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TEngine4.0
...
yoo2.2.9
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@@ -13,11 +13,12 @@
|
||||

|
||||
|
||||
### 4.打包运行
|
||||
* 1.运行菜单 HybridCLR/Define Symbols/Enable HybridCLR 运行开启HybridCLR热更新
|
||||
* 2.运行菜单 HybridCLR/Generate/All 进行必要的生成操作。这一步不可遗漏!!!
|
||||
* 3.运行菜单 HybridCLR/Build/BuildAssets And CopyTo AssemblyPath,生成热更新dll并copy到热更程序集中。
|
||||
* 4.运行菜单 YooAsset/AssetBundle Builder 构建AB
|
||||
* 5.打开Build Settings对话框,点击Build And Run,打包并且运行热更新示例工程。
|
||||
* 1.运行菜单 HybridCLR/Install... 安装HybridCLR,每次更新HybridCLR版本需要重新执行一次安装。
|
||||
* 2.运行菜单 HybridCLR/Define Symbols/Enable HybridCLR 运行开启HybridCLR热更新。
|
||||
* 3.运行菜单 HybridCLR/Generate/All 进行必要的生成操作。这一步不可遗漏!!!
|
||||
* 4.运行菜单 HybridCLR/Build/BuildAssets And CopyTo AssemblyPath,生成热更新dll并copy到热更程序集中。
|
||||
* 5.运行菜单 YooAsset/AssetBundle Builder 构建AB。
|
||||
* 6.打开Build Settings对话框,点击Build And Run,打包并且运行热更新示例工程。
|
||||
|
||||
### 遇到问题请查看HybridlCLR的<a href="https://hybridclr.doc.code-philosophy.com/docs/help/commonerrors"><strong>常见错误(commonerrors)</strong></a>
|
||||
|
||||
@@ -33,26 +34,30 @@
|
||||
### 目录结构
|
||||
```
|
||||
Assets
|
||||
├── AssetRaw 资源目录
|
||||
├── Atlas 图集目录
|
||||
├── GameScripts 热更程序集目录
|
||||
├── Scenes 主场景目录
|
||||
└── TEngine
|
||||
├── AssetSetting YooAsset资源设置
|
||||
├── Editor TEngine-Editor程序集
|
||||
└── Runtime TEngine-Runtime程序集
|
||||
├── AssetArt // 美术资源目录
|
||||
│ └── Atlas // 自动生成图集目录
|
||||
├── AssetRaw // 热更资源目录
|
||||
│ ├── UIRaw // UI图片目录
|
||||
│ │ ├── Atlas // 需要自动生成图集的UI素材目录
|
||||
│ │ └── Raw // 不需要自动生成图集的UI素材目录
|
||||
├── Editor // 编辑器脚本目录
|
||||
├── HybridCLRData // hybridclr相关目录
|
||||
├── Scenes // 主场景目录
|
||||
├── GameScripts // 程序集目录
|
||||
└── TEngine // 框架核心目录
|
||||
├── AssetSetting // YooAsset资源设置
|
||||
├── Editor // TEngine-Editor程序集
|
||||
└── Runtime // TEngine-Runtime程序集
|
||||
```
|
||||
|
||||
### 热更新程序集划分
|
||||
```
|
||||
Assets/GameScripts
|
||||
├── Editor 编辑器程序集
|
||||
├── HotFix 游戏热更程序集目录 [Folder]
|
||||
| ├── GameBase 游戏基础框架程序集 [Dll]
|
||||
| ├── GameProto 游戏配置协议程序集 [Dll]
|
||||
| ├── BattleCore 游戏核心战斗程序集 [Dll]
|
||||
| └── GameLogic 游戏业务逻辑程序集 [Dll]
|
||||
| ├── GameApp.cs 热更主入口
|
||||
| └── GameApp_RegisterSystem.cs 热更主入口注册系统
|
||||
└── Runtime Runtime程序集
|
||||
├── Main // 主程序程序集(启动器与流程)
|
||||
└── HotFix // 游戏热更程序集目录 [Folder]
|
||||
├── GameBase // 游戏基础框架程序集 [Dll]
|
||||
├── GameProto // 游戏配置协议程序集 [Dll]
|
||||
└── GameLogic // 游戏业务逻辑程序集 [Dll]
|
||||
├── GameApp.cs // 热更主入口
|
||||
└── GameApp_RegisterSystem.cs // 热更主入口注册系统
|
||||
```
|
@@ -51,17 +51,15 @@ public abstract class Module : MonoBehaviour
|
||||
## 热更域程序集设计与说明
|
||||
```
|
||||
Assets/GameScripts
|
||||
├── Editor 编辑器程序集
|
||||
├── HotFix 游戏热更程序集目录 [Folder]
|
||||
| ├── GameBase 游戏基础框架程序集 [Dll]
|
||||
| ├── GameProto 游戏配置协议程序集 [Dll]
|
||||
| ├── BattleCore 游戏核心战斗程序集 [Dll]
|
||||
| └── GameLogic 游戏业务逻辑程序集 [Dll]
|
||||
| ├── GameApp.cs 热更主入口
|
||||
| └── GameApp_RegisterSystem.cs 热更主入口注册系统
|
||||
└── Runtime Runtime程序集
|
||||
├── Main // 主程序程序集(启动器与流程)
|
||||
└── HotFix // 游戏热更程序集目录 [Folder]
|
||||
├── GameBase // 游戏基础框架程序集 [Dll]
|
||||
├── GameProto // 游戏配置协议程序集 [Dll]
|
||||
└── GameLogic // 游戏业务逻辑程序集 [Dll]
|
||||
├── GameApp.cs 热更主入口
|
||||
└── GameApp_RegisterSystem.cs 热更主入口注册系统
|
||||
```
|
||||
游戏内主要玩法逻辑包括UI会在GameLogic中编写,GameBase则存放一些通用性的逻辑,GameProto存放与服务区交互的协议以及配置表逻辑,BattleCore为帧同步分离的逻辑层做预留。若有项目需求完全可以进行自定义增删HotFix程序集。
|
||||
游戏内主要玩法逻辑包括UI会在GameLogic中编写,GameBase则存放一些通用性的逻辑,GameProto存放与服务区交互的协议以及配置表逻辑。若有项目需求完全可以进行自定义增删HotFix程序集。
|
||||
|
||||
PS:注意增删程序集后需要同步到HybridClr的Setting面板以及TEngineSetting的面板。TEngineSettings面板有按钮可以从HybridClr中同步AOT与热更程序集。
|
||||
|
||||
|
@@ -6,6 +6,8 @@
|
||||
|
||||
### ProcedureInitPackage - 流程初始化Package
|
||||
|
||||
### ProcedurePreload - 流程预加载
|
||||
|
||||
### ProcedureInitResources - 流程初始化Resources
|
||||
|
||||
### ProcedureUpdateVersion - 流程更新版本Version
|
||||
@@ -20,5 +22,6 @@
|
||||
|
||||
### ProcedureClearCache - 流程清理缓存
|
||||
|
||||
### ProcedureLoadAssembly - 流程加载进入热更新程序集
|
||||
|
||||
### ProcedureLoadAssembly - 流程加载进入热更新程序集
|
||||
### ProcedureStartGame - 流程开始游戏
|
@@ -15,6 +15,9 @@
|
||||
### IOS真机运行
|
||||

|
||||
|
||||
### WebGL真机运行
|
||||

|
||||
|
||||
### 索尼 PS5 真机运行
|
||||
|
||||

|
||||
|
BIN
Books/src/WebGL-RunSuccessed.png
Normal file
BIN
Books/src/WebGL-RunSuccessed.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 101 KiB |
18
BuildCLI/build_android.sh
Normal file
18
BuildCLI/build_android.sh
Normal file
@@ -0,0 +1,18 @@
|
||||
#!/bin/bash
|
||||
|
||||
cd "$(dirname "$0")"
|
||||
|
||||
source ./path_define.sh
|
||||
|
||||
"${UNITYEDITOR_PATH}/Unity" "${WORKSPACE}" \
|
||||
-logFile "${BUILD_LOGFILE}" \
|
||||
-executeMethod TEngine.ReleaseTools.AutomationBuildAndroid \
|
||||
-quit -batchmode \
|
||||
-CustomArgs:Language=en_US "${WORKSPACE}"
|
||||
|
||||
while IFS= read -r line; do
|
||||
echo "$line"
|
||||
done < "${BUILD_LOGFILE}"
|
||||
|
||||
echo "按任意键继续..."
|
||||
read -k1
|
14
BuildCLI/path_define.sh
Normal file
14
BuildCLI/path_define.sh
Normal file
@@ -0,0 +1,14 @@
|
||||
#!/bin/bash
|
||||
|
||||
cd "$(dirname "$0")"
|
||||
|
||||
export WORKSPACE="/Users/your_user/github/TEngine/UnityProject" # 请替换为 macOS 上的实际路径
|
||||
export UNITYEDITOR_PATH="/Applications/Unity/Hub/Editor/2021.3.20f1c1/Unity.app/Contents/MacOS" # 请替换为 macOS 上的 Unity 路径
|
||||
export BUILD_DLL_LOGFILE="./build_dll.log"
|
||||
export BUILD_LOGFILE="./build.log"
|
||||
|
||||
echo "环境变量已设置:"
|
||||
echo "WORKSPACE=${WORKSPACE}"
|
||||
echo "UNITYEDITOR_PATH=${UNITYEDITOR_PATH}"
|
||||
echo "BUILD_DLL_LOGFILE=${BUILD_DLL_LOGFILE}"
|
||||
echo "BUILD_LOGFILE=${BUILD_LOGFILE}"
|
Binary file not shown.
24
Configs/GameConfig/gen_code_bin_to_project.sh
Normal file
24
Configs/GameConfig/gen_code_bin_to_project.sh
Normal file
@@ -0,0 +1,24 @@
|
||||
#!/bin/bash
|
||||
|
||||
cd "$(dirname "$0")"
|
||||
echo "当前目录: $(pwd)"
|
||||
|
||||
export WORKSPACE="$(realpath ../../)"
|
||||
export LUBAN_DLL="${WORKSPACE}/Tools/Luban/Luban.dll"
|
||||
export CONF_ROOT="$(pwd)"
|
||||
export DATA_OUTPATH="${WORKSPACE}/UnityProject/Assets/AssetRaw/Configs/bytes/"
|
||||
export CODE_OUTPATH="${WORKSPACE}/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig/"
|
||||
|
||||
cp -R "${CONF_ROOT}/CustomTemplate/ConfigSystem.cs" \
|
||||
"${WORKSPACE}/UnityProject/Assets/GameScripts/HotFix/GameProto/ConfigSystem.cs"
|
||||
|
||||
dotnet "${LUBAN_DLL}" \
|
||||
-t client \
|
||||
-c cs-bin \
|
||||
-d bin \
|
||||
--conf "${CONF_ROOT}/luban.conf" \
|
||||
-x outputCodeDir="${CODE_OUTPATH}" \
|
||||
-x outputDataDir="${DATA_OUTPATH}"
|
||||
|
||||
echo "操作完成,按任意键退出..."
|
||||
read -k1
|
25
Configs/GameConfig/gen_code_bin_to_project_lazyload.sh
Normal file
25
Configs/GameConfig/gen_code_bin_to_project_lazyload.sh
Normal file
@@ -0,0 +1,25 @@
|
||||
#!/bin/bash
|
||||
|
||||
cd "$(dirname "$0")"
|
||||
echo "当前目录: $(pwd)"
|
||||
|
||||
export WORKSPACE="$(realpath ../../)"
|
||||
export LUBAN_DLL="${WORKSPACE}/Tools/Luban/Luban.dll"
|
||||
export CONF_ROOT="$(pwd)"
|
||||
export DATA_OUTPATH="${WORKSPACE}/UnityProject/Assets/AssetRaw/Configs/bytes/"
|
||||
export CODE_OUTPATH="${WORKSPACE}/UnityProject/Assets/GameScripts/HotFix/GameProto/GameConfig/"
|
||||
|
||||
cp -R "${CONF_ROOT}/CustomTemplate/ConfigSystem.cs" \
|
||||
"${WORKSPACE}/UnityProject/Assets/GameScripts/HotFix/GameProto/ConfigSystem.cs"
|
||||
|
||||
dotnet "${LUBAN_DLL}" \
|
||||
-t client \
|
||||
-c cs-bin \
|
||||
-d bin \
|
||||
--conf "${CONF_ROOT}/luban.conf" \
|
||||
--customTemplateDir "${CONF_ROOT}/CustomTemplate/CustomTemplate_Client_LazyLoad" \
|
||||
-x outputCodeDir="${CODE_OUTPATH}" \
|
||||
-x outputDataDir="${DATA_OUTPATH}"
|
||||
|
||||
echo "操作完成,按任意键退出..."
|
||||
read -k1
|
21
Configs/GameConfig/gen_code_bin_to_server.sh
Normal file
21
Configs/GameConfig/gen_code_bin_to_server.sh
Normal file
@@ -0,0 +1,21 @@
|
||||
#!/bin/bash
|
||||
|
||||
cd "$(dirname "$0")"
|
||||
echo "当前目录: $(pwd)"
|
||||
|
||||
export WORKSPACE="$(realpath ../../)"
|
||||
export LUBAN_DLL="${WORKSPACE}/Tools/Luban/Luban.dll"
|
||||
export CONF_ROOT="$(pwd)"
|
||||
export DATA_OUTPATH="${WORKSPACE}/Server/GameConfig"
|
||||
export CODE_OUTPATH="${WORKSPACE}/Server/Hotfix/Config/GameConfig"
|
||||
|
||||
dotnet "${LUBAN_DLL}" \
|
||||
-t server \
|
||||
-c cs-bin \
|
||||
-d bin \
|
||||
--conf "${CONF_ROOT}/luban.conf" \
|
||||
-x outputCodeDir="${CODE_OUTPATH}" \
|
||||
-x outputDataDir="${DATA_OUTPATH}"
|
||||
|
||||
echo "操作完成,按任意键退出..."
