UIModule
This commit is contained in:
ALEXTANG
2023-04-11 16:35:48 +08:00
parent 749ae956d3
commit 50a6181718
14 changed files with 1 additions and 423 deletions

View File

@@ -8,10 +8,6 @@ namespace TEngine.Editor.Inspector
private SerializedProperty m_InstanceRoot = null;
private SerializedProperty m_dontDestroyUIRoot = null;
private SerializedProperty m_UICamera = null;
private SerializedProperty m_UIGroups = null;
private HelperInfo<UIWindowHelperBase> m_UIWindowHelperInfo = new HelperInfo<UIWindowHelperBase>("UIWindow");
private HelperInfo<UIGroupHelperBase> m_UIGroupHelperInfo = new HelperInfo<UIGroupHelperBase>("UIGroup");
public override void OnInspectorGUI()
{
@@ -26,17 +22,9 @@ namespace TEngine.Editor.Inspector
EditorGUILayout.PropertyField(m_InstanceRoot);
EditorGUILayout.PropertyField(m_dontDestroyUIRoot);
EditorGUILayout.PropertyField(m_UICamera);
m_UIWindowHelperInfo.Draw();
m_UIGroupHelperInfo.Draw();
EditorGUILayout.PropertyField(m_UIGroups, true);
}
EditorGUI.EndDisabledGroup();
if (EditorApplication.isPlaying && IsPrefabInHierarchy(t.gameObject))
{
EditorGUILayout.LabelField("UI Group Count", t.UIGroupCount.ToString());
}
serializedObject.ApplyModifiedProperties();
Repaint();
@@ -54,18 +42,12 @@ namespace TEngine.Editor.Inspector
m_InstanceRoot = serializedObject.FindProperty("m_InstanceRoot");
m_dontDestroyUIRoot = serializedObject.FindProperty("m_dontDestroyUIRoot");
m_UICamera = serializedObject.FindProperty("m_UICamera");
m_UIGroups = serializedObject.FindProperty("m_UIGroups");
m_UIWindowHelperInfo.Init(serializedObject);
m_UIGroupHelperInfo.Init(serializedObject);
RefreshTypeNames();
}
private void RefreshTypeNames()
{
m_UIWindowHelperInfo.Refresh();
m_UIGroupHelperInfo.Refresh();
serializedObject.ApplyModifiedProperties();
}
}

View File

@@ -1,77 +0,0 @@
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 默认界面辅助器。
/// </summary>
public class DefaultUIWindowHelper : UIWindowHelperBase
{
private ResourceModule _mResourceModule = null;
private Vector2 m_Half = new Vector2(0.5f,0.5f);
private int m_UILayer;
private void Start()
{
m_UILayer = LayerMask.NameToLayer("UI");
_mResourceModule = GameEntry.GetModule<ResourceModule>();
if (_mResourceModule == null)
{
Log.Fatal("Resource component is invalid.");
return;
}
}
/// <summary>
/// 实例化界面。
/// </summary>
/// <param name="uiWindowAsset">要实例化的界面资源。</param>
public override object InstantiateUIWindow(object uiWindowAsset)
{
return Instantiate((Object)uiWindowAsset);
}
/// <summary>
/// 创建界面。
/// </summary>
/// <param name="uiWindowInstance">界面实例。</param>
/// <param name="uiGroup">界面所属的界面组。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>界面。</returns>
public override UIWindow CreateUIWindow(object uiWindowInstance, IUIGroup uiGroup, object userData)
{
GameObject obj = uiWindowInstance as GameObject;
if (obj == null)
{
Log.Error("UI form instance is invalid.");
return null;
}
Transform trans = obj.transform;
trans.SetParent(((MonoBehaviour)uiGroup.Helper).transform);
trans.localScale = Vector3.one;
trans.localPosition = Vector3.zero;
obj.layer = m_UILayer;
RectTransform rectTransform = obj.GetComponent<RectTransform>();
rectTransform.anchorMin = m_Half;
rectTransform.anchorMax = m_Half;
rectTransform.anchoredPosition = Vector2.zero;
// return obj.GetOrAddComponent<UIWindow>();
return null;
}
/// <summary>
/// 释放界面。
/// </summary>
/// <param name="uiWindowAsset">要释放的界面资源。</param>
/// <param name="uiWindowInstance">要释放的界面实例。</param>
public override void ReleaseUIWindow(object uiWindowAsset, object uiWindowInstance)
{
// m_ResourceComponent.UnloadAsset(uiWindowAsset);
Destroy((Object)uiWindowInstance);
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 22c9da1f4aa8420ab1210d65b8403993
timeCreated: 1680514816

