TEngine 6

This commit is contained in:
Alex-Rachel
2025-03-07 23:09:46 +08:00
parent aad8ff3ee5
commit 551727687f
1988 changed files with 46223 additions and 94880 deletions

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using System;
using UnityEngine;
namespace GameLogic
{
public class ErrorLogger : IDisposable
{
private readonly UIModule _uiModule;
public ErrorLogger(UIModule uiModule)
{
_uiModule = uiModule;
Application.logMessageReceived += LogHandler;
}
public void Dispose()
{
Application.logMessageReceived -= LogHandler;
}
private void LogHandler(string condition, string stacktrace, LogType type)
{
if (type == LogType.Exception)
{
string des = $"客户端报错, \n#内容#---{condition} \n#位置#---{stacktrace}";
_uiModule.ShowUIAsync<LogUI>(des);
}
}
}
}

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using UnityEngine.UI;
namespace GameLogic
{
[Window(UILayer.System, fromResources: true)]
class LogUI : UIWindow
{
private readonly Stack<string> _errorTextString = new Stack<string>();
#region
private Text m_textError;
private Button m_btnClose;
protected override void ScriptGenerator()
{
m_textError = FindChildComponent<Text>("m_textError");
m_btnClose = FindChildComponent<Button>("m_btnClose");
m_btnClose.onClick.AddListener(OnClickCloseBtn);
}
#endregion
#region
private void OnClickCloseBtn()
{
PopErrorLog().Forget();
}
#endregion
protected override void OnRefresh()
{
_errorTextString.Push(UserData.ToString());
m_textError.text = UserData.ToString();
}
private async UniTaskVoid PopErrorLog()
{
if (_errorTextString.Count <= 0)
{
await UniTask.Yield();
Close();
return;
}
string error = _errorTextString.Pop();
m_textError.text = error;
}
}
}

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using System.Threading;
using Cysharp.Threading.Tasks;
using TEngine;
using UnityEngine;
namespace GameLogic
{
/// <summary>
/// UI资源加载器接口。
/// </summary>
public interface IUIResourceLoader
{
/// <summary>
/// 同步加载游戏物体并实例化。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">资源实例父节点。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源实例。</returns>
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
public GameObject LoadGameObject(string location, Transform parent = null, string packageName = "");
/// <summary>
/// 异步加载游戏物体并实例化。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">资源实例父节点。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
public UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "");
}
/// <summary>
/// 默认UI资源加载器。
/// </summary>
public class UIResourceLoader : IUIResourceLoader
{
private readonly IResourceModule m_ResourceLoaderImp = ModuleSystem.GetModule<IResourceModule>();
/// <summary>
/// 同步加载游戏物体并实例化。
/// </summary>
/// <param name="location">资源的定位地址。</param>
/// <param name="parent">资源实例父节点。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>资源实例。</returns>
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
public GameObject LoadGameObject(string location, Transform parent = null, string packageName = "")
{
return m_ResourceLoaderImp.LoadGameObject(location, parent, packageName);
}
/// <summary>
/// 异步加载游戏物体并实例化。
/// </summary>
/// <param name="location">资源定位地址。</param>
/// <param name="parent">资源实例父节点。</param>
/// <param name="cancellationToken">取消操作Token。</param>
/// <param name="packageName">指定资源包的名称。不传使用默认资源包</param>
/// <returns>异步游戏物体实例。</returns>
/// <remarks>会实例化资源到场景无需主动UnloadAssetDestroy时自动UnloadAsset。</remarks>
public async UniTask<GameObject> LoadGameObjectAsync(string location, Transform parent = null, CancellationToken cancellationToken = default, string packageName = "")
{
return await m_ResourceLoaderImp.LoadGameObjectAsync(location, parent, cancellationToken, packageName);
}
}
}

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using TEngine;
using UnityEngine;
namespace GameLogic
{
/// <summary>
/// UI基类。
/// </summary>
public class UIBase
{
/// <summary>
/// UI类型。
/// </summary>
public enum UIType
{
/// <summary>
/// 类型无。
/// </summary>
None,
/// <summary>
/// 类型Windows。
/// </summary>
Window,
/// <summary>
/// 类型Widget。
/// </summary>
Widget,
}
/// <summary>
/// 所属UI父节点。
/// </summary>
protected UIBase parent = null;
/// <summary>
/// UI父节点。
/// </summary>
public UIBase Parent => parent;
/// <summary>
/// 自定义数据集。
/// </summary>
protected System.Object[] userDatas;
/// <summary>
/// 自定义数据。
/// </summary>
public System.Object UserData
{
get
{
if (userDatas != null && userDatas.Length >= 1)
{
return userDatas[0];
}
else
{
return null;
}
}
}
/// <summary>
/// 自定义数据集。
/// </summary>
public System.Object[] UserDatas => userDatas;
/// <summary>
/// 窗口的实例资源对象。
/// </summary>
public virtual GameObject gameObject { protected set; get; }
/// <summary>
/// 窗口位置组件。
/// </summary>
public virtual Transform transform { protected set; get; }
/// <summary>
/// 窗口矩阵位置组件。
/// </summary>
public virtual RectTransform rectTransform { protected set; get; }
/// <summary>
/// UI类型。
/// </summary>
public virtual UIType Type => UIType.None;
/// <summary>
/// 资源是否准备完毕。
/// </summary>
public bool IsPrepare { protected set; get; }
/// <summary>
/// UI子组件列表。
/// </summary>
public List<UIWidget> ListChild = new List<UIWidget>();
/// <summary>