|
||||
read -k1
|
19
README.md
19
README.md
@@ -64,20 +64,24 @@ Net Core现在已经更新到了8.0的版本,在性能和设计上其实是远
|
||||
## <strong>项目结构概览
|
||||
```
|
||||
Assets
|
||||
├── AssetArt // 美术资源目录
|
||||
│ └── Atlas // 自动生成图集目录
|
||||
├── AssetRaw // 热更资源目录
|
||||
├── Atlas // 自动生成图集目录
|
||||
│ ├── UIRaw // UI图片目录
|
||||
│ │ ├── Atlas // 需要自动生成图集的UI素材目录
|
||||
│ │ └── Raw // 不需要自动生成图集的UI素材目录
|
||||
├── Editor // 编辑器脚本目录
|
||||
├── HybridCLRData // hybridclr相关目录
|
||||
├── Scenes // 主场景目录
|
||||
├── TEngine // 框架核心目录
|
||||
└── GameScripts // 程序集目录
|
||||
├── Editor // 编辑器程序集
|
||||
├── Main // 主程序程序集(启动器与流程)
|
||||
└── HotFix // 游戏热更程序集目录 [Folder]
|
||||
├── GameBase // 游戏基础框架程序集 [Dll]
|
||||
├── GameProto // 游戏配置协议程序集 [Dll]
|
||||
├── BattleCore // 游戏核心战斗程序集 [Dll]
|
||||
├── GameProto // 游戏配置协议程序集 [Dll]
|
||||
└── GameLogic // 游戏业务逻辑程序集 [Dll]
|
||||
├── GameApp.cs // 热更主入口
|
||||
└── GameApp_RegisterSystem.cs // 热更主入口注册系统
|
||||
└── GameApp_RegisterSystem.cs // 热更主入口注册系统
|
||||
|
||||
|
||||
TEngine
|
||||
@@ -86,7 +90,7 @@ TEngine
|
||||
```
|
||||
|
||||
- 必要:项目使用了以下第三方插件,请自行购买导入:
|
||||
- /Unity/Assets/Plugins/Sirenix
|
||||
- /UnityProject/Assets/Plugins/Sirenix
|
||||
|
||||
---
|
||||
## <strong>优质开源项目推荐
|
||||
@@ -101,9 +105,6 @@ TEngine
|
||||
|
||||
#### <a href="https://github.com/ALEXTANGXIAO/GameNetty"><strong>GameNetty</strong></a> - GameNetty是一套源于ETServer,首次拆分最新的ET8.1的前后端解决方案(包),客户端最精简大约750k,完美做成包的形式,几乎零成本 无侵入的嵌入进你的框架。
|
||||
|
||||
## <strong>交流群
|
||||
### <a href="http://qm.qq.com/cgi-bin/qm/qr?_wv=1027&k=MzOcQIzGVLQ5AC5LHaqqA3h_F6lZ_DX4&authKey=LctqAWGHkJ7voQvuj1oaSe5tsGrc1XmQG3U4QniieGUlxY3lC7FtDIpEvPOX0vT8&noverify=0&group_code=862987645">群 号:862987645 </strong></a>
|
||||
|
||||
|
||||
## <strong>Buy me a 奶茶.
|
||||
|
||||
|
3
Tools/FileServer/instal.sh
Executable file
3
Tools/FileServer/instal.sh
Executable file
@@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
|
||||
npm install yumu-static-server -g
|
3
Tools/FileServer/start.sh
Executable file
3
Tools/FileServer/start.sh
Executable file
@@ -0,0 +1,3 @@
|
||||
#!/bin/bash
|
||||
|
||||
server -p 8081 -cors
|
@@ -1,40 +0,0 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 用于检测耗时。
|
||||
/// </summary>
|
||||
public class GameTickWatcher
|
||||
{
|
||||
private long _startTick;
|
||||
|
||||
public GameTickWatcher()
|
||||
{
|
||||
Refresh();
|
||||
}
|
||||
|
||||
public void Refresh()
|
||||
{
|
||||
_startTick = System.DateTime.Now.Ticks;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取用时。
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public float ElapseTime()
|
||||
{
|
||||
long endTick = System.DateTime.Now.Ticks;
|
||||
return (float)((endTick - _startTick) / 10000) / 1000.0f;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 输出用时。
|
||||
/// </summary>
|
||||
public void LogUsedTime()
|
||||
{
|
||||
Log.Info($"Used Time: {this.ElapseTime()}");
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7320165f7aa147a998a30fe2f7a5a5c2
|
||||
timeCreated: 1681989139
|
@@ -36,7 +36,10 @@ namespace GameBase
|
||||
|
||||
protected virtual void OnDestroy()
|
||||
{
|
||||
Release();
|
||||
if (this == _instance)
|
||||
{
|
||||
Release();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -60,7 +63,7 @@ namespace GameBase
|
||||
if (_instance != null)
|
||||
{
|
||||
SingletonSystem.Release(_instance.gameObject);
|
||||
_instance = null;
|
||||
_instance = null;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -96,7 +99,7 @@ namespace GameBase
|
||||
}
|
||||
}
|
||||
|
||||
if(_instance == null)
|
||||
if (_instance == null)
|
||||
{
|
||||
Log.Error($"Can't create SingletonBehaviour<{typeof(T)}>");
|
||||
}
|
||||
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6dd993a020654e8bbcc4e70ea0029447
|
||||
timeCreated: 1695289810
|
@@ -1,189 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 红点个体行为。
|
||||
/// </summary>
|
||||
public class RedNoteBehaviour : UIWidget
|
||||
{
|
||||
public Action<bool> HaveRedNoteAction;
|
||||
|
||||
//当前红点类型
|
||||
public RedNoteNotify RedNoteNotifyType { get; private set; }
|
||||
|
||||
//启用时当作标记,解决带有ID,创建多个类似条目的情况
|
||||
public readonly List<ulong> IdParamList = new List<ulong>();
|
||||
private readonly List<ulong> _tmpIdParam = new List<ulong>();
|
||||
|
||||
private Image _image;
|
||||
|
||||
private Image Image
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_image == null && gameObject != null)
|
||||
{
|
||||
_image = gameObject.GetComponent<Image>();
|
||||
}
|
||||
return _image;
|
||||
}
|
||||
}
|
||||
|
||||
private Text _text;
|
||||
private Text Text
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_text == null && gameObject != null)
|
||||
{
|
||||
_text = FindChildComponent<Text>(rectTransform, "Text");
|
||||
}
|
||||
return _text;
|
||||
}
|
||||
}
|
||||
|
||||
private bool _state = false;
|
||||
|
||||
/// <summary>
|
||||
/// 当前红点状态。
|
||||
/// </summary>
|
||||
public bool CurState
|
||||
{
|
||||
private set
|
||||
{
|
||||
_state = value;
|
||||
|
||||
if (Image == null)
|
||||
{
|
||||
gameObject.SetActive(_state);
|
||||
return;
|
||||
}
|
||||
|
||||
Color c = Image.color;
|
||||
c.a = _state ? 1f : 0.01f;
|
||||
Image.color = c;
|
||||
|
||||
if (HaveRedNoteAction != null)
|
||||
{
|
||||
HaveRedNoteAction(_state);
|
||||
}
|
||||
}
|
||||
get => _state;
|
||||
}
|
||||
|
||||
|
||||
//设置显示状态
|
||||
public void SetRedNoteState(bool state)
|
||||
{
|
||||
CurState = state;
|
||||
}
|
||||
|
||||
// 设置红点类型
|
||||
public void SetNotifyType(RedNoteNotify notifyType)
|
||||
{
|
||||
_tmpIdParam.Clear();
|
||||
SetNotifyType(notifyType, _tmpIdParam);
|
||||
}
|
||||
|
||||
#region 参数重载
|
||||
public void SetNotifyType(RedNoteNotify notifyType, ulong param1)
|
||||
{
|
||||
_tmpIdParam.Clear();
|
||||
_tmpIdParam.Add(param1);
|
||||
SetNotifyType(notifyType, _tmpIdParam);
|
||||
}
|
||||
|
||||
public void SetNotifyType(RedNoteNotify notifyType, ulong param1, ulong param2)
|
||||
{
|
||||
_tmpIdParam.Clear();
|
||||
_tmpIdParam.Add(param1);
|
||||
_tmpIdParam.Add(param2);
|
||||
SetNotifyType(notifyType, _tmpIdParam);
|
||||
}
|
||||
|
||||
public void SetNotifyType(RedNoteNotify notifyType, ulong param1, ulong param2, ulong param3)
|
||||
{
|
||||
_tmpIdParam.Clear();
|
||||
_tmpIdParam.Add(param1);
|
||||
_tmpIdParam.Add(param2);
|
||||
_tmpIdParam.Add(param3);
|
||||
SetNotifyType(notifyType, _tmpIdParam);
|
||||
}
|
||||
|
||||
public void SetNotifyType(RedNoteNotify notifyType, params ulong[] param)
|
||||
{
|
||||
_tmpIdParam.Clear();
|
||||
for (int i = 0; i < param.Length; i++)
|
||||
{
|
||||
_tmpIdParam.Add(param[i]);
|
||||
}
|
||||
SetNotifyType(notifyType, _tmpIdParam);
|
||||
}
|
||||
#endregion
|
||||
|
||||
public void SetNotifyType(RedNoteNotify notifyType, List<ulong> paramList)
|
||||
{
|
||||
RemoveNotifyBind();
|
||||
if (notifyType == RedNoteNotify.None) return;
|
||||
|
||||
IdParamList.Clear();
|
||||
IdParamList.AddRange(paramList);
|
||||
SetRedNoteNotifyProcess(notifyType);
|
||||
}
|
||||
|
||||
private void SetRedNoteNotifyProcess(RedNoteNotify notifyType)
|
||||
{
|
||||
// 移除红点通知的绑定
|
||||
if (Image != null)
|
||||
{
|
||||
Image.rectTransform.SetAsLastSibling();
|
||||
}
|
||||
|
||||
RedNoteNotifyType = notifyType;
|
||||
|
||||
RedNoteMgr.Instance.RegisterNotify(RedNoteNotifyType, this);
|
||||
|
||||
if (!RedNoteMgr.Instance.IsNumType(notifyType, IdParamList))
|
||||
{
|
||||
CurState = RedNoteMgr.Instance.GetNotifyValue(RedNoteNotifyType, IdParamList);
|
||||
}
|
||||
else
|
||||
{
|
||||
SetRedNotePointNum(RedNoteMgr.Instance.GetNotifyPointNum(RedNoteNotifyType, IdParamList));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 移除红点通知的绑定。
|
||||
/// </summary>
|
||||
public void RemoveNotifyBind()
|
||||
{
|
||||
if (RedNoteNotifyType != RedNoteNotify.None)
|
||||
{
|
||||
RedNoteMgr.Instance.UnRegisterNotify(RedNoteNotifyType, this);
|
||||
}
|
||||
|
||||
CurState = false;
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
RemoveNotifyBind();
|
||||
}
|
||||
|
||||
public void SetRedNotePointNum(int pointNum)
|
||||
{
|
||||
if (Text != null)
|
||||
{
|
||||
Text.text = pointNum > 0 ? pointNum.ToString() : string.Empty;
|
||||
|
||||
CurState = pointNum > 0;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dba30ea267ff4b988310dec14c0df1c3
|
||||
timeCreated: 1687263893
|
@@ -1,85 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary> 红点关联 </summary>
|
||||
public class RedNoteCheckMgr
|
||||
{
|
||||
public string m_ownerStr;
|
||||
public List<string> m_childList { get; private set; }
|
||||
|
||||
public RedNoteCheckMgr(RedNoteNotify ower, List<RedNoteNotify> childList)
|
||||
{
|
||||
m_ownerStr = ower.ToString();
|
||||
m_childList = new List<string>();
|
||||
for (int i = 0; i < childList.Count; i++)
|
||||
{
|
||||
var value = childList[i];
|
||||
m_childList.Add(value.ToString());
|
||||
}
|
||||
}
|
||||
|
||||
public RedNoteCheckMgr(string paramKey)
|
||||
{
|
||||
m_ownerStr = paramKey;
|
||||
}
|
||||
|
||||
public bool AddChild(string childKey)
|
||||
{
|
||||
if (m_childList == null)
|
||||
{
|
||||
m_childList = new List<string>();
|
||||
}
|
||||
if (!m_childList.Contains(childKey))
|
||||
{
|
||||
m_childList.Add(childKey);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public void CheckChildRedNote()
|
||||
{
|
||||
var valueItem = RedNoteMgr.Instance.GetNotifyValueItem(m_ownerStr);
|
||||
|
||||
bool childHaveRed = false;
|
||||
int childNotePointNum = 0;
|
||||
|
||||
int count = m_childList.Count;
|
||||
for (var index = 0; index < count; index++)
|
||||
{
|
||||
var child = m_childList[index];
|
||||
var childItem = RedNoteMgr.Instance.GetNotifyValueItem(child);
|
||||
if (childItem.GetRedNoteType() == RedNoteType.Simple)
|
||||
{
|
||||
if (RedNoteMgr.Instance.GetNotifyValue(child))
|
||||
{
|
||||
childHaveRed = true;
|
||||
childNotePointNum++;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
childNotePointNum += childItem.GetRedNotePointNum();
|
||||
}
|
||||
}
|
||||
|
||||
if (valueItem.GetRedNoteType() == RedNoteType.Simple)
|
||||
{
|
||||
RedNoteMgr.Instance.SetNotifyKeyValue(m_ownerStr, childHaveRed);
|
||||
}
|
||||
else
|
||||
{
|
||||
RedNoteMgr.Instance.SetNotifyKeyPointNum(m_ownerStr, childNotePointNum);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public bool CheckChild(string childKey)
|
||||
{
|
||||
bool red = RedNoteMgr.Instance.GetNotifyValue(childKey);
|
||||
return red;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3dd181174bbf408e9932a6f9484e41a5
|
||||
timeCreated: 1687263893
|
@@ -1,669 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using GameBase;
|
||||
using GameLogic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
#region 红点添加步骤
|
||||
|
||||
/// 1,增加RedNoteNotify定义,加入新的红点枚举。
|
||||
/// 2,添加红点关联,关联定义在InitRelation,查看当前有的关联关系,确定是增加还是重新创建
|
||||
/// 3,把RedNoteBehaviour挂在红点图片上,红点图片一般放置在需要显示红点的按钮/页签上,设置脚本上的枚举类型
|
||||
/// 4,如果是带参数的红点类型,在红点所在的UI声明红点对象,对参数进行设置,参数统一为uint,一般用一个可以唯一区分的ID。
|
||||
/// 有多个参数时,每后一个参数节点都是前一个参数的子节点。 无参数为该层级的根节点。
|
||||
/// 5,红点激活/隐藏
|
||||
/// 在对应模块数据管理类中,检测达到红点激活条件,或红点消失条件,调用SetNotifyValue激活/隐藏红点
|
||||
#endregion
|
||||
|
||||
public enum RedNoteNotify
|
||||
{
|
||||
None = 0,
|
||||
CharacterMain,
|
||||
ShopMain,
|
||||
BagMain,
|
||||
BagUseType,
|
||||
ExploreMain,
|
||||
HomeUI,
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 红点指引
|
||||
/// </summary>
|
||||
public class RedNoteMgr : Singleton<RedNoteMgr>
|
||||
{
|
||||
//红点状态记录
|
||||
private Dictionary<string, RedNoteValueItem> _notifyMap;
|
||||
|
||||
//红点关联
|
||||
private readonly Dictionary<string, RedNoteCheckMgr> _checkDic = new Dictionary<string, RedNoteCheckMgr>();
|
||||
|
||||
/// <summary>
|
||||
/// child to parent list
|
||||
/// </summary>
|
||||
private readonly Dictionary<string, List<string>> _checkOwnDic = new Dictionary<string, List<string>>();
|
||||
|
||||
private readonly Dictionary<string, RedNoteKeyStruct> _keyConvertDic = new Dictionary<string, RedNoteKeyStruct>();
|
||||
private readonly Dictionary<string, RedNoteStructDic> _keyDic = new Dictionary<string, RedNoteStructDic>();
|
||||
|
||||
/// <summary>
|
||||
/// 红点映射
|
||||
/// key => 红点名称
|
||||
/// val => 对应的红点类型
|
||||
/// </summary>
|
||||
private Dictionary<string, RedNoteNotify> _dicRedNoteMap;
|
||||
|
||||
private Dictionary<int, string> _notifyStringMap;
|
||||
|
||||
public void Init()
|
||||
{
|
||||
InitState();
|
||||
InitRedNoteConfig();
|
||||
InitRelation();
|
||||
InitRedNoteTween();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 全局缓动缩放
|
||||
/// </summary>
|
||||
public Vector3 GlobalTwScale { get; protected set; }
|
||||
|
||||
/// <summary>
|
||||
/// 初始化红点缓动
|
||||
/// </summary>
|
||||
private void InitRedNoteTween()
|
||||
{
|
||||
// LeanTween.value(LeanTween.tweenEmpty, OnRedNoteTween, 1f, 0.75f, 0.5f).setLoopPingPong();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 缓动
