This commit is contained in:
ALEXTANG
2023-04-03 20:57:10 +08:00
parent 3f22fb72ee
commit 6fbe17d7d5
15 changed files with 1071 additions and 53 deletions

View File

@@ -1,4 +1,5 @@
using UnityEngine; using System;
using UnityEngine;
namespace TEngine namespace TEngine
{ {
@@ -25,5 +26,10 @@ namespace TEngine
{ {
} }
private void Start()
{
}
} }
} }

View File

@@ -60,7 +60,7 @@ namespace TEngine
rectTransform.anchorMax = m_Half; rectTransform.anchorMax = m_Half;
rectTransform.anchoredPosition = Vector2.zero; rectTransform.anchoredPosition = Vector2.zero;
// return obj.GetOrAddComponent<UIWindow>(); // return obj.GetOrAddComponent<UIWindow>();
return new UIWindow(); return null;
} }
/// <summary> /// <summary>

View File

@@ -3,11 +3,11 @@
public interface IUIBehaviour public interface IUIBehaviour
{ {
void ScriptGenerator(); void ScriptGenerator();
void BindMemberProperty();
void RegisterEvent(); void RegisterEvent();
void OnCreate(); void OnCreate();
void OnUpdate(float elapseSeconds, float realElapseSeconds); void OnRefresh();
void OnClose(bool isShutdown, object userData); void OnUpdate();
void OnPause(); void OnDestroy();
void OnResume();
} }
} }

View File

@@ -0,0 +1,73 @@
using YooAsset;
namespace TEngine
{
/// <summary>
/// 打开窗口操作句柄。
/// </summary>
public class OpenWindowOperation : GameAsyncOperation
{
private enum ESteps
{
None,
Waiting,
Done,
}
private readonly AssetOperationHandle _handle;
private ESteps _steps = ESteps.None;
internal OpenWindowOperation(AssetOperationHandle handle)
{
_handle = handle;
}
protected override void OnStart()
{
_steps = ESteps.Waiting;
}
protected override void OnUpdate()
{
if (_steps == ESteps.None || _steps == ESteps.Done)
return;
if (_steps == ESteps.Waiting)
{
if (_handle.IsValid == false)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle)} is invalid.";
return;
}
if (_handle.IsDone == false)
return;
if (_handle.AssetObject == null)
{
_steps = ESteps.Done;
Status = EOperationStatus.Failed;
Error = $"{nameof(AssetOperationHandle.AssetObject)} is null.";
return;
}
_steps = ESteps.Done;
Status = EOperationStatus.Succeed;
}
}
/// <summary>
/// 等待异步实例化结束
/// </summary>
public void WaitForAsyncComplete()
{
if (_handle != null)
{
if (_steps == ESteps.Done)
return;
_handle.WaitForAsyncComplete();
OnUpdate();
}
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 8ebdde8ab5014a73983249d935b415e4
timeCreated: 1680520779

View File

@@ -1,7 +1,34 @@
namespace TEngine using YooAsset;
namespace TEngine
{ {
public enum UIBaseType
{
None,
Window,
Widget,
}
public class UIBase public class UIBase
{ {
/// <summary>
/// 所属的window。
/// </summary>
protected UIBase parent = null;
/// <summary>
/// UI父节点。
/// </summary>
public UIBase Parent => parent;
/// <summary>
/// UI类型。
/// </summary>
public virtual UIBaseType BaseType => UIBaseType.None;
/// <summary>
/// 资源操作句柄。
/// </summary>
public AssetOperationHandle Handle { protected set; get; }
} }
} }

View File

@@ -1,3 +1,3 @@
fileFormatVersion: 2 fileFormatVersion: 2
guid: 62c603695cbe4b8bb59a94d907ca7f65 guid: aa3dc52076b14039bc355c825c7f29de
timeCreated: 1680514241 timeCreated: 1680526167