/// 存在Update更新的UI子组件列表。
/// </summary>
protected List<UIWidget> m_listUpdateChild = null;
/// <summary>
/// 是否持有Update行为。
/// </summary>
protected bool m_updateListValid = false;
/// <summary>
/// 代码自动生成绑定。
/// </summary>
protected virtual void ScriptGenerator()
{
}
/// <summary>
/// 绑定UI成员元素。
/// </summary>
protected virtual void BindMemberProperty()
{
}
/// <summary>
/// 注册事件。
/// </summary>
protected virtual void RegisterEvent()
{
}
/// <summary>
/// 窗口创建。
/// </summary>
protected virtual void OnCreate()
{
}
/// <summary>
/// 窗口刷新
/// </summary>
protected virtual void OnRefresh()
{
}
/// <summary>
/// 是否需要Update
/// </summary>
protected bool HasOverrideUpdate = true;
/// <summary>
/// 窗口更新
/// </summary>
protected virtual void OnUpdate()
{
HasOverrideUpdate = false;
}
internal void CallDestroy()
{
OnDestroy();
}
/// <summary>
/// 窗口销毁
/// </summary>
protected virtual void OnDestroy()
{
}
/// <summary>
/// 当触发窗口的层级排序。
/// </summary>
protected virtual void OnSortDepth(int depth)
{
}
/// <summary>
/// 当因为全屏遮挡触或者窗口可见性触发窗口的显隐。
/// </summary>
protected virtual void OnSetVisible(bool visible)
{
}
internal void SetUpdateDirty()
{
m_updateListValid = false;
if (Parent != null)
{
Parent.SetUpdateDirty();
}
}
#region FindChildComponent
public Transform FindChild(string path)
{
return FindChildImp(rectTransform, path);
}
public Transform FindChild(Transform trans, string path)
{
return FindChildImp(trans, path);
}
public T FindChildComponent<T>(string path) where T : Component
{
return FindChildComponentImp<T>(rectTransform, path);
}
public T FindChildComponent<T>(Transform trans, string path) where T : Component
{
return FindChildComponentImp<T>(trans, path);
}
private static Transform FindChildImp(Transform transform, string path)
{
var findTrans = transform.Find(path);
return findTrans != null ? findTrans : null;
}
private static T FindChildComponentImp<T>(Transform transform, string path) where T : Component
{
var findTrans = transform.Find(path);
if (findTrans != null)
{
return findTrans.gameObject.GetComponent<T>();
}
return null;
}
#endregion
#region UIEvent
private GameEventMgr _eventMgr;
protected GameEventMgr EventMgr
{
get
{
if (_eventMgr == null)
{
_eventMgr = MemoryPool.Acquire<GameEventMgr>();
}
return _eventMgr;
}
}
public void AddUIEvent(int eventType, Action handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T>(int eventType, Action<T> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U>(int eventType, Action<T, U> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V>(int eventType, Action<T, U, V> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V, W>(int eventType, Action<T, U, V, W> handler)
{
EventMgr.AddEvent(eventType, handler);
}
protected void RemoveAllUIEvent()
{
if (_eventMgr != null)
{
MemoryPool.Release(_eventMgr);
}
}
#endregion
#region UIWidget
/// <summary>
/// 创建UIWidget通过父UI位置节点。
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="goPath">父UI位置节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidget<T>(string goPath, bool visible = true) where T : UIWidget, new()
{
var goRootTrans = FindChild(goPath);
if (goRootTrans != null)
{
return CreateWidget<T>(goRootTrans.gameObject, visible);
}
return null;
}
/// <summary>
/// 创建UIWidget通过父UI位置节点。
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="parentTrans"></param>
/// <param name="goPath">父UI位置节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidget<T>(Transform parentTrans, string goPath, bool visible = true) where T : UIWidget, new()
{
var goRootTrans = FindChild(parentTrans, goPath);
if (goRootTrans != null)
{
return CreateWidget<T>(goRootTrans.gameObject, visible);
}
return null;
}
/// <summary>
/// 创建UIWidget通过游戏物体。
/// <remarks>因为资源实例已经存在父物体所以不需要异步。</remarks>
/// </summary>
/// <param name="goRoot">游戏物体。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidget<T>(GameObject goRoot, bool visible = true) where T : UIWidget, new()
{
var widget = new T();
if (widget.Create(this, goRoot, visible))
{
return widget;
}
return null;
}
/// <summary>
/// 创建UIWidget通过资源定位地址。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="assetLocation">资源定位地址。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidgetByPath<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
GameObject goInst = UIModule.Resource.LoadGameObject(assetLocation, parent: parentTrans);
return CreateWidget<T>(goInst, visible);
}
/// <summary>
/// 创建UIWidget通过资源定位地址。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="assetLocation">资源定位地址。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public async UniTask<T> CreateWidgetByPathAsync<T>(Transform parentTrans, string assetLocation, bool visible = true) where T : UIWidget, new()
{
GameObject goInst = await UIModule.Resource.LoadGameObjectAsync(assetLocation, parentTrans, gameObject.GetCancellationTokenOnDestroy());
return CreateWidget<T>(goInst, visible);
}
/// <summary>
/// 根据prefab或者模版来创建新的 widget。
/// </summary>
/// <param name="goPrefab">资源创建副本。</param>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidgetByPrefab<T>(GameObject goPrefab, Transform parentTrans = null, bool visible = true) where T : UIWidget, new()
{
var widget = new T();