|
||||
/// </summary>
|
||||
/// <param name="value"></param>
|
||||
private void OnRedNoteTween(float value)
|
||||
{
|
||||
GlobalTwScale = value * Vector3.one;
|
||||
}
|
||||
|
||||
//注册红点通知
|
||||
public void RegisterNotify(RedNoteNotify notify, RedNoteBehaviour redNote)
|
||||
{
|
||||
RedNoteValueItem redNoteValueItem = GetOrNewNotifyValueItem(notify, redNote.IdParamList);
|
||||
redNoteValueItem.AddRedNote(redNote);
|
||||
}
|
||||
|
||||
//销毁红点通知
|
||||
public void UnRegisterNotify(RedNoteNotify notify, RedNoteBehaviour redNote)
|
||||
{
|
||||
RedNoteValueItem redNoteValueItem = GetOrNewNotifyValueItem(notify, redNote.IdParamList);
|
||||
if (redNoteValueItem == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
redNoteValueItem.RemoveRedNote(redNote);
|
||||
}
|
||||
|
||||
private readonly List<ulong> _tmpRedNoteParams = new List<ulong>();
|
||||
|
||||
/// <summary>
|
||||
/// 设置红点状态。
|
||||
/// </summary>
|
||||
/// <param name="notify"></param>
|
||||
/// <param name="value"></param>
|
||||
public void SetNotifyValue(RedNoteNotify notify, bool value)
|
||||
{
|
||||
_tmpRedNoteParams.Clear();
|
||||
SetNotifyValue(notify, value, _tmpRedNoteParams);
|
||||
}
|
||||
|
||||
#region 参数重载 bool
|
||||
|
||||
public void SetNotifyValue(RedNoteNotify notify, bool value, ulong param1)
|
||||
{
|
||||
_tmpRedNoteParams.Clear();
|
||||
_tmpRedNoteParams.Add(param1);
|
||||
SetNotifyValue(notify, value, _tmpRedNoteParams);
|
||||
}
|
||||
|
||||
public void SetNotifyValue(RedNoteNotify notify, bool value, ulong param1, ulong param2)
|
||||
{
|
||||
_tmpRedNoteParams.Clear();
|
||||
_tmpRedNoteParams.Add(param1);
|
||||
_tmpRedNoteParams.Add(param2);
|
||||
SetNotifyValue(notify, value, _tmpRedNoteParams);
|
||||
}
|
||||
|
||||
public void SetNotifyValue(RedNoteNotify notify, bool value, params ulong[] param)
|
||||
{
|
||||
_tmpRedNoteParams.Clear();
|
||||
for (var i = 0; i < param.Length; i++)
|
||||
{
|
||||
_tmpRedNoteParams.Add(param[i]);
|
||||
}
|
||||
|
||||
SetNotifyValue(notify, value, _tmpRedNoteParams);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void SetNotifyValue(RedNoteNotify notify, bool value, List<ulong> redNoteParamList)
|
||||
{
|
||||
var key = BuildKey(notify, redNoteParamList);
|
||||
if (!value && !_notifyMap.TryGetValue(key, out var redNoteValueItem))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
GetOrNewNotifyValueItem(notify, redNoteParamList);
|
||||
MarkNotifyKeyValueDirty(key, value);
|
||||
}
|
||||
|
||||
public void MarkNotifyKeyValueDirty(string key, bool value)
|
||||
{
|
||||
if (!_notifyMap.TryGetValue(key, out var redNoteValueItem))
|
||||
{
|
||||
return;
|
||||
}
|
||||
redNoteValueItem.SetStateDirty(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置红点状态。
|
||||
/// </summary>
|
||||
/// <param name="key"></param>
|
||||
/// <param name="value"></param>
|
||||
public void SetNotifyKeyValue(string key, bool value)
|
||||
{
|
||||
if (!_notifyMap.TryGetValue(key, out var redNoteValueItem))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
//设置红点状态
|
||||
if (redNoteValueItem.SetRedNoteState(value))
|
||||
{
|
||||
//设置红点关联状态
|
||||
CalcRedNoteRelation(key);
|
||||
}
|
||||
}
|
||||
|
||||
//设置红点状态数量
|
||||
public void SetNotifyKeyPointNum(string key, int pointNum)
|
||||
{
|
||||
if (!_notifyMap.TryGetValue(key, out var redNoteValueItem))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (redNoteValueItem.SetRedNotePoint(pointNum))
|
||||
{
|
||||
//设置红点关联状态
|
||||
CalcRedNoteRelation(key);
|
||||
}
|
||||
}
|
||||
|
||||
public bool GetNotifyValue(RedNoteNotify notify, ulong param1)
|
||||
{
|
||||
_tmpRedNoteParams.Clear();
|
||||
_tmpRedNoteParams.Add(param1);
|
||||
return GetNotifyValue(notify, _tmpRedNoteParams);
|
||||
}
|
||||
|
||||
public bool GetNotifyValue(RedNoteNotify notify, ulong param1, ulong param2)
|
||||
{
|
||||
_tmpRedNoteParams.Clear();
|
||||
_tmpRedNoteParams.Add(param1);
|
||||
_tmpRedNoteParams.Add(param2);
|
||||
return GetNotifyValue(notify, _tmpRedNoteParams);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取红点状态。
|
||||
/// </summary>
|
||||
/// <param name="notify"></param>
|
||||
/// <param name="param"></param>
|
||||
/// <returns></returns>
|
||||
public bool GetNotifyValue(RedNoteNotify notify, List<ulong> param = null)
|
||||
{
|
||||
if (notify == (uint)RedNoteNotify.None)
|
||||
return false;
|
||||
|
||||
RedNoteValueItem item = GetOrNewNotifyValueItem(notify, param);
|
||||
return item.GetRedNoteState();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取红点数量。
|
||||
/// </summary>
|
||||
/// <param name="notify"></param>
|
||||
/// <param name="param"></param>
|
||||
/// <returns></returns>
|
||||
public int GetNotifyPointNum(RedNoteNotify notify, List<ulong> param)
|
||||
{
|
||||
if (notify == (uint)RedNoteNotify.None)
|
||||
return 0;
|
||||
|
||||
RedNoteValueItem item = GetOrNewNotifyValueItem(notify, param);
|
||||
return item.GetRedNotePointNum();
|
||||
}
|
||||
|
||||
public bool GetNotifyValue(string paramKey)
|
||||
{
|
||||
if (_notifyMap.TryGetValue(paramKey, out var redNoteValueItem))
|
||||
{
|
||||
return redNoteValueItem.GetRedNoteState();
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理红点状态.
|
||||
/// </summary>
|
||||
/// <param name="notify"></param>
|
||||
public void ClearNotifyValue(RedNoteNotify notify)
|
||||
{
|
||||
var notifyStr = NotifyTypeToString(notify);
|
||||
RecursiveClearNotifyKeyValue(notifyStr);
|
||||
|
||||
RedNoteValueItem redNoteValueItem = GetNotifyValueItem(notifyStr);
|
||||
redNoteValueItem.ClearRedNoteState(false);
|
||||
CalcRedNoteRelation(notifyStr);
|
||||
}
|
||||
|
||||
public void RecursiveClearNotifyKeyValue(string key)
|
||||
{
|
||||
if (!_checkDic.TryGetValue(key, out var checkMgr))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var childList = checkMgr.m_childList;
|
||||
foreach (var childKey in childList)
|
||||
{
|
||||
RedNoteValueItem redNoteValueItem = GetNotifyValueItem(childKey);
|
||||
redNoteValueItem.ClearRedNoteState(false);
|
||||
|
||||
RecursiveClearNotifyKeyValue(childKey);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清理数据。
|
||||
/// </summary>
|
||||
public void OnRoleLogout()
|
||||
{
|
||||
var enumerator = _notifyMap.GetEnumerator();
|
||||
while (enumerator.MoveNext())
|
||||
{
|
||||
enumerator.Current.Value.ClearRedNoteState(true);
|
||||
}
|
||||
|
||||
enumerator.Dispose();
|
||||
}
|
||||
|
||||
public string NotifyTypeToString(RedNoteNotify notify)
|
||||
{
|
||||
_notifyStringMap.TryGetValue((int)notify, out var str);
|
||||
return str;
|
||||
}
|
||||
|
||||
public string BuildKey(RedNoteNotify notifyType, List<ulong> paramList)
|
||||
{
|
||||
var notifyStr = NotifyTypeToString(notifyType);
|
||||
if (notifyStr == null)
|
||||
{
|
||||
Log.Error("RedNoteNotifyId :{0} Not Exit! Please Check", notifyType.ToString());
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
if (!_keyDic.TryGetValue(notifyStr, out var dicData))
|
||||
{
|
||||
dicData = new RedNoteStructDic();
|
||||
_keyDic[notifyStr] = dicData;
|
||||
}
|
||||
|
||||
var key = dicData.TryGetKey(notifyStr, paramList);
|
||||
return key;
|
||||
}
|
||||
|
||||
public static string GetKeyString(string notify, List<ulong> paramList)
|
||||
{
|
||||
if (paramList == null || paramList.Count == 0)
|
||||
{
|
||||
return notify;
|
||||
}
|
||||
|
||||
string key;
|
||||
if (paramList.Count <= 1)
|
||||
{
|
||||
key = $"{notify}-{paramList[0]}";
|
||||
}
|
||||
else if (paramList.Count <= 2)
|
||||
{
|
||||
key = $"{notify}-{paramList[0]}-{paramList[1]}";
|
||||
}
|
||||
else if (paramList.Count <= 3)
|
||||
{
|
||||
key = $"{notify}-{paramList[0]}-{paramList[1]}-{paramList[2]}";
|
||||
}
|
||||
else
|
||||
{
|
||||
StringBuilder s = new StringBuilder();
|
||||
s.Append(notify + "-");
|
||||
for (var i = 0; i < paramList.Count; i++)
|
||||
{
|
||||
s.Append(paramList[i]);
|
||||
if (i != paramList.Count - 1)
|
||||
s.Append("-");
|
||||
}
|
||||
|
||||
key = s.ToString();
|
||||
}
|
||||
|
||||
return key;
|
||||
}
|
||||
|
||||
public void SetKeyConvertDic(string key, RedNoteKeyStruct keyStruct)
|
||||
{
|
||||
_keyConvertDic[key] = keyStruct;
|
||||
}
|
||||
|
||||
private readonly List<ulong> _tmpParamList = new List<ulong>();
|
||||
|
||||
/// <summary>
|
||||
/// 计算红点关联.
|
||||
/// </summary>
|
||||
/// <param name="notifyKey"></param>
|
||||
private void CalcRedNoteRelation(string notifyKey)
|
||||
{
|
||||
var key = notifyKey;
|
||||
if (_checkOwnDic.TryGetValue(key, out var ownerList))
|
||||
{
|
||||
foreach (var owner in ownerList)
|
||||
{
|
||||
if (_checkDic.TryGetValue(owner, out var checker))
|
||||
{
|
||||
checker.CheckChildRedNote();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 初始化红点状态.
|
||||
/// </summary>
|
||||
private void InitState()
|
||||
{
|
||||
var array = (RedNoteNotify[])Enum.GetValues(typeof(RedNoteNotify));
|
||||
|
||||
var redNoteCnt = array.Length;
|
||||
_notifyMap = new Dictionary<string, RedNoteValueItem>();
|
||||
_dicRedNoteMap = new Dictionary<string, RedNoteNotify>(redNoteCnt);
|
||||
_notifyStringMap = new Dictionary<int, string>(redNoteCnt);
|
||||
|
||||
foreach (var redNoteNotify in array)
|
||||
{
|
||||
var redNoteStr = redNoteNotify.ToString();
|
||||
_dicRedNoteMap.Add(redNoteStr, redNoteNotify);
|
||||
_notifyStringMap.Add((int)redNoteNotify, redNoteStr);
|
||||
|
||||
var key = BuildKey(redNoteNotify, _tmpParamList);
|
||||
var redNoteValueItem = new RedNoteValueItem();
|
||||
bool isNumType = IsNumType(redNoteNotify, null);
|
||||
redNoteValueItem.Init(key, isNumType ? RedNoteType.WithNum : RedNoteType.Simple);
|
||||
_notifyMap.Add(key, redNoteValueItem);
|
||||
}
|
||||
}
|
||||
|
||||
public RedNoteValueItem GetNotifyValueItem(string key)
|
||||
{
|
||||
_notifyMap.TryGetValue(key, out var redNoteValueItem);
|
||||
return redNoteValueItem;
|
||||
}
|
||||
|
||||
private RedNoteValueItem GetOrNewNotifyValueItem(RedNoteNotify notify, List<ulong> paramList)
|
||||
{
|
||||
var key = BuildKey(notify, paramList);
|
||||
var redNoteValueItem = GetNotifyValueItem(key);
|
||||
|
||||
if (redNoteValueItem == null)
|
||||
{
|
||||
List<ulong> tmpParamList = new List<ulong>(paramList);
|
||||
|
||||
//从后往前创建item,如(A, 1, 2)会创建A-1-2,A-1,A。
|
||||
string lastChildKey = string.Empty;
|
||||
int paramIndex = paramList.Count;
|
||||
while (paramIndex >= 0)
|
||||
{
|
||||
var keyStr = BuildKey(notify, tmpParamList);
|
||||
|
||||
if (!_notifyMap.ContainsKey(keyStr))
|
||||
{
|
||||
RedNoteValueItem noteValueItem = new RedNoteValueItem();
|
||||
bool isNumType = IsNumType(notify, paramList);
|
||||
noteValueItem.Init(keyStr, isNumType ? RedNoteType.WithNum : RedNoteType.Simple);
|
||||
_notifyMap.Add(keyStr, noteValueItem);
|
||||
}
|
||||
|
||||
//叶子节点跳过(因为他没有子节点)
|
||||
if (tmpParamList.Count < paramList.Count)
|
||||
{
|
||||
bool addedChild;
|
||||
if (!_checkDic.TryGetValue(keyStr, out var checkMgr))
|
||||
{
|
||||
checkMgr = new RedNoteCheckMgr(keyStr);
|
||||
addedChild = checkMgr.AddChild(lastChildKey);
|
||||
}
|
||||
else
|
||||
{
|
||||
addedChild = checkMgr.AddChild(lastChildKey);
|
||||
}
|
||||
|
||||
if (addedChild)
|
||||
{
|
||||
AddDic(checkMgr); //重新生成父子关系
|
||||
}
|
||||
}
|
||||
|
||||
lastChildKey = keyStr;
|
||||
paramIndex--;
|
||||
if (paramIndex < tmpParamList.Count && tmpParamList.Count > 0)
|
||||
{
|
||||
tmpParamList.RemoveAt(paramIndex);
|
||||
}
|
||||
}
|
||||
|
||||
redNoteValueItem = _notifyMap[key];
|
||||
}
|
||||
|
||||
return redNoteValueItem;
|
||||
}
|
||||
|
||||
public void AddDic(RedNoteNotify owner, List<RedNoteNotify> childList)
|
||||
{
|
||||
AddDic(new RedNoteCheckMgr(owner, childList));
|
||||
}
|
||||
|
||||
private void AddDic(RedNoteCheckMgr checker)
|
||||
{
|
||||
var owner = checker.m_ownerStr;
|
||||
_checkDic[owner] = checker;
|
||||
|
||||
var childList = checker.m_childList;
|
||||
int count = childList.Count;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var child = childList[i];
|
||||
if (!_checkOwnDic.TryGetValue(child, out var ownerList))
|
||||
{
|
||||
ownerList = new List<string>();
|
||||
_checkOwnDic[child] = ownerList;
|
||||
}
|
||||
|
||||
if (!ownerList.Contains(owner))
|
||||
{
|
||||
ownerList.Add(owner);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsNumType(RedNoteNotify noteNotify, List<ulong> paramList)
|
||||
{
|
||||
if (paramList is { Count: > 0 })
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// 通过名字获取红点类型
|
||||
public static RedNoteNotify GetRedNoteByName(string redNoteName)
|
||||
{
|
||||
Instance._dicRedNoteMap.TryGetValue(redNoteName, out var redNote);
|
||||
|
||||
return redNote;
|
||||
}
|
||||
|
||||
public void OnUpdate()
|
||||
{
|
||||
foreach (var redNoteValueItem in _notifyMap)
|
||||
{
|
||||
redNoteValueItem.Value.CheckDirty();
