UIComponent

UIComponent
This commit is contained in:
ALEXTANG
2023-04-03 18:54:48 +08:00
parent 99ff4a443f
commit 7ef52245ac
29 changed files with 650 additions and 0 deletions

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@@ -162,6 +162,7 @@ GameObject:
serializedVersion: 6
m_Component:
- component: {fileID: 43232120}
- component: {fileID: 43232121}
m_Layer: 0
m_Name: UI
m_TagString: Untagged
@@ -183,6 +184,33 @@ Transform:
m_Father: {fileID: 2061060682}
m_RootOrder: 0
m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0}
--- !u!114 &43232121
MonoBehaviour:
m_ObjectHideFlags: 0
m_CorrespondingSourceObject: {fileID: 0}
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_GameObject: {fileID: 43232119}
m_Enabled: 1
m_EditorHideFlags: 0
m_Script: {fileID: 11500000, guid: 9497504d71104685ad1464b42219c763, type: 3}
m_Name:
m_EditorClassIdentifier:
m_InstanceRoot: {fileID: 88107082}
m_UICamera: {fileID: 110205813}
m_UIWindowHelperTypeName: TEngine.DefaultUIWindowHelper
mCustomUIWindowHelper: {fileID: 0}
m_UIGroupHelperTypeName: TEngine.DefaultUIGroupHelper
m_CustomUIGroupHelper: {fileID: 0}
m_UIGroups:
- m_Name: Bottom
m_Depth: 0
- m_Name: UI
m_Depth: 1
- m_Name: Top
m_Depth: 2
- m_Name: System
m_Depth: 3
--- !u!1 &88107081
GameObject:
m_ObjectHideFlags: 0

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@@ -0,0 +1,69 @@
using UnityEditor;
namespace TEngine.Editor.Inspector
{
[CustomEditor(typeof(UIComponent))]
internal sealed class UIComponentInspector : GameFrameworkInspector
{
private SerializedProperty m_InstanceRoot = 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()
{
base.OnInspectorGUI();
serializedObject.Update();
UIComponent t = (UIComponent)target;
EditorGUI.BeginDisabledGroup(EditorApplication.isPlayingOrWillChangePlaymode);
{
EditorGUILayout.PropertyField(m_InstanceRoot);
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();
}
protected override void OnCompileComplete()
{
base.OnCompileComplete();
RefreshTypeNames();
}
private void OnEnable()
{
m_InstanceRoot = serializedObject.FindProperty("m_InstanceRoot");
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();
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cfa63d9134ce4fad9ced6e59e3fb776f
timeCreated: 1680514613

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 2d40e71adcb74a3092602909942ff1d3
timeCreated: 1680511299

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@@ -0,0 +1,77 @@
using UnityEngine;
namespace TEngine
{
/// <summary>
/// 默认界面辅助器。
/// </summary>
public class DefaultUIWindowHelper : UIWindowHelperBase
{
private ResourceComponent m_ResourceComponent = null;
private Vector2 m_Half = new Vector2(0.5f,0.5f);
private int m_UILayer;
private void Start()
{
m_UILayer = LayerMask.NameToLayer("UI");
m_ResourceComponent = GameEntry.GetComponent<ResourceComponent>();
if (m_ResourceComponent == 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 new UIWindow();
}
/// <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);
}
}
}

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

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@@ -0,0 +1,13 @@
namespace TEngine
{
public interface IUIBehaviour
{
void ScriptGenerator();
void RegisterEvent();
void OnCreate();
void OnUpdate(float elapseSeconds, float realElapseSeconds);
void OnClose(bool isShutdown, object userData);
void OnPause();
void OnResume();
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3dacc243d8184148b8dfedbf13368024
timeCreated: 1680514817

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@@ -0,0 +1,114 @@
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);
}
}

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

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

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 62c603695cbe4b8bb59a94d907ca7f65
timeCreated: 1680514241

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@@ -0,0 +1,124 @@
using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace TEngine
{
/// <summary>
/// UI组件。
/// </summary>
[DisallowMultipleComponent]
public sealed partial class UIComponent : GameFrameworkComponent
{
private const int DefaultPriority = 0;
[SerializeField]
private Transform m_InstanceRoot = null;
[SerializeField]
private Camera m_UICamera = null;
[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;
public const int GROUP_DEEP = 10000;
public const int WINDOWS_DEEP = 100;
/// <summary>
/// UI根节点。
/// </summary>
public Transform UIRoot => m_InstanceRoot;
/// <summary>
/// UI根节点。
/// </summary>
public Camera UICamera => m_UICamera;
/// <summary>
/// 获取界面组数量。
/// </summary>
public int UIGroupCount => m_UIGroups?.Length ?? 0;
protected override void Awake()
{
base.Awake();
}
private void Start()
{
RootComponent rootComponent = GameEntry.GetComponent<RootComponent>();
if (rootComponent == null)
{
Log.Fatal("Base component is invalid.");
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;
m_InstanceRoot.SetParent(gameObject.transform);
m_InstanceRoot.localScale = Vector3.one;
}
m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
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;
}
}
}
/// <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;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 9497504d71104685ad1464b42219c763
timeCreated: 1680511581

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b10f86b28ebd47b0b9dad8bbbfa0df06
timeCreated: 1680515210

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@@ -0,0 +1,44 @@
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;
}
}
}

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

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@@ -0,0 +1,34 @@
using System;
using UnityEngine;
namespace TEngine
{
public sealed partial class UIComponent : GameFrameworkComponent
{
[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;
}
}
}
}
}

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

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@@ -0,0 +1,16 @@
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);
}
}

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

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

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

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

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3f7074455af14e94807e155b7cf32dd3
timeCreated: 1680514258

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@@ -0,0 +1,33 @@
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);
}
}

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

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@@ -0,0 +1,24 @@
using System;
namespace TEngine
{
[AttributeUsage(AttributeTargets.Class)]
public class WindowAttribute : Attribute
{
/// <summary>
/// 资源实体可寻址路径/路径。
/// </summary>
public string AssetName;
/// <summary>
/// 全屏窗口标记。
/// </summary>
public bool FullScreen;
public WindowAttribute(string assetName, bool fullScreen = false)
{
AssetName = assetName;
FullScreen = fullScreen;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 0e40418539074f688c82a8ab107e968e
timeCreated: 1680511434