if (!widget.CreateByPrefab(this, goPrefab, parentTrans, visible))
{
return null;
}
return widget;
}
/// <summary>
/// 通过UI类型来创建widget。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public T CreateWidgetByType<T>(Transform parentTrans, bool visible = true) where T : UIWidget, new()
{
return CreateWidgetByPath<T>(parentTrans, typeof(T).Name, visible);
}
/// <summary>
/// 通过UI类型来创建widget。
/// </summary>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="visible">是否可见。</param>
/// <typeparam name="T">UIWidget。</typeparam>
/// <returns>UIWidget实例。</returns>
public async UniTask<T> CreateWidgetByTypeAsync<T>(Transform parentTrans, bool visible = true) where T : UIWidget, new()
{
return await CreateWidgetByPathAsync<T>(parentTrans, typeof(T).Name, visible);
}
/// <summary>
/// 调整图标数量。
/// </summary>
/// <remarks>常用于Icon创建。</remarks>
/// <param name="listIcon">存放Icon的列表。</param>
/// <param name="number">创建数目。</param>
/// <param name="parentTrans">资源父节点。</param>
/// <param name="prefab">资产副本。</param>
/// <param name="assetPath">资产地址。</param>
/// <typeparam name="T">图标类型。</typeparam>
public void AdjustIconNum<T>(List<T> listIcon, int number, Transform parentTrans, GameObject prefab = null, string assetPath = "")
where T : UIWidget, new()
{
if (listIcon == null)
{
listIcon = new List<T>();
}
if (listIcon.Count < number)
{
int needNum = number - listIcon.Count;
for (int iconIdx = 0; iconIdx < needNum; iconIdx++)
{
T tmpT = prefab == null ? CreateWidgetByType<T>(parentTrans) : CreateWidgetByPrefab<T>(prefab, parentTrans);
listIcon.Add(tmpT);
}
}
else if (listIcon.Count > number)
{
RemoveUnUseItem<T>(listIcon, number);
}
}
/// <summary>
/// 异步调整图标数量。
/// </summary>
/// <param name="listIcon"></param>
/// <param name="tarNum"></param>
/// <param name="parentTrans"></param>
/// <param name="prefab"></param>
/// <param name="assetPath"></param>
/// <param name="maxNumPerFrame"></param>
/// <param name="updateAction"></param>
/// <typeparam name="T"></typeparam>
public void AsyncAdjustIconNum<T>(List<T> listIcon, int tarNum, Transform parentTrans, GameObject prefab = null,
string assetPath = "", int maxNumPerFrame = 5,
Action<T, int> updateAction = null) where T : UIWidget, new()
{
AsyncAdjustIconNumInternal(listIcon, tarNum, parentTrans, maxNumPerFrame, updateAction, prefab, assetPath).Forget();
}
/// <summary>
/// 异步创建接口。
/// </summary>
/// <param name="listIcon"></param>
/// <param name="tarNum"></param>
/// <param name="parentTrans"></param>
/// <param name="maxNumPerFrame"></param>
/// <param name="updateAction"></param>
/// <param name="prefab"></param>
/// <param name="assetPath"></param>
/// <typeparam name="T"></typeparam>
private async UniTaskVoid AsyncAdjustIconNumInternal<T>(List<T> listIcon, int tarNum, Transform parentTrans, int maxNumPerFrame,
Action<T, int> updateAction, GameObject prefab, string assetPath) where T : UIWidget, new()
{
if (listIcon == null)
{
listIcon = new List<T>();
}
int createCnt = 0;
for (int i = 0; i < tarNum; i++)
{
T tmpT = null;
if (i < listIcon.Count)
{
tmpT = listIcon[i];
}
else
{
if (prefab == null)
{
tmpT = await CreateWidgetByPathAsync<T>(parentTrans, assetPath);
}
else
{
tmpT = CreateWidgetByPrefab<T>(prefab, parentTrans);
}
listIcon.Add(tmpT);
}
int index = i;
if (updateAction != null)
{
updateAction(tmpT, index);
}
createCnt++;
if (createCnt >= maxNumPerFrame)
{
createCnt = 0;
await UniTask.Yield();
}
}
if (listIcon.Count > tarNum)
{
RemoveUnUseItem(listIcon, tarNum);
}
}
private void RemoveUnUseItem<T>(List<T> listIcon, int tarNum) where T : UIWidget
{
var removeIcon = new List<T>();
for (int iconIdx = 0; iconIdx < listIcon.Count; iconIdx++)
{
var icon = listIcon[iconIdx];
if (iconIdx >= tarNum)
{
removeIcon.Add(icon);
}
}
for (var index = 0; index < removeIcon.Count; index++)
{
var icon = removeIcon[index];
listIcon.Remove(icon);
icon.OnDestroy();
icon.OnDestroyWidget();
ListChild.Remove(icon);
if (icon.gameObject != null)
{
UnityEngine.Object.Destroy(icon.gameObject);
}
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 150e58aa8e003994686cd51fa0d192c9

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using GameLogic;
using TEngine;
using UnityEngine;
using UnityEngine.UI;
namespace GameLogic
{
public sealed partial class UIModule : Singleton<UIModule>, IUpdate
{
private static Transform m_InstanceRoot = null;
private bool m_enableErrorLog = true;
private Camera m_UICamera = null;
private readonly List<UIWindow> _stack = new List<UIWindow>(100);
public const int LAYER_DEEP = 2000;
public const int WINDOW_DEEP = 100;
public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
public const int WINDOW_SHOW_LAYER = 5; // UI
public static IUIResourceLoader Resource;
/// <summary>
/// UI根节点。
/// </summary>
public static Transform UIRoot => m_InstanceRoot;
/// <summary>
/// UI根节点。
/// </summary>
public Camera UICamera => m_UICamera;
private ErrorLogger _errorLogger;
protected override void OnInit()
{
var uiRoot = GameObject.Find("UIRoot");
if (uiRoot != null)
{
m_InstanceRoot = uiRoot.GetComponentInChildren<Canvas>()?.transform;
}
else
{
Log.Fatal("UIRoot not found !");
return;
}
Resource = new UIResourceLoader();
