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
{
///
/// UI信息
///
string UIName { get; set; }
BaseRenderPanel.UITweenType TweenType { get; set; }
///
/// 绑定这个面板的实例
///
void Initialize(GameObject panelGo);
///
/// 绑定这个面板的实例
///
Task InitializeAsync(GameObject panelGo);
///
/// 初始化面板管理器
///
///
void Initialize(ISpriteRenderSystem sysytem);
///
/// 初始化面板管理器
///
///
Task InitializeAsync(ISpriteRenderSystem sysytem);
///
/// 虚方法,UI进入时执行的操作,只会执行一次
///
void OnEnter(Action complete = null);
///
/// 虚方法,UI退出时执行的操作,只会执行一次
///
void OnExit(float delay = 0f);
void OnDestroy();
///
/// 生成/获取一个UI对象
///
/// ui信息
///
Task CreatePanel(string packageName, string panelName);
///
/// 销毁一个Ui对象
///
///
void DestoryUI();
void SetPanelParent(Transform parent);
}
///
///所有UI面板的父类,包含UI面板的状态信息
///
public class BaseRenderPanel : IBaseRenderPanel
{
///
/// UI信息
///
public virtual string UIName { get; set; }
public UITweenType TweenType { get; set; }
///
/// 面板管理器
///
protected ISpriteRenderSystem PanelSystem { get; private set; }
///
/// 生成的父物体
///
protected Transform panelParent { get; private set; }
///
/// 缓存该面板所有的SpriteRenderer
///
private Dictionary spriteRendererDict;
protected GameObject activePanel { get; private set; }
public virtual void Initialize(GameObject panelGo)
{
activePanel = panelGo;
spriteRendererDict = new Dictionary();
SpriteRenderer[] spriteRenderers = activePanel.GetComponentsInChildren(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 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(panelName);
}
else
{
var package = YooAssets.TryGetPackage(packageName);
if (package == null)
{
handle = YooAssets.LoadAssetAsync(panelName);
}
else
{
handle = package.LoadAssetAsync(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
{
///
/// 无动画
///
None,
///
/// 淡入淡出
///
Fade,
}
}
}