增加06 UI框架

This commit is contained in:
2025-04-10 18:15:01 +08:00
parent 925dc0f3de
commit 9f9bb87821
379 changed files with 27988 additions and 0 deletions

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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 UIPath { get; set; }
/// <summary>
/// 绑定这个面板的实例
/// </summary>
void Initialize(GameObject panelGo);
/// <summary>
/// 初始化面板管理器
/// </summary>
/// <param name="panelManager"></param>
void Initialize(IPanelSystem sysytem);
/// <summary>
/// 虚方法UI进入时执行的操作只会执行一次
/// </summary>
void OnEnter();
/// <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();
/// <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 UIPath { get; set; }
/// <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(string uiPath)
{
UIPath = uiPath;
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 void Initialize(IPanelSystem sysytem)
{
PanelSystem = sysytem;
}
public virtual void OnEnter()
{
activePanel.SetActive(true);
canvasGroup.blocksRaycasts = true;
canvasGroup.DOFade(1f, 1f);
}
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()
{
if (panelParent == null)
{
Debug.LogError($"UnityEvo:parent为空,{this.UIPath}无法创建,进程已中断,请检查!!!!!");
return null;
}
if (!panelParent.GetComponent<Canvas>())
{
Debug.LogError($"UnityEvo:panelParent上不存在Canvas组件,{this.UIPath}无法创建,进程已中断,请检查!!!!!");
return null;
}
if (this.activePanel != null)
{
return activePanel.gameObject;
}
var handle= YooAssets.LoadAssetAsync<GameObject>(UIPath);
await handle.Task;
activePanel = GameObject.Instantiate(handle.AssetObject as GameObject,panelParent);
activePanel.name = this.GetType().Name;
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();
}
}
}

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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>(Transform parent) 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>(Transform parent) 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>() 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>
/// 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>();
}
public async Task PushQueue<T>(Transform parent) where T : IBasePanel, new()
{
string panelName = typeof(T).Name;
IBasePanel nextPanel = null;
if (!dicUI.ContainsKey(panelName))
{
nextPanel = new T();
nextPanel.Initialize(this);
nextPanel.SetPanelParent(parent);
GameObject panelGo = await nextPanel.CreatePanel();
///生成面板后,进行初始化操作
nextPanel.Initialize(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
}
public async Task PushStack<T>(Transform parent) where T : IBasePanel, new()
{
string panelName = typeof(T).Name;
IBasePanel nextPanel = null;
if (!dicUI.ContainsKey(panelName))
{
nextPanel = new T();
nextPanel.Initialize(this);
nextPanel.SetPanelParent(parent);
GameObject panelGo = await nextPanel.CreatePanel();
///生成面板后,进行初始化操作
nextPanel.Initialize(panelGo);
dicUI.Add(panelName, nextPanel);
}
else
{
for (int i = 0; i < stackPanel.Count; i++)
{
if (queuePanel[i].GetType().Name == panelName)
{
return;
}
}
nextPanel = dicUI[panelName];
}
stackPanel.Push(nextPanel);
nextPanel.OnEnter();
}
public void PopQueue<T>() where T : IBasePanel, 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().OnResume();
}
}
public void PopAll()
{
while (stackPanel.Count > 0)
stackPanel.Pop().OnExit();
foreach (var panel in queuePanel)
{
panel.OnExit();
}
queuePanel.Clear();
}
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();
}
}
}

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{
"name": "UIFarme.RunTime",
"rootNamespace": "",
"references": [
"GUID:d1a793c2b6959e04ea45b972eaa369c8",
"GUID:e34a5702dd353724aa315fb8011f08c3",
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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);
}
}
}

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