View File

@@ -1,9 +1,20 @@
using System; using System;
using System.Collections.Generic;
using UnityEngine; using UnityEngine;
using UnityEngine.Serialization; using UnityEngine.UI;
using YooAsset;
namespace TEngine namespace TEngine
{ {
public enum EUIGroup
{
Bottom,
UI,
Top,
Tips,
System,
}
/// <summary> /// <summary>
/// UI组件。 /// UI组件。
/// </summary> /// </summary>
@@ -12,35 +23,34 @@ namespace TEngine
{ {
private const int DefaultPriority = 0; private const int DefaultPriority = 0;
[SerializeField] [SerializeField] private Transform m_InstanceRoot = null;
private Transform m_InstanceRoot = null;
[SerializeField] [SerializeField] private Camera m_UICamera = null;
private Camera m_UICamera = null;
[SerializeField] [SerializeField] private string m_UIWindowHelperTypeName = "TEngine.DefaultUIWindowHelper";
private string m_UIWindowHelperTypeName = "TEngine.DefaultUIWindowHelper";
[SerializeField] [SerializeField] private UIWindowHelperBase mCustomUIWindowHelper = null;
private UIWindowHelperBase mCustomUIWindowHelper = null;
[SerializeField] [SerializeField] private string m_UIGroupHelperTypeName = "TEngine.DefaultUIGroupHelper";
private string m_UIGroupHelperTypeName = "TEngine.DefaultUIGroupHelper";
[SerializeField] [SerializeField] private UIGroupHelperBase m_CustomUIGroupHelper = null;
private UIGroupHelperBase m_CustomUIGroupHelper = null;
[SerializeField] [SerializeField] private UIGroup[] m_UIGroups = null;
private UIGroup[] m_UIGroups = null;
private readonly List<UIWindow> _stack = new List<UIWindow>(100);
public const int GROUP_DEEP = 10000; public const int GROUP_DEEP = 10000;
public const int WINDOWS_DEEP = 100; public const int WINDOW_DEEP = 100;
public const int WINDOW_HIDE_LAYER = 2; // Ignore Raycast
public const int WINDOW_SHOW_LAYER = 5; // UI
/// <summary> /// <summary>
/// UI根节点。 /// UI根节点。
/// </summary> /// </summary>
public Transform UIRoot => m_InstanceRoot; public Transform UIRoot => m_InstanceRoot;
public static Transform UIRootStatic;
/// <summary> /// <summary>
/// UI根节点。 /// UI根节点。
/// </summary> /// </summary>
@@ -51,11 +61,6 @@ namespace TEngine
/// </summary> /// </summary>
public int UIGroupCount => m_UIGroups?.Length ?? 0; public int UIGroupCount => m_UIGroups?.Length ?? 0;
protected override void Awake()
{
base.Awake();
}
private void Start() private void Start()
{ {
RootComponent rootComponent = GameEntry.GetComponent<RootComponent>(); RootComponent rootComponent = GameEntry.GetComponent<RootComponent>();
@@ -85,6 +90,7 @@ namespace TEngine
} }
m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI"); m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
UIRootStatic = m_InstanceRoot;
for (int i = 0; i < m_UIGroups.Length; i++) for (int i = 0; i < m_UIGroups.Length; i++)
{ {
@@ -96,6 +102,26 @@ namespace TEngine
} }
} }
private void OnDestroy()
{
CloseAll();
}
private void Update()
{
int count = _stack.Count;
for (int i = 0; i < _stack.Count; i++)
{
if (_stack.Count != count)
{
break;
}
var window = _stack[i];
window.InternalUpdate();
}
}
/// <summary> /// <summary>
/// 增加界面组。 /// 增加界面组。
/// </summary> /// </summary>
@@ -120,5 +146,366 @@ namespace TEngine
return true; return true;
} }
#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 = UIRootStatic.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 = UIRootStatic.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[_stack.Count - 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 OpenWindowOperation ShowUIAsync<T>(params System.Object[] userDatas) where T : UIWindow
{
return ShowUIAsync(typeof(T), 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 OpenWindowOperation ShowUIAsync(Type type, 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);
var operation = new OpenWindowOperation(window.Handle);
YooAssets.StartOperation(operation);
return operation;
}
else
{
UIWindow window = CreateInstance(type);
Push(window); //首次压入
window.InternalLoad(window.AssetName, OnWindowPrepare, userDatas);
var operation = new OpenWindowOperation(window.Handle);
YooAssets.StartOperation(operation);
return operation;
}
}
/// <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 OpenWindowOperation ShowUI<T>(params System.Object[] userDatas) where T : UIWindow
{
var operation = ShowUIAsync(typeof(T), userDatas);
operation.WaitForAsyncComplete();
return operation;
}
/// <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 OpenWindowOperation ShowUI(Type type, params System.Object[] userDatas)
{
var operation = ShowUIAsync(type, userDatas);
operation.WaitForAsyncComplete();
return operation;
}
/// <summary>
/// 关闭窗口
/// </summary>
public void CloseWindow<T>() where T : UIWindow
{
CloseWindow(typeof(T));
}
public void CloseWindow(Type type)
{
string windowName = type.FullName;
UIWindow window = GetWindow(windowName);
if (window == null)
return;
window.InternalDestroy();
Pop(window);
OnSortWindowDepth(window.WindowLayer);
OnSetWindowVisible();
}
/// <summary>
/// 关闭所有窗口。
/// </summary>
public void CloseAll()
{
for (int i = 0; i < _stack.Count; i++)
{
UIWindow window = _stack[i];
window.InternalDestroy();
}
_stack.Clear();
}
private void OnWindowPrepare(UIWindow window)
{
OnSortWindowDepth(window.WindowLayer);
window.InternalCreate();
window.InternalRefresh();
OnSetWindowVisible();
}
private void OnSortWindowDepth(int layer)
{
int depth = layer;
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)
{
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 Exception($"Window {type.FullName} create instance failed.");
if (attribute == null)
throw new Exception($"Window {type.FullName} not found {nameof(WindowAttribute)} attribute.");
string assetName = string.IsNullOrEmpty(attribute.AssetName) ? type.Name : attribute.AssetName;
window.Init(type.FullName, attribute.WindowLayer, attribute.FullScreen, assetName);
return window;
}
private UIWindow GetWindow(string windowName)
{
for (int i = 0; i < _stack.Count; i++)
{
UIWindow window = _stack[i];
if (window.WindowName == windowName)
{
return window;
}
}
return null;
}
private bool IsContains(string windowName)
{
for (int i = 0; i < _stack.Count; i++)
{
UIWindow window = _stack[i];
if (window.WindowName == windowName)
{
return true;
}
}
return false;
}
private void Push(UIWindow window)
{
// 如果已经存在
if (IsContains(window.WindowName))
throw new System.Exception($"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);
}
} }
} }