View File

@@ -1,44 +0,0 @@
using UnityEngine;
using UnityEngine.UI;
namespace TEngine
{
/// <summary>
/// 默认界面组辅助器。
/// </summary>
public class DefaultUIGroupHelper : UIGroupHelperBase
{
public const int DepthFactor = 10000;
private int m_Depth = 0;
private Canvas m_CachedCanvas = null;
/// <summary>
/// 设置界面组深度。
/// </summary>
/// <param name="depth">界面组深度。</param>
public override void SetDepth(int depth)
{
m_Depth = depth;
m_CachedCanvas.overrideSorting = true;
m_CachedCanvas.sortingOrder = DepthFactor * depth;
}
private void Awake()
{
m_CachedCanvas = gameObject.GetOrAddComponent<Canvas>();
gameObject.GetOrAddComponent<GraphicRaycaster>();
}
private void Start()
{
m_CachedCanvas.overrideSorting = true;
m_CachedCanvas.sortingOrder = DepthFactor * m_Depth;
RectTransform rectTransform = GetComponent<RectTransform>();
rectTransform.anchorMin = Vector2.zero;
rectTransform.anchorMax = Vector2.one;
rectTransform.anchoredPosition = Vector2.zero;
rectTransform.sizeDelta = Vector2.zero;
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1686306ee1ba46b59e0405d121ad7cfe
timeCreated: 1680514816

View File

@@ -1,114 +0,0 @@
using System.Collections.Generic;
namespace TEngine
{
/// <summary>
/// 界面组接口。
/// </summary>
public interface IUIGroup
{
/// <summary>
/// 获取界面组名称。
/// </summary>
string Name
{
get;
}
/// <summary>
/// 获取或设置界面组深度。
/// </summary>
int Depth
{
get;
set;
}
/// <summary>
/// 获取或设置界面组是否暂停。
/// </summary>
bool Pause
{
get;
set;
}
/// <summary>
/// 获取界面组中界面数量。
/// </summary>
int UIWindowCount
{
get;
}
/// <summary>
/// 获取当前界面。
/// </summary>
UIWindow CurrentUIWindow
{
get;
}
/// <summary>
/// 获取界面组辅助器。
/// </summary>
UIGroupHelperBase Helper
{
get;
}
/// <summary>
/// 界面组中是否存在界面。
/// </summary>
/// <param name="serialId">界面序列编号。</param>
/// <returns>界面组中是否存在界面。</returns>
bool HasUIWindow(int serialId);
/// <summary>
/// 界面组中是否存在界面。
/// </summary>
/// <param name="uiWindowAssetName">界面资源名称。</param>
/// <returns>界面组中是否存在界面。</returns>
bool HasUIWindow(string uiWindowAssetName);
/// <summary>
/// 从界面组中获取界面。
/// </summary>
/// <param name="serialId">界面序列编号。</param>
/// <returns>要获取的界面。</returns>
UIWindow GetUIWindow(int serialId);
/// <summary>
/// 从界面组中获取界面。
/// </summary>
/// <param name="uiWindowAssetName">界面资源名称。</param>
/// <returns>要获取的界面。</returns>
UIWindow GetUIWindow(string uiWindowAssetName);
/// <summary>
/// 从界面组中获取界面。
/// </summary>
/// <param name="uiWindowAssetName">界面资源名称。</param>
/// <returns>要获取的界面。</returns>
UIWindow[] GetUIWindows(string uiWindowAssetName);
/// <summary>
/// 从界面组中获取界面。
/// </summary>
/// <param name="uiWindowAssetName">界面资源名称。</param>
/// <param name="results">要获取的界面。</param>
void GetUIWindow(string uiWindowAssetName, List<UIWindow> results);
/// <summary>
/// 从界面组中获取所有界面。
/// </summary>
/// <returns>界面组中的所有界面。</returns>
UIWindow[] GetAllUIWindows();
/// <summary>
/// 从界面组中获取所有界面。
/// </summary>
/// <param name="results">界面组中的所有界面。</param>
void GetAllUIWindows(List<UIWindow> results);
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 02d65f2c8a574a5e902b76c27a59ce24
timeCreated: 1680511360

View File

@@ -1,34 +0,0 @@
using System;
using UnityEngine;
namespace TEngine
{
public sealed partial class UIModule : GameFrameworkModuleBase
{
[Serializable]
private sealed class UIGroup
{
[SerializeField]
private string m_Name = null;
[SerializeField]
private int m_Depth = 0;
public string Name
{
get
{
return m_Name;
}
}
public int Depth
{
get
{
return m_Depth;
}
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: e810c424ef3e4d4d819a04049d8c0cc9
timeCreated: 1680511981