|
||||
}
|
||||
}
|
||||
|
||||
#region 初始化红点
|
||||
|
||||
/// <summary>
|
||||
/// 初始化红点配置表
|
||||
/// </summary>
|
||||
private void InitRedNoteConfig()
|
||||
{
|
||||
// ResDictionaryList<uint, RedNoteConfig> cfgs = new ResDictionaryList<uint, RedNoteConfig>();
|
||||
// cfgs.Init(val => val.RedNoteParentID);
|
||||
// List<RedNoteNotify> list = new List<RedNoteNotify>();
|
||||
// foreach (var kv in cfgs.Data)
|
||||
// {
|
||||
// list.Clear();
|
||||
// foreach (var cfg in kv.Value)
|
||||
// {
|
||||
// list.Add((RedNoteNotify)cfg.RedNoteID);
|
||||
// }
|
||||
//
|
||||
// AddDic((RedNoteNotify)kv.Key, list);
|
||||
// }
|
||||
}
|
||||
|
||||
//初始化红点关联
|
||||
private void InitRelation()
|
||||
{
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
|
||||
public class RedNoteStructDic
|
||||
{
|
||||
private readonly List<RedNoteKeyStruct> _keyStructList = new List<RedNoteKeyStruct>();
|
||||
|
||||
public string TryGetKey(string notify, List<ulong> paramList)
|
||||
{
|
||||
string key = string.Empty;
|
||||
List<RedNoteKeyStruct> list = _keyStructList;
|
||||
{
|
||||
int count = list.Count;
|
||||
for (int i = 0; i < count; i++)
|
||||
{
|
||||
var keyStruct = list[i];
|
||||
if (keyStruct.IsSame(notify, paramList))
|
||||
{
|
||||
key = keyStruct.Key;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if (string.IsNullOrEmpty(key))
|
||||
{
|
||||
var keyStruct = new RedNoteKeyStruct(notify, paramList);
|
||||
key = keyStruct.Key;
|
||||
RedNoteMgr.Instance.SetKeyConvertDic(key, keyStruct);
|
||||
list.Add(keyStruct);
|
||||
}
|
||||
return key;
|
||||
}
|
||||
}
|
||||
|
||||
public class RedNoteKeyStruct
|
||||
{
|
||||
public string Notify;
|
||||
public List<ulong> ParamList;
|
||||
|
||||
public RedNoteKeyStruct(string notify, List<ulong> paramList)
|
||||
{
|
||||
Notify = notify;
|
||||
if (paramList != null)
|
||||
{
|
||||
ParamList = new List<ulong>(paramList);
|
||||
}
|
||||
else
|
||||
{
|
||||
ParamList = new List<ulong>();
|
||||
}
|
||||
}
|
||||
|
||||
private string _key;
|
||||
|
||||
public string Key
|
||||
{
|
||||
get
|
||||
{
|
||||
if (string.IsNullOrEmpty(_key))
|
||||
{
|
||||
_key = RedNoteMgr.GetKeyString(Notify, ParamList);
|
||||
}
|
||||
return _key;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsSame(string notify, List<ulong> paramList)
|
||||
{
|
||||
if (notify != Notify)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
var list1 = paramList;
|
||||
var list2 = ParamList;
|
||||
|
||||
int cnt1 = list1?.Count ?? 0;
|
||||
int cnt2 = list2?.Count ?? 0;
|
||||
|
||||
if (cnt1 != cnt2)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (cnt1 == 0)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
for (int i = 0; i < cnt1; i++)
|
||||
{
|
||||
// ReSharper disable PossibleNullReferenceException
|
||||
if (list1[i] != list2[i])
|
||||
{
|
||||
return false;
|
||||
}
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 66ededab0a1e409588f150be58193032
|
||||
timeCreated: 1687263893
|
@@ -1,159 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class RedNoteValueItem
|
||||
{
|
||||
public string m_key;
|
||||
//所有关联的红点UI
|
||||
private HashSet<RedNoteBehaviour> m_redNoteDic = new HashSet<RedNoteBehaviour>();
|
||||
private bool m_state;
|
||||
private int m_pointNum;
|
||||
private RedNoteType m_noteType;
|
||||
|
||||
private bool m_dirty;
|
||||
private bool m_tmpState;
|
||||
|
||||
public void Init(string keyStr, RedNoteType noteType)
|
||||
{
|
||||
m_key = keyStr;
|
||||
m_noteType = noteType;
|
||||
}
|
||||
|
||||
//添加红点对象
|
||||
public void AddRedNote(RedNoteBehaviour redNote)
|
||||
{
|
||||
m_redNoteDic.Add(redNote);
|
||||
}
|
||||
|
||||
//移除对象
|
||||
public void RemoveRedNote(RedNoteBehaviour redNote)
|
||||
{
|
||||
m_redNoteDic.Remove(redNote);
|
||||
}
|
||||
|
||||
//获取具体对象的状态
|
||||
public bool GetRedNoteState()
|
||||
{
|
||||
if (m_dirty)
|
||||
{
|
||||
return m_tmpState;
|
||||
}
|
||||
|
||||
return m_state;
|
||||
}
|
||||
|
||||
//获取具体对象的红点数
|
||||
public int GetRedNotePointNum()
|
||||
{
|
||||
return m_pointNum;
|
||||
}
|
||||
|
||||
public RedNoteType GetRedNoteType()
|
||||
{
|
||||
return m_noteType;
|
||||
}
|
||||
|
||||
public void SetStateDirty(bool state)
|
||||
{
|
||||
m_dirty = m_state != state;
|
||||
m_tmpState = state;
|
||||
}
|
||||
|
||||
//设置对象状态
|
||||
public bool SetRedNoteState(bool state)
|
||||
{
|
||||
bool chg = state != m_state;
|
||||
m_state = state;
|
||||
if (chg)
|
||||
{
|
||||
SetBehaviourState(state);
|
||||
}
|
||||
|
||||
return chg;
|
||||
}
|
||||
|
||||
public bool SetRedNotePoint(int num)
|
||||
{
|
||||
if (m_pointNum != num)
|
||||
{
|
||||
m_pointNum = num;
|
||||
SetBehaviourPoint(num);
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
private void SetBehaviourState(bool state)
|
||||
{
|
||||
//检查是否注册过具体对象
|
||||
foreach (var redNote in m_redNoteDic)
|
||||
{
|
||||
if (redNote == null || redNote.gameObject == null)
|
||||
continue;
|
||||
|
||||
redNote.SetRedNoteState(state);
|
||||
}
|
||||
|
||||
// 移除空的红点
|
||||
ClearTheNullRedNote();
|
||||
}
|
||||
|
||||
private void SetBehaviourPoint(int pointNum)
|
||||
{
|
||||
foreach (var redNote in m_redNoteDic)
|
||||
{
|
||||
if (redNote == null || redNote.gameObject == null)
|
||||
continue;
|
||||
|
||||
redNote.SetRedNotePointNum(pointNum);
|
||||
}
|
||||
|
||||
// 移除空的红点
|
||||
ClearTheNullRedNote();
|
||||
}
|
||||
|
||||
// 移除空的红点
|
||||
private void ClearTheNullRedNote()
|
||||
{
|
||||
m_redNoteDic.RemoveWhere(redNote => redNote == null || redNote.gameObject == null);
|
||||
}
|
||||
|
||||
//清理状态
|
||||
public void ClearRedNoteState(bool clearBehavior)
|
||||
{
|
||||
foreach (var redNote in m_redNoteDic)
|
||||
{
|
||||
if (redNote != null)
|
||||
{
|
||||
redNote.SetRedNoteState(false);
|
||||
}
|
||||
}
|
||||
|
||||
if (clearBehavior)
|
||||
{
|
||||
m_redNoteDic.Clear();
|
||||
}
|
||||
|
||||
m_state = false;
|
||||
m_dirty = false;
|
||||
m_tmpState = false;
|
||||
}
|
||||
|
||||
public void CheckDirty()
|
||||
{
|
||||
if (m_dirty)
|
||||
{
|
||||
m_dirty = false;
|
||||
RedNoteMgr.Instance.SetNotifyKeyValue(m_key, m_tmpState);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public enum RedNoteType
|
||||
{
|
||||
Simple,
|
||||
WithNum,
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3c29f4a552c34bd8ab9d2c64b5b2b49d
|
||||
timeCreated: 1687263893
|
@@ -1,57 +0,0 @@
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class RedNoteWidget : UIWidget
|
||||
{
|
||||
#region 脚本工具生成的代码
|
||||
protected override void ScriptGenerator()
|
||||
{
|
||||
}
|
||||
#endregion
|
||||
|
||||
private Image m_image;
|
||||
public RedNoteBehaviour m_redNote;
|
||||
protected override void OnCreate()
|
||||
{
|
||||
m_redNote = CreateWidget<RedNoteBehaviour>(gameObject);
|
||||
m_image = gameObject.GetComponent<Image>();
|
||||
rectTransform.anchoredPosition = Vector2.zero;
|
||||
SetNotifyState(false);
|
||||
}
|
||||
|
||||
public void SetNotifyType(RedNoteNotify notifyType)
|
||||
{
|
||||
m_redNote.SetNotifyType(notifyType);
|
||||
}
|
||||
public void SetNotifyType(RedNoteNotify notifyType, ulong param1)
|
||||
{
|
||||
m_redNote.SetNotifyType(notifyType, param1);
|
||||
}
|
||||
public void SetNotifyType(RedNoteNotify notifyType, ulong param1, ulong param2)
|
||||
{
|
||||
m_redNote.SetNotifyType(notifyType, param1, param2);
|
||||
}
|
||||
|
||||
public void SetNotifyState(bool state)
|
||||
{
|
||||
m_redNote.SetRedNoteState(state);
|
||||
}
|
||||
|
||||
public void SetSprite(string sprite)
|
||||
{
|
||||
// m_image.SetSprite(sprite);
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
/*if (!m_redNote.CurState)
|
||||
{
|
||||
return;
|
||||
}
|
||||
gameObject.transform.localScale = RedNoteMgr.Instance.GlobalTwScale;*/
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2644c5700a07442a995008ee9fa8159d
|
||||
timeCreated: 1695289825
|
@@ -1,49 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// 封装一个角色可能用到的各种shader场景。
|
||||
/// </summary>
|
||||
class ActorShaderGroup
|
||||
{
|
||||
private readonly TShader[] _allShader = new TShader[(int)ActorShaderEnvType.EnvTypeMax];
|
||||
|
||||
/// <summary>
|
||||
/// 增加Shader到角色Shader分组。
|
||||
/// </summary>
|
||||
/// <param name="shaderType">当前环境类型。</param>
|
||||
/// <param name="shader">TShader。</param>
|
||||
public void AddShader(ActorShaderEnvType shaderType, TShader shader)
|
||||
{
|
||||
_allShader[(int)shaderType] = shader;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据当前环境获取Shader。
|
||||
/// </summary>
|
||||
/// <param name="type">当前环境类型。</param>
|
||||
/// <returns>TShader。</returns>
|
||||
public TShader GetShader(ActorShaderEnvType type)
|
||||
{
|
||||
return _allShader[(int)type];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断是否符合shader集合。
|
||||
/// </summary>
|
||||
/// <param name="shader">Shader实例。</param>
|
||||
/// <returns>是否符合。</returns>
|
||||
public bool IsMatch(Shader shader)
|
||||
{
|
||||
foreach (var dodShader in _allShader)
|
||||
{
|
||||
if (dodShader != null && dodShader.Shader == shader)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
}
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 79b6e5be73e14c929b6a3b4a980976ac
|
||||
timeCreated: 1701916950
|
@@ -1,117 +0,0 @@
|
||||
using GameBase;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
enum ActorShaderGroupType
|
||||
{
|
||||
/// <summary>
|
||||
/// 通用的角色shader
|
||||
/// </summary>
|
||||
Brdf = 0,
|
||||
|
||||
/// <summary>
|
||||
/// 眼睛
|
||||
/// </summary>
|
||||
BrdfEye,
|
||||
|
||||
///可能后面扩展,比如特效的特殊角色材质
|
||||
GroupMax,
|
||||
}
|
||||
|
||||
enum ActorShaderEnvType
|
||||
{
|
||||
/// <summary>
|
||||
/// 游戏内场景默认模型,不带阴影,不带xray,不透明效果
|
||||
/// </summary>
|
||||
EnvNormal = 0,
|
||||
|
||||
/// <summary>
|
||||
/// 展示场景
|
||||
/// </summary>
|
||||
EnvShow,
|
||||
|
||||
/// <summary>
|
||||
/// 带阴影
|
||||
/// </summary>
|
||||
EnvShadow,
|
||||
|
||||
/// <summary>
|
||||
/// 带xray,默认也带Shadow
|
||||
/// </summary>
|
||||
EnvXRay,
|
||||
|
||||
/// <summary>
|
||||
/// 透明渐隐效果
|
||||
/// </summary>
|
||||
EnvAlphaFade,
|
||||
|
||||
/// <summary>
|
||||
/// 展示场景没shadow
|
||||
/// </summary>
|
||||
EnvShow_NoShadow,
|
||||
|
||||
EnvTypeMax
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 角色Shader管理器。
|
||||
/// </summary>
|
||||
class ActorShaderMgr : Singleton<ActorShaderMgr>
|
||||
{
|
||||
private readonly ActorShaderGroup[] _allShaderGroup = new ActorShaderGroup[(int)ActorShaderGroupType.GroupMax];
|
||||
|
||||
public ActorShaderMgr()
|
||||
{
|
||||
CreateBrdfShader();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 根据当前Render查找角色的Shader分组。
|
||||
/// </summary>
|
||||
/// <param name="render">Render。</param>
|
||||
/// <returns>角色的Shader分组。</returns>
|
||||
public ActorShaderGroup FindShaderGroup(Renderer render)
|
||||
{
|
||||
var sharedMat = render.sharedMaterial;
|
||||
if (sharedMat == null)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
var shader = sharedMat.shader;
|
||||
foreach (var group in _allShaderGroup)
|
||||
{
|
||||
if (group != null && group.IsMatch(shader))
|
||||
{
|
||||
return group;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
private void CreateBrdfShader()
|
||||
{
|
||||
//通用的效果
|
||||
var actorShader = new ActorShaderGroup();
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorBrdf",shaderLocation:"ActorBrdf_Show"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShow_NoShadow, new TShader("TEngine/Actor/Show/ActorBrdf_NoShadow",shaderLocation:"ActorBrdf_NoShadow"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorBrdf",shaderLocation:"ActorBrdf_Normal"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/X-Ray",shaderLocation:"X-Ray"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorBrdf",shaderLocation:"ActorBrdf_Fade"));
|
||||
_allShaderGroup[(int)ActorShaderGroupType.Brdf] = actorShader;
|
||||
|
||||
|
||||
//眼睛效果
|
||||
actorShader = new ActorShaderGroup();
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvNormal, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShow, new TShader("TEngine/Actor/Show/ActorEye",shaderLocation:"ActorEye_Show", "MRT_DISABLE", "MRT_ENABLE"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvShadow, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvXRay, new TShader("TEngine/Actor/ActorEye",shaderLocation:"ActorEye"));
|
||||
actorShader.AddShader(ActorShaderEnvType.EnvAlphaFade, new TShader("TEngine/Actor/Fade/ActorEye",shaderLocation:"ActorEye_Fade"));
|
||||
|
||||
_allShaderGroup[(int)ActorShaderGroupType.BrdfEye] = actorShader;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5a38b9b4bee84fabb1ef8db5292a6db6
|
||||
timeCreated: 1701916853
|
@@ -1,154 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace TEngine
|
||||
{
|
||||
/// <summary>
|
||||
/// TShader scripts used for all rendering.