View File

@@ -1,7 +0,0 @@
namespace TEngine
{
public class UIManager
{
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5bd4d4995a5241e3b2df04687b757f47
timeCreated: 1680511416

View File

@@ -0,0 +1,62 @@
namespace TEngine
{
public abstract class UIWidget:UIBase,IUIBehaviour
{
/// <summary>
/// 所属的窗口。
/// </summary>
public UIWindow OwnerWindow
{
get
{
var parentUI = base.parent;
while (parentUI != null)
{
if (parentUI.BaseType == UIBaseType.Window)
{
return parentUI as UIWindow;
}
parentUI = parentUI.Parent;
}
return null;
}
}
public virtual void ScriptGenerator()
{
throw new System.NotImplementedException();
}
public virtual void BindMemberProperty()
{
throw new System.NotImplementedException();
}
public virtual void RegisterEvent()
{
throw new System.NotImplementedException();
}
public virtual void OnCreate()
{
throw new System.NotImplementedException();
}
public virtual void OnRefresh()
{
throw new System.NotImplementedException();
}
public virtual void OnUpdate()
{
throw new System.NotImplementedException();
}
public virtual void OnDestroy()
{
throw new System.NotImplementedException();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 497ec3b265be4f81aead015ca3aa91d7
timeCreated: 1680526019