UnityEngine.Object.DontDestroyOnLoad(m_InstanceRoot.parent != null ? m_InstanceRoot.parent : m_InstanceRoot);
m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
if (Debugger.Instance != null)
{
switch (Debugger.Instance.ActiveWindowType)
{
case DebuggerActiveWindowType.AlwaysOpen:
m_enableErrorLog = true;
break;
case DebuggerActiveWindowType.OnlyOpenWhenDevelopment:
m_enableErrorLog = Debug.isDebugBuild;
break;
case DebuggerActiveWindowType.OnlyOpenInEditor:
m_enableErrorLog = Application.isEditor;
break;
default:
m_enableErrorLog = false;
break;
}
if (m_enableErrorLog)
{
_errorLogger = new ErrorLogger(this);
}
}
}
protected override void OnRelease()
{
if (_errorLogger != null)
{
_errorLogger.Dispose();
_errorLogger = null;
}
CloseAll(isShutDown:true);
if (m_InstanceRoot != null && m_InstanceRoot.parent != null)
{
UnityEngine.Object.Destroy(m_InstanceRoot.parent.gameObject);
}
}
#region
/// <summary>
/// 设置屏幕安全区域(异形屏支持)。
/// </summary>
/// <param name="safeRect">安全区域</param>
public static void ApplyScreenSafeRect(Rect safeRect)
{
CanvasScaler scaler = UIRoot.GetComponentInParent<CanvasScaler>();
if (scaler == null)
{
Log.Error($"Not found {nameof(CanvasScaler)} !");
return;
}
// Convert safe area rectangle from absolute pixels to UGUI coordinates
float rateX = scaler.referenceResolution.x / Screen.width;
float rateY = scaler.referenceResolution.y / Screen.height;
float posX = (int)(safeRect.position.x * rateX);
float posY = (int)(safeRect.position.y * rateY);
float width = (int)(safeRect.size.x * rateX);
float height = (int)(safeRect.size.y * rateY);
float offsetMaxX = scaler.referenceResolution.x - width - posX;
float offsetMaxY = scaler.referenceResolution.y - height - posY;
// 注意:安全区坐标系的原点为左下角
var rectTrans = UIRoot.transform as RectTransform;
if (rectTrans != null)
{
rectTrans.offsetMin = new Vector2(posX, posY); //锚框状态下的屏幕左下角偏移向量
rectTrans.offsetMax = new Vector2(-offsetMaxX, -offsetMaxY); //锚框状态下的屏幕右上角偏移向量
}
}
/// <summary>
/// 模拟IPhoneX异形屏
/// </summary>
public static void SimulateIPhoneXNotchScreen()
{
Rect rect;
if (Screen.height > Screen.width)
{
// 竖屏Portrait
float deviceWidth = 1125;
float deviceHeight = 2436;
rect = new Rect(0f / deviceWidth, 102f / deviceHeight, 1125f / deviceWidth, 2202f / deviceHeight);
}
else
{
// 横屏Landscape
float deviceWidth = 2436;
float deviceHeight = 1125;
rect = new Rect(132f / deviceWidth, 63f / deviceHeight, 2172f / deviceWidth, 1062f / deviceHeight);
}
Rect safeArea = new Rect(Screen.width * rect.x, Screen.height * rect.y, Screen.width * rect.width, Screen.height * rect.height);
ApplyScreenSafeRect(safeArea);
}
#endregion
/// <summary>
/// 获取所有层级下顶部的窗口名称。
/// </summary>
public string GetTopWindow()
{
if (_stack.Count == 0)
{
return string.Empty;
}
UIWindow topWindow = _stack[^1];
return topWindow.WindowName;
}
/// <summary>
/// 获取指定层级下顶部的窗口名称。
/// </summary>
public string GetTopWindow(int layer)
{
UIWindow lastOne = null;
for (int i = 0; i < _stack.Count; i++)
{
if (_stack[i].WindowLayer == layer)
lastOne = _stack[i];
}
if (lastOne == null)
return string.Empty;
return lastOne.WindowName;
}
/// <summary>
/// 是否有任意窗口正在加载。
/// </summary>
public bool IsAnyLoading()
{
for (int i = 0; i < _stack.Count; i++)
{
var window = _stack[i];
if (window.IsLoadDone == false)
return true;
}
return false;
}
/// <summary>
/// 查询窗口是否存在。
/// </summary>
/// <typeparam name="T">界面类型。</typeparam>
/// <returns>是否存在。</returns>
public bool HasWindow<T>()
{
return HasWindow(typeof(T));
}
/// <summary>
/// 查询窗口是否存在。
/// </summary>
/// <param name="type">界面类型。</param>
/// <returns>是否存在。</returns>
public bool HasWindow(Type type)
{
return IsContains(type.FullName);
}
/// <summary>
/// 异步打开窗口。
/// </summary>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns>
public void ShowUIAsync<T>(params System.Object[] userDatas) where T : UIWindow
{
ShowUIImp(typeof(T), true, userDatas);
}
/// <summary>
/// 异步打开窗口。
/// </summary>
/// <param name="type">界面类型。</param>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns>
public void ShowUIAsync(Type type, params System.Object[] userDatas)
{
ShowUIImp(type, true, userDatas);
}
/// <summary>
/// 同步打开窗口。
/// </summary>
/// <typeparam name="T">窗口类。</typeparam>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns>
public void ShowUI<T>(params System.Object[] userDatas) where T : UIWindow
{
ShowUIImp(typeof(T), false, userDatas);
}
/// <summary>
/// 异步打开窗口。
/// </summary>
/// <param name="userDatas">用户自定义数据。</param>
/// <returns>打开窗口操作句柄。</returns>
public async UniTask<UIWindow> ShowUIAsyncAwait<T>(params System.Object[] userDatas) where T : UIWindow
{
return await ShowUIAwaitImp(typeof(T), true, userDatas);
}
/// <summary>
/// 同步打开窗口。
/// </summary>
/// <param name="type"></param>
/// <param name="userDatas"></param>
/// <returns>打开窗口操作句柄。</returns>
public void ShowUI(Type type, params System.Object[] userDatas)
{
ShowUIImp(type, false, userDatas);
}
private void ShowUIImp(Type type, bool isAsync, params System.Object[] userDatas)
{
string windowName = type.FullName;
// 如果窗口已经存在
if (IsContains(windowName))
{
UIWindow window = GetWindow(windowName);
Pop(window); //弹出窗口
Push(window); //重新压入
window.TryInvoke(OnWindowPrepare, userDatas);
}
else
{