|
||||
/// <remarks>统一封装对shader的管理。</remarks>
|
||||
/// </summary>
|
||||
public class TShader
|
||||
{
|
||||
private bool _loaded;
|
||||
private Shader _shader;
|
||||
private readonly string _shaderName;
|
||||
private readonly string _shaderLocation;
|
||||
private readonly List<string> _keywordOn = new List<string>();
|
||||
private readonly List<string> _keywordOff = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// Shader scripts used for all rendering.
|
||||
/// </summary>
|
||||
public Shader Shader
|
||||
{
|
||||
get
|
||||
{
|
||||
if (!_loaded)
|
||||
{
|
||||
_loaded = true;
|
||||
_shader = FindShader(_shaderLocation,_shaderName);
|
||||
|
||||
if (_shader == null)
|
||||
{
|
||||
Log.Error($"invalid shader path: {_shaderLocation}, shader name {_shaderName}");
|
||||
}
|
||||
}
|
||||
|
||||
return _shader;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 查找Shader。
|
||||
/// </summary>
|
||||
/// <param name="shaderLocation">Shader定位地址。</param>
|
||||
/// <param name="shaderName">Shader名称。</param>
|
||||
/// <returns>Shader实例。</returns>
|
||||
public static Shader FindShader(string shaderLocation,string shaderName)
|
||||
{
|
||||
Shader shader = GameModule.Resource.LoadAsset<Shader>(shaderLocation);
|
||||
if (shader != null)
|
||||
{
|
||||
return shader;
|
||||
}
|
||||
return Shader.Find(shaderName);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TShader构造函数。
|
||||
/// </summary>
|
||||
/// <param name="shaderName">shader名称。</param>
|
||||
/// <param name="shaderLocation">shader路径。</param>
|
||||
public TShader(string shaderName, string shaderLocation)
|
||||
{
|
||||
_shaderName = shaderName;
|
||||
_shaderLocation = shaderLocation;
|
||||
_shader = null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TShader构造函数。
|
||||
/// </summary>
|
||||
/// <param name="shaderName">shader名称。</param>
|
||||
/// <param name="shaderLocation">shader路径。</param>
|
||||
/// <param name="keywordOn">开启选项。</param>
|
||||
/// <param name="keywordOff">关闭选项。</param>
|
||||
public TShader(string shaderName, string shaderLocation, string keywordOn, string keywordOff)
|
||||
{
|
||||
_shaderName = shaderName;
|
||||
_shaderLocation = shaderLocation;
|
||||
_shader = null;
|
||||
_keywordOn.Add(keywordOn);
|
||||
_keywordOff.Add(keywordOff);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// TShader构造函数。
|
||||
/// </summary>
|
||||
/// <param name="shaderName">shader名称。</param>
|
||||
/// <param name="shaderLocation">shader路径。</param>
|
||||
/// <param name="keywordOn">开启选项。</param>
|
||||
/// <param name="keywordOff">关闭选项。</param>
|
||||
public TShader(string shaderName, string shaderLocation, string[] keywordOn, string[] keywordOff)
|
||||
{
|
||||
_shaderName = shaderName;
|
||||
_shaderLocation = shaderLocation;
|
||||
_shader = null;
|
||||
_keywordOn.AddRange(keywordOn);
|
||||
_keywordOff.AddRange(keywordOff);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置Shader效果。
|
||||
/// </summary>
|
||||
/// <param name="render">渲染对象。</param>
|
||||
public void ApplyRender(Renderer render)
|
||||
{
|
||||
var sharedMat = render.sharedMaterial;
|
||||
if (sharedMat != null)
|
||||
{
|
||||
//copy一份材质
|
||||
sharedMat = render.material;
|
||||
sharedMat.shader = Shader;
|
||||
|
||||
foreach (var keyword in _keywordOff)
|
||||
{
|
||||
sharedMat.DisableKeyword(keyword);
|
||||
}
|
||||
|
||||
foreach (var keyword in _keywordOn)
|
||||
{
|
||||
sharedMat.EnableKeyword(keyword);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 清除shader。
|
||||
/// </summary>
|
||||
/// <param name="render">渲染对象。</param>
|
||||
public void ClearRender(Renderer render)
|
||||
{
|
||||
if (_keywordOff.Count <= 0 && _keywordOn.Count <= 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var sharedMat = render.sharedMaterial;
|
||||
if (sharedMat != null)
|
||||
{
|
||||
//copy一份材质。
|
||||
sharedMat = render.material;
|
||||
for (int k = 0; k < _keywordOn.Count; k++)
|
||||
{
|
||||
sharedMat.DisableKeyword(_keywordOn[k]);
|
||||
}
|
||||
|
||||
for (int k = 0; k < _keywordOff.Count; k++)
|
||||
{
|
||||
sharedMat.EnableKeyword(_keywordOff[k]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e219233984c14f7d97bc744c07fe13d0
|
||||
timeCreated: 1698115491
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8a214e54975b4d7da2d804f869524801
|
||||
timeCreated: 1695289293
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0615e8b32d534bc48a60e42c973053ad
|
||||
timeCreated: 1695289443
|
@@ -1,84 +0,0 @@
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class ClickEventListener : MonoBehaviour, IPointerClickHandler, IPointerDownHandler, IPointerUpHandler
|
||||
{
|
||||
public static ClickEventListener Get(GameObject obj)
|
||||
{
|
||||
ClickEventListener listener = obj.GetComponent<ClickEventListener>();
|
||||
if (listener == null)
|
||||
{
|
||||
listener = obj.AddComponent<ClickEventListener>();
|
||||
}
|
||||
|
||||
return listener;
|
||||
}
|
||||
|
||||
private System.Action<GameObject> _clickedHandler = null;
|
||||
private System.Action<GameObject> _doubleClickedHandler = null;
|
||||
private System.Action<GameObject> _onPointerDownHandler = null;
|
||||
private System.Action<GameObject> _onPointerUpHandler = null;
|
||||
bool _isPressed = false;
|
||||
|
||||
public bool IsPressed => _isPressed;
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
if (eventData.clickCount == 2)
|
||||
{
|
||||
if (_doubleClickedHandler != null)
|
||||
{
|
||||
_doubleClickedHandler(gameObject);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (_clickedHandler != null)
|
||||
{
|
||||
_clickedHandler(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetClickEventHandler(System.Action<GameObject> handler)
|
||||
{
|
||||
_clickedHandler = handler;
|
||||
}
|
||||
|
||||
public void SetDoubleClickEventHandler(System.Action<GameObject> handler)
|
||||
{
|
||||
_doubleClickedHandler = handler;
|
||||
}
|
||||
|
||||
public void SetPointerDownHandler(System.Action<GameObject> handler)
|
||||
{
|
||||
_onPointerDownHandler = handler;
|
||||
}
|
||||
|
||||
public void SetPointerUpHandler(System.Action<GameObject> handler)
|
||||
{
|
||||
_onPointerUpHandler = handler;
|
||||
}
|
||||
|
||||
|
||||
public void OnPointerDown(PointerEventData eventData)
|
||||
{
|
||||
_isPressed = true;
|
||||
if (_onPointerDownHandler != null)
|
||||
{
|
||||
_onPointerDownHandler(gameObject);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnPointerUp(PointerEventData eventData)
|
||||
{
|
||||
_isPressed = false;
|
||||
if (_onPointerUpHandler != null)
|
||||
{
|
||||
_onPointerUpHandler(gameObject);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,86 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
public enum SnapStatus
|
||||
{
|
||||
NoTargetSet = 0,
|
||||
TargetHasSet = 1,
|
||||
SnapMoving = 2,
|
||||
SnapMoveFinish = 3
|
||||
}
|
||||
|
||||
|
||||
public enum ItemCornerEnum
|
||||
{
|
||||
LeftBottom = 0,
|
||||
LeftTop,
|
||||
RightTop,
|
||||
RightBottom,
|
||||
}
|
||||
|
||||
|
||||
public enum ListItemArrangeType
|
||||
{
|
||||
TopToBottom = 0,
|
||||
BottomToTop,
|
||||
LeftToRight,
|
||||
RightToLeft,
|
||||
}
|
||||
|
||||
public enum GridItemArrangeType
|
||||
{
|
||||
TopLeftToBottomRight = 0,
|
||||
BottomLeftToTopRight,
|
||||
TopRightToBottomLeft,
|
||||
BottomRightToTopLeft,
|
||||
}
|
||||
public enum GridFixedType
|
||||
{
|
||||
ColumnCountFixed = 0,
|
||||
RowCountFixed,
|
||||
}
|
||||
|
||||
public struct RowColumnPair
|
||||
{
|
||||
public RowColumnPair(int row1, int column1)
|
||||
{
|
||||
mRow = row1;
|
||||
mColumn = column1;
|
||||
}
|
||||
|
||||
public bool Equals(RowColumnPair other)
|
||||
{
|
||||
return this.mRow == other.mRow && this.mColumn == other.mColumn;
|
||||
}
|
||||
|
||||
public static bool operator ==(RowColumnPair a, RowColumnPair b)
|
||||
{
|
||||
return (a.mRow == b.mRow)&&(a.mColumn == b.mColumn);
|
||||
}
|
||||
public static bool operator !=(RowColumnPair a, RowColumnPair b)
|
||||
{
|
||||
return (a.mRow != b.mRow) || (a.mColumn != b.mColumn); ;
|
||||
}
|
||||
|
||||
public override int GetHashCode()
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
public override bool Equals(object obj)
|
||||
{
|
||||
if (ReferenceEquals(null, obj))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
return (obj is RowColumnPair) && Equals((RowColumnPair)obj);
|
||||
}
|
||||
|
||||
|
||||
public int mRow;
|
||||
public int mColumn;
|
||||
}
|
||||
}
|
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 19e4e487f35877f4b9bb864eb43484d6
|
||||
timeCreated: 1534508353
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,326 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class ItemSizeGroup
|
||||
{
|
||||
public float[] ItemSizeArray = null;
|
||||
public float[] ItemStartPosArray = null;
|
||||
public int ItemCount = 0;
|
||||
private int _dirtyBeginIndex = ItemPosMgr.ItemMaxCountPerGroup;
|
||||
public float GroupSize = 0;
|
||||
public float GroupStartPos = 0;
|
||||
public float GroupEndPos = 0;
|
||||
public int GroupIndex = 0;
|
||||
public float ItemDefaultSize = 0;
|
||||
|
||||
public ItemSizeGroup(int index, float itemDefaultSize)
|
||||
{
|
||||
GroupIndex = index;
|
||||
ItemDefaultSize = itemDefaultSize;
|
||||
Init();
|
||||
}
|
||||
|
||||
public void Init()
|
||||
{
|
||||
ItemSizeArray = new float[ItemPosMgr.ItemMaxCountPerGroup];
|
||||
if (ItemDefaultSize != 0)
|
||||
{
|
||||
for (int i = 0; i < ItemSizeArray.Length; ++i)
|
||||
{
|
||||
ItemSizeArray[i] = ItemDefaultSize;
|
||||
}
|
||||
}
|
||||
|
||||
ItemStartPosArray = new float[ItemPosMgr.ItemMaxCountPerGroup];
|
||||
ItemStartPosArray[0] = 0;
|
||||
ItemCount = ItemPosMgr.ItemMaxCountPerGroup;
|
||||
GroupSize = ItemDefaultSize * ItemSizeArray.Length;
|
||||
if (ItemDefaultSize != 0)
|
||||
{
|
||||
_dirtyBeginIndex = 0;
|
||||
}
|
||||
else
|
||||
{
|
||||
_dirtyBeginIndex = ItemPosMgr.ItemMaxCountPerGroup;
|
||||
}
|
||||
}
|
||||
|
||||
public float GetItemStartPos(int index)
|
||||
{
|
||||
return GroupStartPos + ItemStartPosArray[index];
|
||||
}
|
||||
|
||||
public bool IsDirty
|
||||
{
|
||||
get { return (_dirtyBeginIndex < ItemCount); }
|
||||
}
|
||||
|
||||
public float SetItemSize(int index, float size)
|
||||
{
|
||||
float old = ItemSizeArray[index];
|
||||
if (Math.Abs(old - size) < 0.001f)
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
ItemSizeArray[index] = size;
|
||||
if (index < _dirtyBeginIndex)
|
||||
{
|
||||
_dirtyBeginIndex = index;
|
||||
}
|
||||
|
||||
float ds = size - old;
|
||||
GroupSize = GroupSize + ds;
|
||||
return ds;
|
||||
}
|
||||
|
||||
public void SetItemCount(int count)
|
||||
{
|
||||
if (ItemCount == count)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ItemCount = count;
|
||||
RecalcGroupSize();
|
||||
}
|
||||
|
||||
public void RecalcGroupSize()
|
||||
{
|
||||
GroupSize = 0;
|
||||
for (int i = 0; i < ItemCount; ++i)
|
||||
{
|
||||
GroupSize += ItemSizeArray[i];
|
||||
}
|
||||
}
|
||||
|
||||
public int GetItemIndexByPos(float pos)
|
||||
{
|
||||
if (ItemCount == 0)
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
int low = 0;
|
||||
int high = ItemCount - 1;
|
||||
while (low <= high)
|
||||
{
|
||||
int mid = (low + high) / 2;
|
||||
float startPos = ItemStartPosArray[mid];
|
||||
float endPos = startPos + ItemSizeArray[mid];
|
||||
if (startPos <= pos && endPos >= pos)
|
||||
{
|
||||
return mid;
|
||||
}
|
||||
else if (pos > endPos)
|
||||
{
|
||||
low = mid + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
high = mid - 1;
|
||||
}
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
public void UpdateAllItemStartPos()
|
||||
{
|
||||
if (_dirtyBeginIndex >= ItemCount)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int startIndex = (_dirtyBeginIndex < 1) ? 1 : _dirtyBeginIndex;
|
||||
for (int i = startIndex; i < ItemCount; ++i)
|
||||
{
|
||||
ItemStartPosArray[i] = ItemStartPosArray[i - 1] + ItemSizeArray[i - 1];
|
||||
}
|
||||
|
||||
_dirtyBeginIndex = ItemCount;
|
||||
}
|
||||
}
|
||||
|
||||
public class ItemPosMgr
|
||||
{
|
||||
public const int ItemMaxCountPerGroup = 100;
|
||||
readonly List<ItemSizeGroup> _itemSizeGroupList = new List<ItemSizeGroup>();
|
||||
public int _dirtyBeginIndex = int.MaxValue;
|
||||
public float TotalSize = 0;
|
||||
public float ItemDefaultSize = 20;
|
||||
|
||||
public ItemPosMgr(float itemDefaultSize)
|
||||
{
|
||||
ItemDefaultSize = itemDefaultSize;
|
||||
}
|
||||
|
||||
public void SetItemMaxCount(int maxCount)
|
||||
{
|
||||
_dirtyBeginIndex = 0;
|
||||
TotalSize = 0;
|
||||
int st = maxCount % ItemMaxCountPerGroup;
|
||||
int lastGroupItemCount = st;
|
||||
int needMaxGroupCount = maxCount / ItemMaxCountPerGroup;
|
||||
if (st > 0)
|
||||
{
|
||||
needMaxGroupCount++;
|
||||
}
|
||||
else
|
||||
{
|
||||
lastGroupItemCount = ItemMaxCountPerGroup;
|
||||
}
|
||||
|
||||
int count = _itemSizeGroupList.Count;
|
||||
if (count > needMaxGroupCount)
|
||||
{
|
||||
int d = count - needMaxGroupCount;
|
||||
_itemSizeGroupList.RemoveRange(needMaxGroupCount, d);
|
||||
}
|
||||
else if (count < needMaxGroupCount)
|
||||
{
|
||||
int d = needMaxGroupCount - count;
|
||||
for (int i = 0; i < d; ++i)
|
||||
{
|
||||
ItemSizeGroup tGroup = new ItemSizeGroup(count + i, ItemDefaultSize);
|
||||
_itemSizeGroupList.Add(tGroup);
|
||||
}
|
||||
}
|
||||
|
||||
count = _itemSizeGroupList.Count;
|
||||
if (count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
for (int i = 0; i < count - 1; ++i)
|
||||
{
|
||||
_itemSizeGroupList[i].SetItemCount(ItemMaxCountPerGroup);
|
||||
}
|
||||
|
||||
_itemSizeGroupList[count - 1].SetItemCount(lastGroupItemCount);
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
TotalSize = TotalSize + _itemSizeGroupList[i].GroupSize;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetItemSize(int itemIndex, float size)
|
||||
{
|
||||
int groupIndex = itemIndex / ItemMaxCountPerGroup;
|
||||
int indexInGroup = itemIndex % ItemMaxCountPerGroup;
|
||||
ItemSizeGroup tGroup = _itemSizeGroupList[groupIndex];
|
||||
float changedSize = tGroup.SetItemSize(indexInGroup, size);
|
||||
if (changedSize != 0f)
|
||||
{
|
||||
if (groupIndex < _dirtyBeginIndex)
|
||||
{
|
||||
_dirtyBeginIndex = groupIndex;
|
||||
}
|
||||
}
|
||||
|
||||
TotalSize += changedSize;
|
||||
}
|
||||
|
||||
public float GetItemPos(int itemIndex)
|
||||
{
|
||||
Update(true);
|
||||
int groupIndex = itemIndex / ItemMaxCountPerGroup;
|
||||
int indexInGroup = itemIndex % ItemMaxCountPerGroup;
|
||||
return _itemSizeGroupList[groupIndex].GetItemStartPos(indexInGroup);
|
||||
}
|
||||
|
||||
public void GetItemIndexAndPosAtGivenPos(float pos, ref int index, ref float itemPos)
|
||||
{
|
||||
Update(true);
|
||||
index = 0;
|
||||
itemPos = 0f;
|
||||
int count = _itemSizeGroupList.Count;
|
||||
if (count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
ItemSizeGroup hitGroup = null;
|
||||
|
||||
int low = 0;
|
||||
int high = count - 1;
|
||||
while (low <= high)
|
||||
{
|
||||
int mid = (low + high) / 2;
|
||||
ItemSizeGroup tGroup = _itemSizeGroupList[mid];
|
||||
if (tGroup.GroupStartPos <= pos && tGroup.GroupEndPos >= pos)
|
||||
{
|
||||
hitGroup = tGroup;
|
||||
break;
|
||||
}
|
||||
else if (pos > tGroup.GroupEndPos)
|
||||
{
|
||||
low = mid + 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
high = mid - 1;
|
||||
}
|
||||
}
|
||||
|
||||
int hitIndex = -1;
|
||||
if (hitGroup != null)
|
||||
{
|
||||
hitIndex = hitGroup.GetItemIndexByPos(pos - hitGroup.GroupStartPos);
|
||||
}
|
||||
else
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (hitIndex < 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
index = hitIndex + hitGroup.GroupIndex * ItemMaxCountPerGroup;
|
||||
itemPos = hitGroup.GetItemStartPos(hitIndex);
|
||||
}
|
||||
|
||||
public void Update(bool updateAll)
|
||||
{
|
||||
int count = _itemSizeGroupList.Count;
|
||||
if (count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (_dirtyBeginIndex >= count)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
int loopCount = 0;
|
||||
for (int i = _dirtyBeginIndex; i < count; ++i)
|
||||
{
|
||||
loopCount++;
|
||||
ItemSizeGroup tGroup = _itemSizeGroupList[i];
|
||||
_dirtyBeginIndex++;
|
||||
tGroup.UpdateAllItemStartPos();
|
||||
if (i == 0)
|
||||
{
|
||||
tGroup.GroupStartPos = 0;
|
||||
tGroup.GroupEndPos = tGroup.GroupSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
tGroup.GroupStartPos = _itemSizeGroupList[i - 1].GroupEndPos;
|
||||
tGroup.GroupEndPos = tGroup.GroupStartPos + tGroup.GroupSize;
|
||||
}
|
||||
|
||||
if (!updateAll && loopCount > 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,173 +0,0 @@
|
||||
namespace GameLogic
|
||||
{
|
||||
//if GridFixedType is GridFixedType.ColumnCountFixed, then the GridItemGroup is one row of the gridview
|
||||
//if GridFixedType is GridFixedType.RowCountFixed, then the GridItemGroup is one column of the gridview
|
||||
public class GridItemGroup
|
||||
{
|
||||
private int _count = 0;
|
||||
private int _groupIndex = -1;//the row index or the column index of this group
|
||||
private LoopGridViewItem _first = null;
|
||||
private LoopGridViewItem _last = null;
|
||||
public int Count => _count;
|
||||
|
||||
public LoopGridViewItem First => _first;
|
||||
|
||||
public LoopGridViewItem Last => _last;
|
||||
|
||||
public int GroupIndex
|
||||
{
|
||||
get => _groupIndex;
|
||||
set => _groupIndex = value;
|
||||
}
|
||||
|
||||
|
||||
public LoopGridViewItem GetItemByColumn(int column)
|
||||
{
|
||||
LoopGridViewItem cur = _first;
|
||||
while(cur != null)
|
||||
{
|
||||
if(cur.Column == column)
|
||||
{
|
||||
return cur;
|
||||
}
|
||||
cur = cur.NextItem;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
public LoopGridViewItem GetItemByRow(int row)
|
||||
{
|
||||
LoopGridViewItem cur = _first;
|
||||
while (cur != null)
|
||||
{
|
||||
if (cur.Row == row)
|
||||
{
|
||||
return cur;
|
||||
}
|
||||
cur = cur.NextItem;
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
|
||||
public void ReplaceItem(LoopGridViewItem curItem,LoopGridViewItem newItem)
|
||||
{
|
||||
newItem.PrevItem = curItem.PrevItem;
|
||||
newItem.NextItem = curItem.NextItem;
|
||||
if(newItem.PrevItem != null)
|
||||
{
|
||||
newItem.PrevItem.NextItem = newItem;
|
||||
}
|
||||
if(newItem.NextItem != null)
|
||||
{
|
||||
newItem.NextItem.PrevItem = newItem;
|
||||
}
|
||||
if(_first == curItem)
|
||||
{
|
||||
_first = newItem;
|
||||
}
|
||||
if(_last == curItem)
|
||||
{
|
||||
_last = newItem;
|
||||
}
|
||||
}
|
||||
|
||||
public void AddFirst(LoopGridViewItem newItem)
|
||||
{
|
||||
newItem.PrevItem = null;
|
||||
newItem.NextItem = null;
|
||||
if (_first == null)
|
||||
{
|
||||
_first = newItem;
|
||||
_last = newItem;
|
||||
_first.PrevItem = null;
|
||||
_first.NextItem = null;
|
||||
_count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
_first.PrevItem = newItem;
|
||||
newItem.PrevItem = null;
|
||||
newItem.NextItem = _first;
|
||||
_first = newItem;
|
||||
_count++;
|
||||
}
|
||||
}
|
||||
|
||||
public void AddLast(LoopGridViewItem newItem)
|
||||
{
|
||||
newItem.PrevItem = null;
|
||||
newItem.NextItem = null;
|
||||
if (_first == null)
|
||||
{
|
||||
_first = newItem;
|
||||
_last = newItem;
|
||||
_first.PrevItem = null;
|
||||
_first.NextItem = null;
|
||||
_count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
_last.NextItem = newItem;
|
||||
newItem.PrevItem = _last;
|
||||
newItem.NextItem = null;
|
||||
_last = newItem;
|
||||
_count++;
|
||||
}
|
||||
}
|
||||
|
||||
public LoopGridViewItem RemoveFirst()
|
||||
{
|
||||
LoopGridViewItem ret = _first;
|
||||
if (_first == null)
|
||||
{
|
||||
return ret;
|
||||
}
|
||||
if(_first == _last)
|
||||
{
|
||||
_first = null;
|
||||
_last = null;
|
||||
--_count;
|
||||
return ret;
|
||||
}
|
||||
_first = _first.NextItem;
|
||||
_first.PrevItem = null;
|
||||
--_count;
|
||||
return ret;
|
||||
}
|
||||
public LoopGridViewItem RemoveLast()
|
||||
{
|
||||
LoopGridViewItem ret = _last;
|
||||
if (_first == null)
|
||||
{
|
||||
return ret;
|
||||
}
|
||||
if (_first == _last)
|
||||
{
|
||||
_first = null;
|
||||
_last = null;
|
||||
--_count;
|
||||
return ret;
|
||||
}
|
||||
_last = _last.PrevItem;
|
||||
_last.NextItem = null;
|
||||
--_count;
|
||||
return ret;
|
||||
}
|
||||
|
||||
|
||||
public void Clear()
|
||||
{
|
||||
LoopGridViewItem current = _first;
|
||||
while (current != null)
|
||||
{
|
||||
current.PrevItem = null;
|
||||
current.NextItem = null;
|
||||
current = current.NextItem;
|
||||
}
|
||||
_first = null;
|
||||
_last = null;
|
||||
_count = 0;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f7e7eb25fe1319d4b8773ddfab7a240e
|
||||
timeCreated: 1554538573
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,113 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class GridItemPool
|
||||
{
|
||||
private GameObject _prefabObj;
|
||||
private string _prefabName;
|
||||
private int _initCreateCount = 1;
|
||||
private readonly List<LoopGridViewItem> _tmpPooledItemList = new List<LoopGridViewItem>();
|
||||
private readonly List<LoopGridViewItem> _pooledItemList = new List<LoopGridViewItem>();
|
||||
private static int _curItemIdCount = 0;
|
||||
private RectTransform _itemParent = null;
|
||||
public GridItemPool()
|
||||
{
|
||||
|
||||
}
|
||||
public void Init(GameObject prefabObj, int createCount, RectTransform parent)
|
||||
{
|
||||
_prefabObj = prefabObj;
|
||||
_prefabName = _prefabObj.name;
|
||||
_initCreateCount = createCount;
|
||||
_itemParent = parent;
|
||||
_prefabObj.SetActive(false);
|
||||
for (int i = 0; i < _initCreateCount; ++i)
|
||||
{
|
||||
LoopGridViewItem tViewItem = CreateItem();
|
||||
RecycleItemReal(tViewItem);
|
||||
}
|
||||
}
|
||||
public LoopGridViewItem GetItem()
|
||||
{
|
||||
_curItemIdCount++;
|
||||
LoopGridViewItem tItem = null;
|
||||
if (_tmpPooledItemList.Count > 0)
|
||||
{
|
||||
int count = _tmpPooledItemList.Count;
|
||||
tItem = _tmpPooledItemList[count - 1];
|
||||
_tmpPooledItemList.RemoveAt(count - 1);
|
||||
tItem.gameObject.SetActive(true);
|
||||
}
|
||||
else
|
||||
{
|
||||
int count = _pooledItemList.Count;
|
||||
if (count == 0)
|
||||
{
|
||||
tItem = CreateItem();
|
||||
}
|
||||
else
|
||||
{
|
||||
tItem = _pooledItemList[count - 1];
|
||||
_pooledItemList.RemoveAt(count - 1);
|
||||
tItem.gameObject.SetActive(true);
|
||||
}
|
||||
}
|
||||
tItem.ItemId = _curItemIdCount;
|
||||
return tItem;
|
||||
|
||||
}
|
||||
|
||||
public void DestroyAllItem()
|
||||
{
|
||||
ClearTmpRecycledItem();
|
||||
int count = _pooledItemList.Count;
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
GameObject.DestroyImmediate(_pooledItemList[i].gameObject);
|
||||
}
|
||||
_pooledItemList.Clear();
|
||||
}
|
||||
public LoopGridViewItem CreateItem()
|
||||
{
|
||||
|
||||
GameObject go = GameObject.Instantiate<GameObject>(_prefabObj, Vector3.zero, Quaternion.identity, _itemParent);
|
||||
go.SetActive(true);
|
||||
RectTransform rf = go.GetComponent<RectTransform>();
|
||||
rf.localScale = Vector3.one;
|
||||
rf.anchoredPosition3D = Vector3.zero;
|
||||
rf.localEulerAngles = Vector3.zero;
|
||||
LoopGridViewItem tViewItem = go.GetComponent<LoopGridViewItem>();
|
||||
tViewItem.ItemPrefabName = _prefabName;
|
||||
tViewItem.GoId = go.GetHashCode();
|
||||
return tViewItem;
|
||||
}
|
||||
void RecycleItemReal(LoopGridViewItem item)
|
||||
{
|
||||
item.gameObject.SetActive(false);
|
||||
_pooledItemList.Add(item);
|
||||
}
|
||||
public void RecycleItem(LoopGridViewItem item)
|
||||
{
|
||||
item.PrevItem = null;
|
||||
item.NextItem = null;
|
||||
_tmpPooledItemList.Add(item);
|
||||
}
|
||||
public void ClearTmpRecycledItem()
|
||||
{
|
||||
int count = _tmpPooledItemList.Count;
|
||||
if (count == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
for (int i = 0; i < count; ++i)
|
||||
{
|
||||
RecycleItemReal(_tmpPooledItemList[i]);
|
||||
}
|
||||
_tmpPooledItemList.Clear();
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c1eb92a17e8cee642a2245950dfaabea
|
||||
timeCreated: 1554538573
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 17e9881a7bce8124a8f855b96a8ca11a
|
||||
timeCreated: 1554538573
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,184 +0,0 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
|
||||
public class LoopGridViewItem : MonoBehaviour
|
||||
{
|
||||
// indicates the item’s index in the list the mItemIndex can only be from 0 to itemTotalCount -1.
|
||||
int mItemIndex = -1;
|
||||
// the row index, the item is in. starting from 0.
|
||||
int mRow = -1;
|
||||
// the column index, the item is in. starting from 0.
|
||||
int mColumn = -1;
|
||||
//indicates the item’s id.
|
||||
//This property is set when the item is created or fetched from pool,
|
||||
//and will no longer change until the item is recycled back to pool.
|
||||
int mItemId = -1;
|
||||
|
||||
private int _goId = 0;
|
||||
|
||||
public int GoId
|
||||
{
|
||||
set => _goId = value;
|
||||
get => _goId;
|
||||
}
|
||||
|
||||
LoopGridView mParentGridView = null;
|
||||
bool mIsInitHandlerCalled = false;
|
||||
string mItemPrefabName;
|
||||
RectTransform mCachedRectTransform;
|
||||
int mItemCreatedCheckFrameCount = 0;
|
||||
|
||||
object mUserObjectData = null;
|
||||
int mUserIntData1 = 0;
|
||||
int mUserIntData2 = 0;
|
||||
string mUserStringData1 = null;
|
||||
string mUserStringData2 = null;
|
||||
|
||||
LoopGridViewItem mPrevItem;
|
||||
LoopGridViewItem mNextItem;
|
||||
|
||||
public object UserObjectData
|
||||
{
|
||||
get { return mUserObjectData; }
|
||||
set { mUserObjectData = value; }
|
||||
}
|
||||
public int UserIntData1
|
||||
{
|
||||
get { return mUserIntData1; }
|
||||
set { mUserIntData1 = value; }
|
||||
}
|
||||
public int UserIntData2
|
||||
{
|
||||
get { return mUserIntData2; }
|
||||
set { mUserIntData2 = value; }
|
||||
}
|
||||
public string UserStringData1
|
||||
{
|
||||
get { return mUserStringData1; }
|
||||
set { mUserStringData1 = value; }
|
||||
}
|
||||
public string UserStringData2
|
||||
{
|
||||
get { return mUserStringData2; }
|
||||
set { mUserStringData2 = value; }
|
||||
}
|
||||
|
||||
public int ItemCreatedCheckFrameCount
|
||||
{
|
||||
get { return mItemCreatedCheckFrameCount; }
|
||||
set { mItemCreatedCheckFrameCount = value; }
|
||||
}
|
||||
|
||||
|
||||
public RectTransform CachedRectTransform
|
||||
{
|
||||
get
|
||||
{
|
||||
if (mCachedRectTransform == null)
|
||||
{
|
||||
mCachedRectTransform = gameObject.GetComponent<RectTransform>();
|
||||
}
|
||||
return mCachedRectTransform;
|
||||
}
|
||||
}
|
||||
|
||||
public string ItemPrefabName
|
||||
{
|
||||
get
|
||||
{
|
||||
return mItemPrefabName;
|
||||
}
|
||||
set
|
||||
{
|
||||
mItemPrefabName = value;
|
||||
}
|
||||
}
|
||||
|
||||
public int Row
|
||||
{
|
||||
get
|
||||
{
|
||||
return mRow;
|
||||
}
|
||||
set
|
||||
{
|
||||
mRow = value;
|
||||
}
|
||||
}
|
||||
public int Column
|
||||
{
|
||||
get
|
||||
{
|
||||
return mColumn;
|
||||
}
|
||||
set
|
||||
{
|
||||
mColumn = value;
|
||||
}
|
||||
}
|
||||
|
||||
public int ItemIndex
|
||||
{
|
||||
get
|
||||
{
|
||||
return mItemIndex;
|
||||
}
|
||||
set
|
||||
{
|
||||
mItemIndex = value;
|
||||
}
|
||||
}
|
||||
public int ItemId
|
||||
{
|
||||
get
|
||||
{
|
||||
return mItemId;
|
||||
}
|
||||
set
|
||||
{
|
||||
mItemId = value;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public bool IsInitHandlerCalled
|
||||
{
|
||||
get
|
||||
{
|
||||
return mIsInitHandlerCalled;
|
||||
}
|
||||
set
|
||||
{
|
||||
mIsInitHandlerCalled = value;
|
||||
}
|
||||
}
|
||||
|
||||
public LoopGridView ParentGridView
|
||||
{
|
||||
get
|
||||
{
|
||||
return mParentGridView;
|
||||
}
|
||||
set
|
||||
{
|
||||
mParentGridView = value;
|
||||
}
|
||||
}
|
||||
|
||||
public LoopGridViewItem PrevItem
|
||||
{
|
||||
get { return mPrevItem; }
|
||||
set { mPrevItem = value; }
|
||||
}
|
||||
public LoopGridViewItem NextItem
|
||||
{
|
||||
get { return mNextItem; }
|
||||
set { mNextItem = value; }
|
||||
}
|
||||
|
||||
}
|
||||
}
|
@@ -1,12 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ec0432517adfcb84bb6163d7a44ab8c1
|
||||
timeCreated: 1554538573
|
||||
licenseType: Store
|
||||
MonoImporter:
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
@@ -1,8 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e9bbd48a4abc45c46a92b92d0df3ae07
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
File diff suppressed because it is too large
Load Diff
@@ -1,216 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class LoopListViewItem : MonoBehaviour
|
||||
{
|
||||
public float Padding;
|
||||
|
||||
private int _itemIndex = -1;
|
||||
private int _itemId = -1;
|
||||
private LoopListView _parentListView = null;
|
||||
private bool _isInitHandlerCalled = false;
|
||||
private string _itemPrefabName;
|
||||
private RectTransform _cachedRectTransform;
|
||||
private float _padding;
|
||||
private float _distanceWithViewPortSnapCenter = 0;
|
||||
private int _itemCreatedCheckFrameCount = 0;
|
||||
private float _startPosOffset = 0;
|
||||
|
||||
private object _userObjectData = null;
|
||||
private int _userIntData1 = 0;
|
||||
private int _userIntData2 = 0;
|
||||
private string _userStringData1 = null;
|
||||
private string _userStringData2 = null;
|
||||
|
||||
private int _goId = 0;
|
||||
|
||||
public int GoId
|
||||
{
|
||||
set => _goId = value;
|
||||
get => _goId;
|
||||
}
|
||||
|
||||
public object UserObjectData
|
||||
{
|
||||
get => _userObjectData;
|
||||
set => _userObjectData = value;
|
||||
}
|
||||
|
||||
public int UserIntData1
|
||||
{
|
||||
get => _userIntData1;
|
||||
set => _userIntData1 = value;
|
||||
}
|
||||
|
||||
public int UserIntData2
|
||||
{
|
||||
get => _userIntData2;
|
||||
set => _userIntData2 = value;
|
||||
}
|
||||
|
||||
public string UserStringData1
|
||||
{
|
||||
get => _userStringData1;
|
||||
set => _userStringData1 = value;
|
||||
}
|
||||
|
||||
public string UserStringData2
|
||||
{
|
||||
get => _userStringData2;
|
||||
set => _userStringData2 = value;
|
||||
}
|
||||
|
||||
public float DistanceWithViewPortSnapCenter
|
||||
{
|
||||
get => _distanceWithViewPortSnapCenter;
|
||||
set => _distanceWithViewPortSnapCenter = value;
|
||||
}
|
||||
|
||||
public float StartPosOffset
|
||||
{
|
||||
get => _startPosOffset;
|
||||
set => _startPosOffset = value;
|
||||
}
|
||||
|
||||
public int ItemCreatedCheckFrameCount
|
||||
{
|
||||
get => _itemCreatedCheckFrameCount;
|
||||
set => _itemCreatedCheckFrameCount = value;
|
||||
}
|
||||
|
||||
public RectTransform CachedRectTransform
|
||||
{
|
||||
get
|
||||
{
|
||||
if (_cachedRectTransform == null)
|
||||
{
|
||||
_cachedRectTransform = gameObject.GetComponent<RectTransform>();
|
||||
}
|
||||
|
||||
return _cachedRectTransform;
|
||||
}
|
||||
}
|
||||
|
||||
public string ItemPrefabName
|
||||
{
|
||||
get => _itemPrefabName;
|
||||
set => _itemPrefabName = value;
|
||||
}
|
||||
|
||||
public int ItemIndex
|
||||
{
|
||||
get => _itemIndex;
|
||||
set => _itemIndex = value;
|
||||
}
|
||||
|
||||
public int ItemId
|
||||
{
|
||||
get => _itemId;
|
||||
set => _itemId = value;
|
||||
}
|
||||
|
||||
|
||||
public bool IsInitHandlerCalled
|
||||
{
|
||||
get => _isInitHandlerCalled;
|
||||
set => _isInitHandlerCalled = value;
|
||||
}
|
||||
|
||||
public LoopListView ParentListView
|
||||
{
|
||||
get => _parentListView;
|
||||
set => _parentListView = value;
|
||||
}
|
||||
|
||||
public float TopY
|
||||
{
|
||||
get
|
||||
{
|
||||
ListItemArrangeType arrageType = ParentListView.ArrangeType;
|
||||
if (arrageType == ListItemArrangeType.TopToBottom)
|
||||
{
|
||||
return CachedRectTransform.localPosition.y;
|
||||
}
|
||||
else if (arrageType == ListItemArrangeType.BottomToTop)
|
||||
{
|
||||
return CachedRectTransform.localPosition.y + CachedRectTransform.rect.height;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
public float BottomY
|
||||
{
|
||||
get
|
||||
{
|
||||
ListItemArrangeType arrageType = ParentListView.ArrangeType;
|
||||
if (arrageType == ListItemArrangeType.TopToBottom)
|
||||
{
|
||||
return CachedRectTransform.localPosition.y - CachedRectTransform.rect.height;
|
||||
}
|
||||
else if (arrageType == ListItemArrangeType.BottomToTop)
|
||||
{
|
||||
return CachedRectTransform.localPosition.y;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
public float LeftX
|
||||
{
|
||||
get
|
||||
{
|
||||
ListItemArrangeType arrageType = ParentListView.ArrangeType;
|
||||
if (arrageType == ListItemArrangeType.LeftToRight)
|
||||
{
|
||||
return CachedRectTransform.localPosition.x;
|
||||
}
|
||||
else if (arrageType == ListItemArrangeType.RightToLeft)
|
||||
{
|
||||
return CachedRectTransform.localPosition.x - CachedRectTransform.rect.width;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
public float RightX
|
||||
{
|
||||
get
|
||||
{
|
||||
ListItemArrangeType arrageType = ParentListView.ArrangeType;
|
||||
if (arrageType == ListItemArrangeType.LeftToRight)
|
||||
{
|
||||
return CachedRectTransform.localPosition.x + CachedRectTransform.rect.width;
|
||||
}
|
||||
else if (arrageType == ListItemArrangeType.RightToLeft)
|
||||
{
|
||||
return CachedRectTransform.localPosition.x;
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
}
|
||||
|
||||
public float ItemSize
|
||||
{
|
||||
get
|
||||
{
|
||||
if (ParentListView.IsVertList)
|
||||
{
|
||||
return CachedRectTransform.rect.height;
|
||||
}
|
||||
else
|
||||
{
|
||||
return CachedRectTransform.rect.width;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public float ItemSizeWithPadding => ItemSize + _padding;
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 4f3fbd5ce2514056b72986a6dea2aec2
|
||||
timeCreated: 1695289443
|
@@ -1,71 +0,0 @@
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 子界面之间共享的数据。
|
||||
/// </summary>
|
||||
public class ChildPageSharData
|
||||
{
|
||||
private object[] m_arrParams = new object[3]; // 共享参数列表
|
||||
|
||||
public object Param1 { get { return m_arrParams[0]; } }
|
||||
public object Param2 { get { return m_arrParams[1]; } }
|
||||
public object Param3 { get { return m_arrParams[2]; } }
|
||||
|
||||
/// <summary>
|
||||
/// 设置指定索引的参数。
|
||||
/// </summary>
|
||||
/// <param name="paramIdx"></param>
|
||||
/// <param name="param"></param>
|
||||
public void SetParam(int paramIdx, object param)
|
||||
{
|
||||
if (paramIdx >= m_arrParams.Length)
|
||||
return;
|
||||
|
||||
m_arrParams[paramIdx] = param;
|
||||
}
|
||||
}
|
||||
|
||||
public class ChildPageBase : UIWidget
|
||||
{
|
||||
|
||||
protected ChildPageSharData m_shareObjData; // 共享数据
|
||||
|
||||
// 初始化数据
|
||||
public void InitData(ChildPageSharData shareObjData)
|
||||
{
|
||||
m_shareObjData = shareObjData;
|
||||
}
|
||||
|
||||
public virtual void OnPageShowed(int oldShowType, int newShowType)
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
// 无参数刷新当前子界面
|
||||
// 收到那些数据变动的消息的时候使用
|
||||
public virtual void RefreshPage()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public object ShareData1
|
||||
{
|
||||
get => m_shareObjData.Param1;
|
||||
set => m_shareObjData.SetParam(0, value);
|
||||
}
|
||||
|
||||
public object ShareData2
|
||||
{
|
||||
get => m_shareObjData.Param2;
|
||||
set => m_shareObjData.SetParam(1, value);
|
||||
}
|
||||
|
||||
public object ShareData3
|
||||
{
|
||||
get => m_shareObjData.Param3;
|
||||
set => m_shareObjData.SetParam(2, value);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e4b742d9af72478b9d6f7ebd2fa493a0
|
||||
timeCreated: 1687859782
|
@@ -1,457 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class SwitchPageMgr
|
||||
{
|
||||
private event Action<int, int> SwitchTabAction;
|
||||
|
||||
public delegate bool SwitchTabCondition(int selectId);
|
||||
|
||||
private SwitchTabCondition _switchTabCondition;
|
||||
|
||||
/// <summary>
|
||||
/// 页签Grid。
|
||||
/// </summary>
|
||||
protected Transform m_tabGrid;
|
||||
|
||||
/// <summary>
|
||||
/// 子UI父节点。
|
||||
/// </summary>
|
||||
public Transform ChildPageParent;
|
||||
|
||||
/// <summary>
|
||||
/// 存储子UI。
|
||||
/// </summary>
|
||||
private readonly Dictionary<int, List<string>> _switchPageDic = new Dictionary<int, List<string>>();
|
||||
|
||||
/// <summary>
|
||||
/// 子页签名字。
|
||||
/// </summary>
|
||||
private readonly List<string> _childPageNames = new List<string>();
|
||||
|
||||
/// <summary>
|
||||
/// 子页签字典。
|
||||
/// </summary>
|
||||
private readonly Dictionary<string, ChildPageBase> _childPageDic = new Dictionary<string, ChildPageBase>();
|
||||
|
||||
/// <summary>
|
||||
/// 存储页签。
|
||||
/// </summary>
|
||||
private readonly Dictionary<int, SwitchTabItem> _tabDic = new Dictionary<int, SwitchTabItem>();
|
||||
|
||||
private readonly Dictionary<int, string> _tabName = new Dictionary<int, string>();
|
||||
|
||||
protected readonly List<int> IDList = new List<int>();
|
||||
|
||||
private readonly UIBase _owner;
|
||||
|
||||
protected int CurrentChildID = -100;
|
||||
|
||||
/// <summary>
|
||||
/// 需要设置显示隐藏。
|
||||
/// </summary>
|
||||
private readonly bool _needSetActive;
|
||||
|
||||
/// <summary>
|
||||
/// 子界面的共享数据。
|
||||
/// </summary>
|
||||
private readonly ChildPageSharData _shareData = new ChildPageSharData();
|
||||
|
||||
public object ShareData1 => _shareData.Param1;
|
||||
public object ShareData2 => _shareData.Param2;
|
||||
public object ShareData3 => _shareData.Param3;
|
||||
|
||||
public SwitchPageMgr(Transform grid, Transform childPageParent, UIBase owner, bool needSetActive = true)
|
||||
{
|
||||
m_tabGrid = grid;
|
||||
ChildPageParent = childPageParent;
|
||||
_owner = owner;
|
||||
_needSetActive = needSetActive;
|
||||
}
|
||||
|
||||
public void AddSwitchAction(Action<int, int> action)
|
||||
{
|
||||
SwitchTabAction += action;
|
||||
}
|
||||
|
||||
public void RemoveSwitchAction(Action<int, int> action)
|
||||
{
|
||||
SwitchTabAction -= action;
|
||||
}
|
||||
|
||||
public void AddSwitchCondition(SwitchTabCondition action)
|
||||
{
|
||||
_switchTabCondition = action;
|
||||
}
|
||||
|
||||
public void BindChildPage<T>(int childID) where T : ChildPageBase, new()
|
||||
{
|
||||
BindChildPage<T>(childID, string.Empty);