View File

@@ -1,7 +1,474 @@
namespace TEngine using System;
{ using UnityEngine;
public class UIWindow using UnityEngine.UI;
{ using YooAsset;
using Object = UnityEngine.Object;
namespace TEngine
{
public abstract class UIWindow : UIBase, IUIBehaviour
{
private System.Action<UIWindow> _prepareCallback;
private System.Object[] _userDatas;
private bool _isCreate = false;
private GameObject _panel;
private Canvas _canvas;
private Canvas[] _childCanvas;
private GraphicRaycaster _raycaster;
private GraphicRaycaster[] _childRaycaster;
public override UIBaseType BaseType => UIBaseType.Window;
/// <summary>
/// 窗口矩阵位置组件。
/// </summary>
public RectTransform transform => _panel.transform as RectTransform;
/// <summary>
/// 窗口的实例资源对象。
/// </summary>
public 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 bool FullScreen { private set; get; }
/// <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 == UIComponent.WINDOW_SHOW_LAYER;
}
else
{
return false;
}
}
set
{
if (_canvas != null)
{
int setLayer = value ? UIComponent.WINDOW_SHOW_LAYER : UIComponent.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 => Handle.IsDone;
/// <summary>
/// 是否准备完毕
/// </summary>
public bool IsPrepare { private set; get; }
public void Init(string name, int layer, bool fullScreen, string assetName)
{
WindowName = name;
WindowLayer = layer;
FullScreen = fullScreen;
AssetName = assetName;
}
/// <summary>
/// 代码自动生成绑定。
/// </summary>
public virtual void ScriptGenerator()
{
}
/// <summary>
/// 绑定UI成员元素。
/// </summary>
public virtual void BindMemberProperty()
{
}
/// <summary>
/// 注册事件。
/// </summary>
public virtual void RegisterEvent()
{
}
/// <summary>
/// 窗口创建。
/// </summary>
public virtual void OnCreate()
{
}
/// <summary>
/// 窗口刷新
/// </summary>
public virtual void OnRefresh()
{
}
/// <summary>
/// 窗口更新
/// </summary>
public virtual void OnUpdate()
{
}
/// <summary>
/// 窗口销毁
/// </summary>
public virtual void OnDestroy()
{
}
protected virtual void Close()
{
GameModule.UI.CloseWindow(this.GetType());
}
/// <summary>
/// 当触发窗口的层级排序
/// </summary>
protected virtual void OnSortDepth(int depth)
{
}
/// <summary>
/// 当因为全屏遮挡触发窗口的显隐
/// </summary>
protected virtual void OnSetVisible(bool visible)
{
}
internal void TryInvoke(System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
{
_userDatas = userDatas;
if (IsPrepare)
{
prepareCallback?.Invoke(this);
}
else
{
_prepareCallback = prepareCallback;
}
}
internal void InternalLoad(string location, System.Action<UIWindow> prepareCallback, System.Object[] userDatas)
{
if (Handle != null)
{
return;
}
_prepareCallback = prepareCallback;
_userDatas = userDatas;
Handle = YooAssets.LoadAssetAsync<GameObject>(location);
Handle.Completed += Handle_Completed;
}
internal void InternalCreate()
{
if (_isCreate == false)
{
_isCreate = true;
OnCreate();
}
}
internal void InternalRefresh()
{
OnRefresh();
}
internal void InternalUpdate()
{
if (IsPrepare)
{
OnUpdate();
}
}
internal void InternalDestroy()
{
_isCreate = false;
RemoveAllUIEvent();
// 注销回调函数
_prepareCallback = null;
// 卸载面板资源
if (Handle != null)
{
Handle.Release();
Handle = null;
}
// 销毁面板对象
if (_panel != null)
{
OnDestroy();
Object.Destroy(_panel);
_panel = null;
}
}
private void Handle_Completed(AssetOperationHandle handle)
{
if (handle.AssetObject == null)
{
return;
}
// 实例化对象
_panel = handle.InstantiateSync(UIComponent.UIRootStatic);
_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);
}
#region FindChildComponent
public Transform FindChild(string path)
{
return DUnityUtil.FindChild(transform, path);
}
public Transform FindChild(Transform trans, string path)
{
return DUnityUtil.FindChild(trans, path);
}
public T FindChildComponent<T>(string path) where T : Component
{
return DUnityUtil.FindChildComponent<T>(transform, path);
}
public T FindChildComponent<T>(Transform trans, string path) where T : Component
{
return DUnityUtil.FindChildComponent<T>(trans, path);
}
#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.AddUIEvent(eventType, handler);
}
protected void AddUIEvent<T>(int eventType, Action<T> handler)
{
EventMgr.AddUIEvent(eventType, handler);
}
protected void AddUIEvent<T, U>(int eventType, Action<T, U> handler)
{
EventMgr.AddUIEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V>(int eventType, Action<T, U, V> handler)
{
EventMgr.AddUIEvent(eventType, handler);
}
protected void AddUIEvent<T, U, V, W>(int eventType, Action<T, U, V, W> handler)
{
EventMgr.AddUIEvent(eventType, handler);
}
private void RemoveAllUIEvent()
{
if (_eventMgr != null)
{
MemoryPool.Release(_eventMgr);
}
}
#endregion
} }
} }