UIWindow window = CreateInstance(type);
Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
}
}
private async UniTask<UIWindow> ShowUIAwaitImp(Type type, bool isAsync, params System.Object[] userDatas)
{
string windowName = type.FullName;
// 如果窗口已经存在
if (IsContains(windowName))
{
UIWindow window = GetWindow(windowName);
Pop(window); //弹出窗口
Push(window); //重新压入
window.TryInvoke(OnWindowPrepare, userDatas);
return window;
}
else
{
UIWindow window = CreateInstance(type);
Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, isAsync, userDatas).Forget();
float time = 0f;
while (!window.IsLoadDone)
{
time += Time.deltaTime;
if (time > 60f)
{
break;
}
await UniTask.Yield();
}
return window;
}
}
/// <summary>
/// 关闭窗口
/// </summary>
public void CloseUI<T>() where T : UIWindow
{
CloseUI(typeof(T));
}
public void CloseUI(Type type)
{
string windowName = type.FullName;
UIWindow window = GetWindow(windowName);
if (window == null)
return;
window.InternalDestroy();
Pop(window);
OnSortWindowDepth(window.WindowLayer);
OnSetWindowVisible();
}
public void HideUI<T>() where T : UIWindow
{
HideUI(typeof(T));
}
public void HideUI(Type type)
{
string windowName = type.FullName;
UIWindow window = GetWindow(windowName);
if (window == null)
{
return;
}
if (window.HideTimeToClose <= 0)
{
CloseUI(type);
return;
}
window.Visible = false;
window.IsHide = true;
window.HideTimerId = ModuleSystem.GetModule<ITimerModule>().AddTimer((arg) =>
{
CloseUI(type);
},window.HideTimeToClose);
if (window.FullScreen)
{
OnSetWindowVisible();
}
}
/// <summary>
/// 关闭所有窗口。
/// </summary>
public void CloseAll(bool isShutDown = false)
{
for (int i = 0; i < _stack.Count; i++)
{
UIWindow window = _stack[i];
window.InternalDestroy(isShutDown);
}
_stack.Clear();
}
/// <summary>
/// 关闭所有窗口除了。
/// </summary>
public void CloseAllWithOut(UIWindow withOut)
{
for (int i = _stack.Count - 1; i >= 0; i--)
{
UIWindow window = _stack[i];
if (window == withOut)
{
continue;
}
window.InternalDestroy();
_stack.RemoveAt(i);
}
}
/// <summary>
/// 关闭所有窗口除了。
/// </summary>
public void CloseAllWithOut<T>() where T : UIWindow
{
for (int i = _stack.Count - 1; i >= 0; i--)
{
UIWindow window = _stack[i];
if (window.GetType() == typeof(T))
{
continue;
}
window.InternalDestroy();
_stack.RemoveAt(i);
}
}
private void OnWindowPrepare(UIWindow window)
{
OnSortWindowDepth(window.WindowLayer);
window.InternalCreate();
window.InternalRefresh();
OnSetWindowVisible();
}
private void OnSortWindowDepth(int layer)
{
int depth = layer * LAYER_DEEP;
for (int i = 0; i < _stack.Count; i++)
{
if (_stack[i].WindowLayer == layer)
{
_stack[i].Depth = depth;
depth += WINDOW_DEEP;
}
}
}
private void OnSetWindowVisible()
{
bool isHideNext = false;
for (int i = _stack.Count - 1; i >= 0; i--)
{
UIWindow window = _stack[i];
if (isHideNext == false)
{
if (window.IsHide)
{
continue;
}
window.Visible = true;
if (window.IsPrepare && window.FullScreen)
{
isHideNext = true;
}
}
else
{
window.Visible = false;
}
}
}
private UIWindow CreateInstance(Type type)
{
UIWindow window = Activator.CreateInstance(type) as UIWindow;
WindowAttribute attribute = Attribute.GetCustomAttribute(type, typeof(WindowAttribute)) as WindowAttribute;
if (window == null)
throw new GameFrameworkException($"Window {type.FullName} create instance failed.");
if (attribute != null)
{
string assetName = string.IsNullOrEmpty(attribute.Location) ? type.Name : attribute.Location;
window.Init(type.FullName, attribute.WindowLayer, attribute.FullScreen, assetName, attribute.FromResources, attribute.HideTimeToClose);
}
else
{
window.Init(type.FullName, (int)UILayer.UI, fullScreen: window.FullScreen, assetName: type.Name, fromResources: false, hideTimeToClose: 10);
}
return window;
}
/// <summary>
/// 异步获取窗口。
/// </summary>
/// <returns>打开窗口操作句柄。</returns>
public async UniTask<T> GetUIAsyncAwait<T>() where T : UIWindow
{
string windowName = typeof(T).FullName;
var window = GetWindow(windowName);
if (window == null)
{
return null;
}
var ret = window as T;
if (ret == null)
{
return null;
}
if (ret.IsLoadDone)
{
return ret;
}
float time = 0f;
while (!ret.IsLoadDone)
{
time += Time.deltaTime;
if (time > 60f)
{
break;
}
await UniTask.Yield();
}
return ret;
}
/// <summary>
/// 异步获取窗口。
/// </summary>
/// <param name="callback">回调。</param>
/// <returns>打开窗口操作句柄。</returns>
public void GetUIAsync<T>(Action<T> callback) where T : UIWindow
{
string windowName = typeof(T).FullName;
var window = GetWindow(windowName);
if (window == null)
{
return;
}
var ret = window as T;
if (ret == null)
{
return;
}
GetUIAsyncImp(callback).Forget();
async UniTaskVoid GetUIAsyncImp(Action<T> ctx)
{
float time = 0f;
while (!ret.IsLoadDone)
{
time += Time.deltaTime;
if (time > 60f)
{
break;
}
await UniTask.Yield();
}
ctx?.Invoke(ret);
}
}
private UIWindow GetWindow(string windowName)
{
for (int i = 0; i < _stack.Count; i++)
{
UIWindow window = _stack[i];
if (window.WindowName == windowName)
{
return window;
}
}
return null;
}
private bool IsContains(string windowName)
{
for (int i = 0; i < _stack.Count; i++)
{
UIWindow window = _stack[i];
if (window.WindowName == windowName)
{
return true;
}
}
return false;
}
private void Push(UIWindow window)
{