View File

@@ -1,16 +0,0 @@
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 界面组辅助器基类。
/// </summary>
public abstract class UIGroupHelperBase : MonoBehaviour
{
/// <summary>
/// 设置界面组深度。
/// </summary>
/// <param name="depth">界面组深度。</param>
public abstract void SetDepth(int depth);
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 448c98ed06ca49c1bf41283abf384005
timeCreated: 1680516245

View File

@@ -31,17 +31,8 @@ namespace TEngine
[SerializeField] private string m_UIWindowHelperTypeName = "TEngine.DefaultUIWindowHelper";
[SerializeField] private UIWindowHelperBase mCustomUIWindowHelper = null;
[SerializeField] private string m_UIGroupHelperTypeName = "TEngine.DefaultUIGroupHelper";
[SerializeField] private UIGroupHelperBase m_CustomUIGroupHelper = null;
[SerializeField] private UIGroup[] m_UIGroups = null;
private readonly List<UIWindow> _stack = new List<UIWindow>(100);
public const int GROUP_DEEP = 10000;
public const int WINDOW_DEEP = 100;
public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
public const int WINDOW_SHOW_LAYER = 5; // UI
@@ -58,11 +49,6 @@ namespace TEngine
/// </summary>
public Camera UICamera => m_UICamera;
/// <summary>
/// 获取界面组数量。
/// </summary>
public int UIGroupCount => m_UIGroups?.Length ?? 0;
private void Start()
{
RootModule rootModule = GameEntry.GetModule<RootModule>();
@@ -72,18 +58,6 @@ namespace TEngine
return;
}
UIWindowHelperBase uiWindowHelper = Helper.CreateHelper(m_UIWindowHelperTypeName, mCustomUIWindowHelper);
if (uiWindowHelper == null)
{
Log.Error("Can not create UI form helper.");
return;
}
uiWindowHelper.name = "UI Form Helper";
Transform transform = uiWindowHelper.transform;
transform.SetParent(this.transform);
transform.localScale = Vector3.one;
if (m_InstanceRoot == null)
{
m_InstanceRoot = new GameObject("UI Form Instances").transform;
@@ -97,15 +71,6 @@ namespace TEngine
m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
UIRootStatic = m_InstanceRoot;
for (int i = 0; i < m_UIGroups.Length; i++)
{
if (!AddUIGroup(m_UIGroups[i].Name, m_UIGroups[i].Depth))
{
Log.Warning("Add UI group '{0}' failure.", m_UIGroups[i].Name);
continue;
}
}
}
private void OnDestroy()
@@ -127,32 +92,7 @@ namespace TEngine
window.InternalUpdate();
}
}
/// <summary>
/// 增加界面组。
/// </summary>
/// <param name="uiGroupName">界面组名称。</param>
/// <param name="depth">界面组深度。</param>
/// <returns>是否增加界面组成功。</returns>
public bool AddUIGroup(string uiGroupName, int depth)
{
UIGroupHelperBase uiGroupHelper = Helper.CreateHelper(m_UIGroupHelperTypeName, m_CustomUIGroupHelper, m_UIGroups.Length);
if (uiGroupHelper == null)
{
Log.Error("Can not create UI group helper.");
return false;
}
uiGroupHelper.name = Utility.Text.Format("UI Group - {0}", uiGroupName);
uiGroupHelper.gameObject.layer = LayerMask.NameToLayer("UI");
Transform transform = uiGroupHelper.transform;
transform.SetParent(m_InstanceRoot);
transform.localScale = Vector3.one;
transform.localPosition = Vector3.zero;
return true;
}
#region
/// <summary>

View File

@@ -1,33 +0,0 @@
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 界面辅助器基类。
/// </summary>
public abstract class UIWindowHelperBase : MonoBehaviour
{
/// <summary>
/// 实例化界面。
/// </summary>
/// <param name="uiWindowAsset">要实例化的界面资源。</param>
/// <returns>实例化后的界面。</returns>
public abstract object InstantiateUIWindow(object uiWindowAsset);
/// <summary>
/// 创建界面。
/// </summary>
/// <param name="uiWindowInstance">界面实例。</param>
/// <param name="uiGroup">界面所属的界面组。</param>
/// <param name="userData">用户自定义数据。</param>
/// <returns>界面。</returns>
public abstract UIWindow CreateUIWindow(object uiWindowInstance, IUIGroup uiGroup, object userData);
/// <summary>
/// 释放界面。
/// </summary>
/// <param name="uiWindowAsset">要释放的界面资源。</param>
/// <param name="uiWindowInstance">要释放的界面实例。</param>
public abstract void ReleaseUIWindow(object uiWindowAsset, object uiWindowInstance);
}
}

View File

@@ -1,11 +0,0 @@
fileFormatVersion: 2
guid: 3f4ee8db1fd94cfdb66dc1062084ad30
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant: