key, Tvlue1 value1, Tvlue2 vlue2,
Tvlue3 vlue3)
where TEvent : IConvertible
{
this.SendEvent(key, value1, vlue2, vlue3);
}
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;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 6c8492e998a14a6f96e96902acbf587a
timeCreated: 1765527058

View File

@@ -1,8 +0,0 @@
fileFormatVersion: 2
guid: b02fa06ef99a409438a3210be9148e0f
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -1,50 +0,0 @@
using UnityEngine;
/// <summary>
/// UI管理工具包括获取某个子对象组件的操作
/// </summary>
public class UITool
{
/// <summary>
/// 给当前的活动面板获取或者添加一个组件
/// </summary>
/// <typeparam name="T">组件类型</typeparam>
/// <returns>组件</returns>
public static T GetOrAddComponent<T>(GameObject activeGo) where T : Component
{
if (activeGo.GetComponent<T>() == null)
activeGo.AddComponent<T>();
return activeGo.GetComponent<T>();
}
/// <summary>
/// 根据名称获取一个子对象的组件
/// </summary>
/// <typeparam name="T"></typeparam>
/// <param name="name"></param>
/// <returns></returns>
public static T FindChild<T>(GameObject activeGo, string name)
{
Transform child = null;
Transform[] children = activeGo.GetComponentsInChildren<Transform>(true);
for (int i = 0; i < children.Length; i++)
{
if (children[i].name.Equals(name))
{
child = children[i];
break;
}
}
if (child != null)
{
return child.GetComponent<T>();
}
else
{
Debug.Log("未找到指定的组件,指定的组件为:" + typeof(T).FullName + "-----" + activeGo);
return default(T);
}
}
}

View File

@@ -0,0 +1,58 @@
using System.Collections.Generic;
using System.Threading.Tasks;
using UnityEngine;
using YooAsset;
namespace Stary.Evo.UIFarme
{
/// <summary>
/// 基于YooAsset的资源加载实现
/// </summary>
public class YooAssetLoader : IAssetLoader
{
private readonly Dictionary<string, AssetHandle> _handleCache = new Dictionary<string, AssetHandle>();
/// <summary>
/// 通过YooAsset异步加载GameObject资源
/// </summary>
public async Task<GameObject> LoadGameObjectAsync(string assetPath, string packageName = null)
{
AssetHandle handle;
if (string.IsNullOrEmpty(packageName))
{
handle = YooAssets.LoadAssetAsync<GameObject>("Prefabs_"+assetPath);
}
else
{
var package = YooAssets.TryGetPackage(packageName);
if (package == null)
{
handle = YooAssets.LoadAssetAsync<GameObject>("Prefabs_"+assetPath);
}
else
{
handle = package.LoadAssetAsync<GameObject>("Prefabs_"+assetPath);
}
}
await handle.Task;
// 缓存handle用于后续释放
_handleCache[assetPath] = handle;
return handle.AssetObject as GameObject;
}
/// <summary>
/// 释放YooAsset资源句柄
/// </summary>
public void UnloadAsset(string assetPath)
{
if (_handleCache.TryGetValue(assetPath, out AssetHandle handle))
{
handle.Release();
_handleCache.Remove(assetPath);
}
}
}
}

View File

@@ -1,5 +1,5 @@
fileFormatVersion: 2
guid: daa3b3944e8c712488cb711a0f3f092b
guid: 290b84547c578ef48b3b2348f02b9e8b
MonoImporter:
externalObjects: {}
serializedVersion: 2

View File

@@ -1,6 +1,6 @@
{
"name": "com.staryevo.tools",
"version": "1.4.28",
"version": "1.5.0",
"displayName": "00.StaryEvo.Tools",
"description": "This is an Framework package(后台服务器版本端口9527)",
"unity": "2021.3",