// 如果已经存在
if (IsContains(window.WindowName))
throw new System.Exception($"Window {window.WindowName} is exist.");
// 获取插入到所属层级的位置
int insertIndex = -1;
for (int i = 0; i < _stack.Count; i++)
{
if (window.WindowLayer == _stack[i].WindowLayer)
{
insertIndex = i + 1;
}
}
// 如果没有所属层级,找到相邻层级
if (insertIndex == -1)
{
for (int i = 0; i < _stack.Count; i++)
{
if (window.WindowLayer > _stack[i].WindowLayer)
{
insertIndex = i + 1;
}
}
}
// 如果是空栈或没有找到插入位置
if (insertIndex == -1)
{
insertIndex = 0;
}
// 最后插入到堆栈
_stack.Insert(insertIndex, window);
}
private void Pop(UIWindow window)
{
// 从堆栈里移除
_stack.Remove(window);
}
public void OnUpdate()
{
if (_stack == null)
{
return;
}
int count = _stack.Count;
for (int i = 0; i < _stack.Count; i++)
{
if (_stack.Count != count)
{
break;
}
var window = _stack[i];
window.InternalUpdate();
}
}
}
}

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fileFormatVersion: 2
guid: 75f20a98eacc4715a146a1c22f62decb
timeCreated: 1730998744

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using System.Collections.Generic;
using TEngine;
using UnityEngine;
namespace GameLogic
{
public abstract class UIWidget : UIBase
{
/// <summary>
/// 窗口组件的实例资源对象。
/// </summary>
public override GameObject gameObject { protected set; get; }
/// <summary>
/// 窗口组件矩阵位置组件。
/// </summary>
public override RectTransform rectTransform { protected set; get; }
/// <summary>
/// 窗口位置组件。
/// </summary>
public override Transform transform { protected set; get; }
/// <summary>
/// 窗口组件名称。
/// </summary>
// ReSharper disable once InconsistentNaming
public string name { protected set; get; } = string.Empty;
/// <summary>
/// UI类型。
/// </summary>
public override UIType Type => UIType.Widget;
/// <summary>
/// 所属的窗口。
/// </summary>
public UIWindow OwnerWindow
{
get
{
var parentUI = base.parent;
while (parentUI != null)
{
if (parentUI.Type == UIType.Window)
{
return parentUI as UIWindow;
}
parentUI = parentUI.Parent;
}
return null;
}
}
/// <summary>
/// 窗口可见性
/// </summary>
public bool Visible
{
get => gameObject.activeSelf;
set
{
gameObject.SetActive(value);
OnSetVisible(value);
}
}
internal bool InternalUpdate()
{
if (!IsPrepare)
{
return false;
}
List<UIWidget> listNextUpdateChild = null;
if (ListChild != null && ListChild.Count > 0)
{
listNextUpdateChild = m_listUpdateChild;
var updateListValid = m_updateListValid;
List<UIWidget> listChild = null;
if (!updateListValid)
{
if (listNextUpdateChild == null)
{
listNextUpdateChild = new List<UIWidget>();
m_listUpdateChild = listNextUpdateChild;
}
else
{
listNextUpdateChild.Clear();
}
listChild = ListChild;
}
else
{
listChild = listNextUpdateChild;
}
for (int i = 0; i < listChild.Count; i++)
{
var uiWidget = listChild[i];
if (uiWidget == null)
{
continue;
}
var needValid = uiWidget.InternalUpdate();
if (!updateListValid && needValid)
{
listNextUpdateChild.Add(uiWidget);
}
}
if (!updateListValid)
{
m_updateListValid = true;
}
}
bool needUpdate = false;
if (listNextUpdateChild is not { Count: > 0 })
{
HasOverrideUpdate = true;
OnUpdate();
needUpdate = HasOverrideUpdate;
}
else
{
OnUpdate();
needUpdate = true;
}
return needUpdate;
}
#region Create
/// <summary>
/// 创建窗口内嵌的界面。
/// </summary>
/// <param name="parentUI">父节点UI。</param>
/// <param name="widgetRoot">组件根节点。</param>
/// <param name="visible">是否可见。</param>
/// <returns></returns>
public bool Create(UIBase parentUI, GameObject widgetRoot, bool visible = true)
{
return CreateImp(parentUI, widgetRoot, false, visible);
}
/// <summary>
/// 根据资源名创建
/// </summary>
/// <param name="resPath"></param>
/// <param name="parentUI"></param>
/// <param name="parentTrans"></param>
/// <param name="visible"></param>
/// <returns></returns>
public bool CreateByPath(string resPath, UIBase parentUI, Transform parentTrans = null, bool visible = true)
{
GameObject goInst = UIModule.Resource.LoadGameObject(resPath, parent: parentTrans);
if (goInst == null)
{
return false;
}
if (!Create(parentUI, goInst, visible))
{
return false;
}
goInst.transform.localScale = Vector3.one;
goInst.transform.localPosition = Vector3.zero;
return true;
}
/// <summary>
/// 根据prefab或者模版来创建新的 widget。
/// <remarks>存在父物体得资源故不需要异步加载。</remarks>
/// </summary>
/// <param name="parentUI">父物体UI。</param>
/// <param name="goPrefab">实例化预制体。</param>
/// <param name="parentTrans">实例化父节点。</param>
/// <param name="visible">是否可见。</param>
/// <returns>是否创建成功。</returns>
public bool CreateByPrefab(UIBase parentUI, GameObject goPrefab, Transform parentTrans, bool visible = true)
{
if (parentTrans == null)
{
parentTrans = parentUI.rectTransform;
}
return CreateImp(parentUI, Object.Instantiate(goPrefab, parentTrans), true, visible);
}
private bool CreateImp(UIBase parentUI, GameObject widgetRoot, bool bindGo, bool visible = true)
{
if (!CreateBase(widgetRoot, bindGo))
{
return false;
}
RestChildCanvas(parentUI);
parent = parentUI;
Parent.ListChild.Add(this);
Parent.SetUpdateDirty();
ScriptGenerator();
BindMemberProperty();
RegisterEvent();
OnCreate();
OnRefresh();
IsPrepare = true;
if (!visible)
{
gameObject.SetActive(false);
}
else
{
if (!gameObject.activeSelf)
{
gameObject.SetActive(true);
}
}
return true;
}
protected bool CreateBase(GameObject go, bool bindGo)
{
if (go == null)
{
return false;
}
name = GetType().Name;
transform = go.GetComponent<Transform>();
rectTransform = transform as RectTransform;
gameObject = go;
Log.Assert(rectTransform != null, $"{go.name} ui base element need to be RectTransform");
return true;
}
protected void RestChildCanvas(UIBase parentUI)
{
if (parentUI == null || parentUI.gameObject == null)
{
return;
}
Canvas parentCanvas = parentUI.gameObject.GetComponentInParent<Canvas>();
if (parentCanvas == null)
{
return;
}
if (gameObject != null)
{
var listCanvas = gameObject.GetComponentsInChildren<Canvas>(true);
for (var index = 0; index < listCanvas.Length; index++)
{
var childCanvas = listCanvas[index];
childCanvas.sortingOrder = parentCanvas.sortingOrder + childCanvas.sortingOrder % UIModule.WINDOW_DEEP;
}
}
}
#endregion
#region Destroy
/// <summary>
/// 组件被销毁调用。
/// <remarks>请勿手动调用!</remarks>
/// </summary>
internal void OnDestroyWidget()
{
Parent?.SetUpdateDirty();
RemoveAllUIEvent();
foreach (var uiChild in ListChild)
{
uiChild.OnDestroy();
uiChild.OnDestroyWidget();
}
if (gameObject != null)
{
Object.Destroy(gameObject);
}
}
/// <summary>
/// 主动销毁组件。
/// </summary>
public void Destroy()
{
if (parent != null)
{
parent.ListChild.Remove(this);
OnDestroy();
OnDestroyWidget();
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 85d37e6e79fd7c84192b1c3c60496874

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using System;
using System.Collections.Generic;
using Cysharp.Threading.Tasks;
using TEngine;
using UnityEngine;
using UnityEngine.UI;
using Object = UnityEngine.Object;
namespace GameLogic
{
public abstract class UIWindow : UIBase
{
#region Propreties
private System.Action<UIWindow> _prepareCallback;
private bool _isCreate = false;
private GameObject _panel;
private Canvas _canvas;
protected Canvas Canvas => _canvas;
private Canvas[] _childCanvas;
private GraphicRaycaster _raycaster;
protected GraphicRaycaster GraphicRaycaster => _raycaster;
private GraphicRaycaster[] _childRaycaster;
public override UIType Type => UIType.Window;
/// <summary>
/// 窗口位置组件。
/// </summary>
public override Transform transform => _panel.transform;
/// <summary>
/// 窗口矩阵位置组件。
/// </summary>
public override RectTransform rectTransform => _panel.transform as RectTransform;
/// <summary>
/// 窗口的实例资源对象。
/// </summary>
public override GameObject gameObject => _panel;
/// <summary>
/// 窗口名称。
/// </summary>
public string WindowName { private set; get; }
/// <summary>
/// 窗口层级。
/// </summary>
public int WindowLayer { private set; get; }
/// <summary>
/// 资源定位地址。
/// </summary>
public string AssetName { private set; get; }
/// <summary>
/// 是否为全屏窗口。
/// </summary>
public virtual bool FullScreen { private set; get; } = false;
/// <summary>
/// 是内部资源无需AB加载。
/// </summary>
public bool FromResources { private set; get; }
/// <summary>
/// 隐藏窗口关闭时间。
/// </summary>
public int HideTimeToClose { get; set; }
public int HideTimerId { get; set; }
/// <summary>
/// 窗口深度值。
/// </summary>
public int Depth
{
get
{
if (_canvas != null)
{
return _canvas.sortingOrder;
}
else
{
return 0;
}
}
set
{
if (_canvas != null)
{
if (_canvas.sortingOrder == value)
{
return;
}
// 设置父类
_canvas.sortingOrder = value;
// 设置子类
int depth = value;
for (int i = 0; i < _childCanvas.Length; i++)
{
var canvas = _childCanvas[i];
if (canvas != _canvas)
{
depth += 5; //注意递增值
canvas.sortingOrder = depth;
}
}
// 虚函数
if (_isCreate)
{
OnSortDepth(value);
}
}
}
}
/// <summary>
/// 窗口可见性
/// </summary>
public bool Visible
{
get
{
if (_canvas != null)
{
return _canvas.gameObject.layer == UIModule.WINDOW_SHOW_LAYER;
}
else
{
return false;
}
}
set
{
if (_canvas != null)
{
int setLayer = value ? UIModule.WINDOW_SHOW_LAYER : UIModule.WINDOW_HIDE_LAYER;
if (_canvas.gameObject.layer == setLayer)
return;
// 显示设置
_canvas.gameObject.layer = setLayer;
for (int i = 0; i < _childCanvas.Length; i++)
{
_childCanvas[i].gameObject.layer = setLayer;
}
// 交互设置
Interactable = value;
// 虚函数
if (_isCreate)
{
OnSetVisible(value);
}
}
}
}
/// <summary>
/// 窗口交互性
/// </summary>
private bool Interactable
{
get
{
if (_raycaster != null)
{
return _raycaster.enabled;
}
else
{
return false;
}
}
set
{
if (_raycaster != null)
{
_raycaster.enabled = value;
for (int i = 0; i < _childRaycaster.Length; i++)
{
_childRaycaster[i].enabled = value;
}
}
}
}
/// <summary>
/// 是否加载完毕。
/// </summary>
internal bool IsLoadDone = false;
/// <summary>
/// UI是否销毁。
/// </summary>
internal bool IsDestroyed = false;
/// <summary>
/// UI是否隐藏标志位。
/// </summary>
public bool IsHide { internal set; get; } = false;
#endregion
public void Init(string name, int layer, bool fullScreen, string assetName, bool fromResources, int hideTimeToClose)
{
WindowName = name;
WindowLayer = layer;
FullScreen = fullScreen;
AssetName = assetName;
FromResources = fromResources;
HideTimeToClose = hideTimeToClose;
}
internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
{
CancelHideToCloseTimer();
base.userDatas = userDatas;
if (IsPrepare)
{
prepareCallback?.Invoke(this);
}
else
{
_prepareCallback = prepareCallback;
}
}
internal async UniTaskVoid InternalLoad(string location, Action<UIWindow> prepareCallback, bool isAsync, System.Object[] userDatas)
{
_prepareCallback = prepareCallback;
this.userDatas = userDatas;
if (!FromResources)
{
if (isAsync)
{
var uiInstance = await UIModule.Resource.LoadGameObjectAsync(location, parent: UIModule.UIRoot);
Handle_Completed(uiInstance);
}
else
{
var uiInstance = UIModule.Resource.LoadGameObject(location, parent: UIModule.UIRoot);
Handle_Completed(uiInstance);
}
}
else
{
GameObject panel = Object.Instantiate(Resources.Load<GameObject>(location), UIModule.UIRoot);
Handle_Completed(panel);
}
}
internal void InternalCreate()
{
if (_isCreate == false)
{
_isCreate = true;
ScriptGenerator();
BindMemberProperty();
RegisterEvent();
OnCreate();
}
}
internal void InternalRefresh()
{
OnRefresh();
}
internal bool InternalUpdate()
{
if (!IsPrepare || !Visible)
{
return false;
}
List<UIWidget> listNextUpdateChild = null;
if (ListChild != null && ListChild.Count > 0)
{
listNextUpdateChild = m_listUpdateChild;
var updateListValid = m_updateListValid;
List<UIWidget> listChild = null;
if (!updateListValid)
{
if (listNextUpdateChild == null)
{
listNextUpdateChild = new List<UIWidget>();
m_listUpdateChild = listNextUpdateChild;
}
else
{
listNextUpdateChild.Clear();
}
listChild = ListChild;
}
else
{
listChild = listNextUpdateChild;
}
for (int i = 0; i < listChild.Count; i++)
{
var uiWidget = listChild[i];
if (uiWidget == null)
{
continue;
}
var needValid = uiWidget.InternalUpdate();
if (!updateListValid && needValid)
{
listNextUpdateChild.Add(uiWidget);
}
}
if (!updateListValid)
{
m_updateListValid = true;
}
}
bool needUpdate = false;
if (listNextUpdateChild == null || listNextUpdateChild.Count <= 0)
{
HasOverrideUpdate = true;
OnUpdate();
needUpdate = HasOverrideUpdate;
}
else
{
OnUpdate();
needUpdate = true;
}
return needUpdate;
}
internal void InternalDestroy(bool isShutDown = false)
{
_isCreate = false;
RemoveAllUIEvent();
for (int i = 0; i < ListChild.Count; i++)
{
var uiChild = ListChild[i];
uiChild.CallDestroy();
uiChild.OnDestroyWidget();
}
// 注销回调函数
_prepareCallback = null;
OnDestroy();
// 销毁面板对象
if (_panel != null)
{
Object.Destroy(_panel);
_panel = null;
}
IsDestroyed = true;
if (!isShutDown)
{
CancelHideToCloseTimer();
}
}
/// <summary>
/// 处理资源加载完成回调。
/// </summary>
/// <param name="panel">面板资源实例。</param>
private void Handle_Completed(GameObject panel)
{
if (panel == null)
{
return;
}
IsLoadDone = true;
if (IsDestroyed)
{
Object.Destroy(panel);
return;
}
panel.name = GetType().Name;
_panel = panel;
_panel.transform.localPosition = Vector3.zero;
// 获取组件
_canvas = _panel.GetComponent<Canvas>();
if (_canvas == null)
{
throw new Exception($"Not found {nameof(Canvas)} in panel {WindowName}");
}
_canvas.overrideSorting = true;
_canvas.sortingOrder = 0;
_canvas.sortingLayerName = "Default";
// 获取组件
_raycaster = _panel.GetComponent<GraphicRaycaster>();
_childCanvas = _panel.GetComponentsInChildren<Canvas>(true);
_childRaycaster = _panel.GetComponentsInChildren<GraphicRaycaster>(true);
// 通知UI管理器
IsPrepare = true;
_prepareCallback?.Invoke(this);
}
protected virtual void Hide()
{
UIModule.Instance.HideUI(this.GetType());
}
protected virtual void Close()
{
UIModule.Instance.CloseUI(this.GetType());
}
internal void CancelHideToCloseTimer()
{
IsHide = false;
if (HideTimerId > 0)
{
ModuleSystem.GetModule<ITimerModule>().RemoveTimer(HideTimerId);
HideTimerId = 0;
}
}
}
}

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fileFormatVersion: 2
guid: e69db0620e3c6504e912406b236862a7

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using System;
namespace GameLogic
{
/// <summary>
/// UI层级枚举。
/// </summary>
public enum UILayer : int
{
Bottom = 0,
UI = 1,
Top = 2,
Tips = 3,
System = 4,
}
[AttributeUsage(AttributeTargets.Class)]
public class WindowAttribute : Attribute
{
/// <summary>
/// 窗口层级
/// </summary>
public readonly int WindowLayer;
/// <summary>
/// 资源定位地址。
/// </summary>
public readonly string Location;
/// <summary>
/// 全屏窗口标记。
/// </summary>
public readonly bool FullScreen;
/// <summary>
/// 是内部资源无需AB加载。
/// </summary>
public readonly bool FromResources;
public readonly int HideTimeToClose;
public WindowAttribute(int windowLayer, string location = "", bool fullScreen = false, int hideTimeToClose = 10)
{
WindowLayer = windowLayer;
Location = location;
FullScreen = fullScreen;
HideTimeToClose = hideTimeToClose;
}
public WindowAttribute(UILayer windowLayer, string location = "", bool fullScreen = false, int hideTimeToClose = 10)
{
WindowLayer = (int)windowLayer;
Location = location;
FullScreen = fullScreen;
HideTimeToClose = hideTimeToClose;
}
public WindowAttribute(UILayer windowLayer, bool fromResources, bool fullScreen = false, int hideTimeToClose = 10)
{
WindowLayer = (int)windowLayer;
FromResources = fromResources;
FullScreen = fullScreen;
HideTimeToClose = hideTimeToClose;
}
public WindowAttribute(UILayer windowLayer, bool fromResources, string location, bool fullScreen = false, int hideTimeToClose = 10)
{
WindowLayer = (int)windowLayer;
FromResources = fromResources;
Location = location;
FullScreen = fullScreen;
HideTimeToClose = hideTimeToClose;
}
}
}

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fileFormatVersion: 2
guid: fb81c60a8b8a1d34780af88a49c85918