|
||||
}
|
||||
|
||||
public void BindChildPage<T>(int childID, string tabName) where T : ChildPageBase, new()
|
||||
{
|
||||
var pageName = typeof(T).Name;
|
||||
|
||||
if (IDList.IndexOf(childID) < 0)
|
||||
{
|
||||
IDList.Add(childID);
|
||||
}
|
||||
|
||||
if (!_childPageDic.ContainsKey(pageName))
|
||||
{
|
||||
_childPageDic[pageName] = new T();
|
||||
_childPageNames.Add(pageName);
|
||||
}
|
||||
|
||||
if (!_switchPageDic.ContainsKey(childID))
|
||||
{
|
||||
_switchPageDic[childID] = new List<string>();
|
||||
}
|
||||
|
||||
if (_switchPageDic[childID].IndexOf(pageName) < 0)
|
||||
{
|
||||
_switchPageDic[childID].Add(pageName);
|
||||
}
|
||||
|
||||
_tabName[childID] = tabName;
|
||||
}
|
||||
|
||||
public T CreatTab<T>(int initChildID, GameObject tabTemp = null) where T : SwitchTabItem, new()
|
||||
{
|
||||
T tab = null;
|
||||
for (var index = 0; index < IDList.Count; index++)
|
||||
{
|
||||
var childID = IDList[index];
|
||||
if (!_tabDic.ContainsKey(childID))
|
||||
{
|
||||
if (tabTemp != null)
|
||||
{
|
||||
tab = _owner.CreateWidgetByPrefab<T>(tabTemp, m_tabGrid);
|
||||
}
|
||||
else
|
||||
{
|
||||
tab = _owner.CreateWidgetByType<T>(m_tabGrid);
|
||||
}
|
||||
|
||||
tab.UpdateTabName(_tabName[childID]);
|
||||
tab.BindClickEvent(TabOnClick, childID);
|
||||
_tabDic[childID] = tab;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
SwitchPage(initChildID);
|
||||
return tab;
|
||||
}
|
||||
|
||||
public void CreatTabByItem<T>(int initChildID, GameObject go) where T : SwitchTabItem, new()
|
||||
{
|
||||
if (!_tabDic.ContainsKey(initChildID))
|
||||
{
|
||||
T tab = _owner.CreateWidgetByPrefab<T>(go, m_tabGrid);
|
||||
tab.UpdateTabName(_tabName[initChildID]);
|
||||
tab.BindClickEvent(TabOnClick, initChildID);
|
||||
_tabDic[initChildID] = tab;
|
||||
}
|
||||
}
|
||||
|
||||
// 设置页签的自定义点击行为
|
||||
public void SetCustomTabClickAction(int tabIdx, Action<SwitchTabItem> clickAction, object param1 = null,
|
||||
object param2 = null, object param3 = null)
|
||||
{
|
||||
_tabDic[tabIdx].BindClickEvent(clickAction, param1, param2, param3);
|
||||
}
|
||||
|
||||
public int TabCount => _tabDic.Count;
|
||||
|
||||
public void SetTabRedNode(int tabId, bool isShow)
|
||||
{
|
||||
if (_tabDic.TryGetValue(tabId, out var value))
|
||||
{
|
||||
value.SetRedNote(isShow);
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTabFontSize(int fontSize)
|
||||
{
|
||||
for (int i = 0; i < IDList.Count; i++)
|
||||
{
|
||||
var tabId = IDList[i];
|
||||
_tabDic[tabId].SetITabTextFontSize(fontSize);
|
||||
}
|
||||
}
|
||||
|
||||
private void TabOnClick(SwitchTabItem tab)
|
||||
{
|
||||
var childID = (int)tab.EventParam1;
|
||||
SwitchPage(childID);
|
||||
}
|
||||
|
||||
public virtual void SwitchPage(int selectID)
|
||||
{
|
||||
if (_switchTabCondition != null && !_switchTabCondition(selectID))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (CurrentChildID != selectID)
|
||||
{
|
||||
if (_switchPageDic.TryGetValue(selectID, out var pageLs))
|
||||
{
|
||||
for (int i = 0; i < pageLs.Count; i++)
|
||||
{
|
||||
var pageName = pageLs[i];
|
||||
ChildPageBase page = GetChildPageByName(pageName);
|
||||
if (page != null && page.gameObject == null)
|
||||
{
|
||||
page.CreateByPath(pageName, _owner, ChildPageParent);
|
||||
page.InitData(_shareData);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _childPageNames.Count; i++)
|
||||
{
|
||||
string pageName = _childPageNames[i];
|
||||
ChildPageBase page = GetChildPageByName(pageName);
|
||||
bool beShow = pageLs.IndexOf(pageName) >= 0;
|
||||
if (page != null && page.gameObject != null)
|
||||
{
|
||||
if (_needSetActive)
|
||||
{
|
||||
//page.Show(beShow);
|
||||
if (beShow)
|
||||
{
|
||||
page.gameObject.SetActive(true);
|
||||
// page.Visible = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
page.gameObject.SetActive(false);
|
||||
// page.Visible = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// if (page != null && beShow)
|
||||
if (page != null)
|
||||
{
|
||||
page.OnPageShowed(CurrentChildID, selectID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var index = 0; index < IDList.Count; index++)
|
||||
{
|
||||
var childID = IDList[index];
|
||||
SwitchTabItem tab;
|
||||
if (_tabDic.TryGetValue(childID, out tab))
|
||||
{
|
||||
tab.SetState(selectID == childID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
var oldID = CurrentChildID;
|
||||
CurrentChildID = selectID;
|
||||
if (SwitchTabAction != null)
|
||||
{
|
||||
SwitchTabAction(oldID, selectID);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void ShowPage(int selectID)
|
||||
{
|
||||
if (_switchPageDic.TryGetValue(selectID, out var pageLs))
|
||||
{
|
||||
for (int i = 0; i < pageLs.Count; i++)
|
||||
{
|
||||
var pageName = pageLs[i];
|
||||
ChildPageBase page = GetChildPageByName(pageName);
|
||||
if (page != null && page.gameObject == null)
|
||||
{
|
||||
page.CreateByPath(pageName, _owner, ChildPageParent);
|
||||
page.InitData(_shareData);
|
||||
}
|
||||
}
|
||||
|
||||
for (int i = 0; i < _childPageNames.Count; i++)
|
||||
{
|
||||
string pageName = _childPageNames[i];
|
||||
ChildPageBase page = GetChildPageByName(pageName);
|
||||
bool beShow = pageLs.IndexOf(pageName) >= 0;
|
||||
if (page != null && page.gameObject != null)
|
||||
{
|
||||
if (beShow)
|
||||
{
|
||||
page.gameObject.SetActive(true);
|
||||
// page.Visible = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
page.gameObject.SetActive(false);
|
||||
// page.Visible = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
for (var index = 0; index < IDList.Count; index++)
|
||||
{
|
||||
var childID = IDList[index];
|
||||
SwitchTabItem tab;
|
||||
if (_tabDic.TryGetValue(childID, out tab))
|
||||
{
|
||||
tab.SetState(selectID == childID);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RefreshCurrentChildPage()
|
||||
{
|
||||
if (_switchPageDic.TryGetValue(CurrentChildID, out var pageNames))
|
||||
{
|
||||
for (int i = 0; i < pageNames.Count; i++)
|
||||
{
|
||||
ChildPageBase page = GetChildPageByName(pageNames[i]);
|
||||
if (page != null && page.gameObject != null)
|
||||
{
|
||||
page.RefreshPage();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void RefreshChildPage(int childID)
|
||||
{
|
||||
if (_switchPageDic.TryGetValue(childID, out var pageNames))
|
||||
{
|
||||
for (int i = 0; i < pageNames.Count; i++)
|
||||
{
|
||||
ChildPageBase page = GetChildPageByName(pageNames[i]);
|
||||
if (page != null && page.gameObject != null)
|
||||
{
|
||||
page.RefreshPage();
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public bool TryGetChildPage<T>(out T t) where T : ChildPageBase
|
||||
{
|
||||
t = GetChildPage<T>();
|
||||
return t != null;
|
||||
}
|
||||
|
||||
public int GetCurShowType()
|
||||
{
|
||||
return CurrentChildID;
|
||||
}
|
||||
|
||||
public void ReductionShowType()
|
||||
{
|
||||
CurrentChildID = -100;
|
||||
}
|
||||
|
||||
#region 没有ChildPage,可通过m_switchTabAction来处理切页事件(也可以光展示用)
|
||||
|
||||
public SwitchTabItem GetTabItem(int childId)
|
||||
{
|
||||
_tabDic.TryGetValue(childId, out var item);
|
||||
return item;
|
||||
}
|
||||
|
||||
public void CreateJumpTab<T>(int initChildID, string tabName, GameObject tabTemp = null)
|
||||
where T : SwitchTabItem, new()
|
||||
{
|
||||
if (IDList.IndexOf(initChildID) < 0)
|
||||
{
|
||||
IDList.Add(initChildID);
|
||||
}
|
||||
|
||||
_tabName[initChildID] = tabName;
|
||||
|
||||
for (var index = 0; index < IDList.Count; index++)
|
||||
{
|
||||
var childID = IDList[index];
|
||||
if (!_tabDic.ContainsKey(childID))
|
||||
{
|
||||
T tab;
|
||||
if (tabTemp != null)
|
||||
{
|
||||
tab = _owner.CreateWidgetByPrefab<T>(tabTemp, m_tabGrid);
|
||||
}
|
||||
else
|
||||
{
|
||||
tab = _owner.CreateWidgetByType<T>(m_tabGrid);
|
||||
}
|
||||
|
||||
tab.UpdateTabName(_tabName[childID]);
|
||||
tab.BindClickEvent(TabOnClick, childID);
|
||||
_tabDic[childID] = tab;
|
||||
}
|
||||
}
|
||||
|
||||
SwitchPage(initChildID);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
/// <summary>
|
||||
/// 设置共享参数。
|
||||
/// </summary>
|
||||
/// <param name="paramIdx"></param>
|
||||
/// <param name="param"></param>
|
||||
public void SetShareParam(int paramIdx, object param)
|
||||
{
|
||||
_shareData.SetParam(paramIdx, param);
|
||||
}
|
||||
|
||||
public T GetChildPage<T>() where T : ChildPageBase
|
||||
{
|
||||
var pageName = typeof(T).Name;
|
||||
_childPageDic.TryGetValue(pageName, out var page);
|
||||
return page as T;
|
||||
}
|
||||
|
||||
public ChildPageBase GetChildPageByName(string pageName)
|
||||
{
|
||||
_childPageDic.TryGetValue(pageName, out var page);
|
||||
return page;
|
||||
}
|
||||
|
||||
public void BindChildPage<T, U>(int childID, string tabName)
|
||||
where T : ChildPageBase, new()
|
||||
where U : ChildPageBase, new()
|
||||
{
|
||||
BindChildPage<T>(childID, tabName);
|
||||
BindChildPage<U>(childID, tabName);
|
||||
}
|
||||
|
||||
public void BindChildPage<T, U, V>(int childID, string tabName)
|
||||
where T : ChildPageBase, new()
|
||||
where U : ChildPageBase, new()
|
||||
where V : ChildPageBase, new()
|
||||
{
|
||||
BindChildPage<T>(childID, tabName);
|
||||
BindChildPage<U>(childID, tabName);
|
||||
BindChildPage<V>(childID, tabName);
|
||||
}
|
||||
|
||||
public void BindChildPage<T, U, V, W>(int childID, string tabName)
|
||||
where T : ChildPageBase, new()
|
||||
where U : ChildPageBase, new()
|
||||
where V : ChildPageBase, new()
|
||||
where W : ChildPageBase, new()
|
||||
{
|
||||
BindChildPage<T>(childID, tabName);
|
||||
BindChildPage<U>(childID, tabName);
|
||||
BindChildPage<V>(childID, tabName);
|
||||
BindChildPage<W>(childID, tabName);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e04155ae1ce3448587a5e322477d0076
|
||||
timeCreated: 1687859725
|
@@ -1,263 +0,0 @@
|
||||
using System;
|
||||
using TMPro;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class SwitchTabItem : UIEventItem<SwitchTabItem>
|
||||
{
|
||||
//选中时的文本
|
||||
protected TextMeshProUGUI m_selectText;
|
||||
//未选中时的文本
|
||||
protected TextMeshProUGUI m_noSelectText;
|
||||
//选中时的图片
|
||||
protected Image m_selectImage;
|
||||
//未选中时的图片
|
||||
protected Image m_noSelectImage;
|
||||
//选中时的节点
|
||||
protected Transform m_selectNode;
|
||||
//未选中时的节点
|
||||
protected Transform m_noSelectNode;
|
||||
|
||||
//选中时的Icon
|
||||
protected Image m_selectIcon;
|
||||
//未选中时的Icon
|
||||
protected Image m_noSelectIcon;
|
||||
|
||||
protected GameObject m_goRedNote;
|
||||
|
||||
//是否选中
|
||||
public bool IsSelect
|
||||
{
|
||||
get { return m_isSelect; }
|
||||
set { SetState(value); }
|
||||
}
|
||||
|
||||
protected bool m_isSelect = false;
|
||||
|
||||
//private RedNoteBehaviour m_redNote;
|
||||
public RedNoteWidget m_redNote { get; private set; }
|
||||
|
||||
public virtual Vector2 SelectRedPointPos
|
||||
{
|
||||
get
|
||||
{
|
||||
return Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
public virtual Vector2 NoSelectRedPointPos
|
||||
{
|
||||
get
|
||||
{
|
||||
return Vector2.zero;
|
||||
}
|
||||
}
|
||||
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
m_selectNode = FindChild("SelectNode");
|
||||
m_noSelectNode = FindChild("NoSelectNode");
|
||||
if (m_selectNode != null)
|
||||
{
|
||||
m_selectText = FindChildComponent<TextMeshProUGUI>(m_selectNode, "SelectText");
|
||||
m_selectImage = FindChildComponent<Image>(m_selectNode, "SelectImage");
|
||||
m_selectIcon = FindChildComponent<Image>(m_selectNode, "SelectIcon");
|
||||
}
|
||||
if (m_noSelectNode != null)
|
||||
{
|
||||
m_noSelectText = FindChildComponent<TextMeshProUGUI>(m_noSelectNode, "NoSelectText");
|
||||
m_noSelectImage = FindChildComponent<Image>(m_noSelectNode, "NoSelectImage");
|
||||
m_noSelectIcon = FindChildComponent<Image>(m_noSelectNode, "NoSelectIcon");
|
||||
}
|
||||
|
||||
var tf = FindChild("m_goRedNote");
|
||||
if (tf != null)
|
||||
{
|
||||
m_goRedNote = tf.gameObject;
|
||||
m_redNote = CreateWidgetByType<RedNoteWidget>(tf);
|
||||
m_redNote.rectTransform.anchoredPosition = Vector2.zero;
|
||||
SetRedNote(false);
|
||||
//CreateDefaultRedNote();
|
||||
}
|
||||
}
|
||||
|
||||
#region 红点相关
|
||||
public void SetRedNoteType(RedNoteNotify type)
|
||||
{
|
||||
if (m_redNote != null)
|
||||
{
|
||||
m_redNote.m_redNote.SetNotifyType(type);
|
||||
}
|
||||
SetRedNote(true);
|
||||
}
|
||||
|
||||
public void SetRedNoteType(RedNoteNotify type, ulong param1)
|
||||
{
|
||||
if (m_redNote != null)
|
||||
{
|
||||
m_redNote.m_redNote.SetNotifyType(type, param1);
|
||||
}
|
||||
SetRedNote(true);
|
||||
}
|
||||
|
||||
public void SetRedNoteType(RedNoteNotify type, ulong param1, ulong param2)
|
||||
{
|
||||
if (m_redNote != null)
|
||||
{
|
||||
m_redNote.m_redNote.SetNotifyType(type, param1, param2);
|
||||
}
|
||||
SetRedNote(true);
|
||||
}
|
||||
|
||||
public void SetRedNoteType(RedNoteNotify type, ulong param1, ulong param2, ulong param3)
|
||||
{
|
||||
if (m_redNote != null)
|
||||
{
|
||||
m_redNote.m_redNote.SetNotifyType(type, param1, param2, param3);
|
||||
}
|
||||
SetRedNote(true);
|
||||
}
|
||||
|
||||
public void SetRedNoteState(bool state)
|
||||
{
|
||||
if (m_redNote != null)
|
||||
{
|
||||
m_redNote.m_redNote.SetRedNoteState(state);
|
||||
}
|
||||
SetRedNote(state);
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
public void UpdateTabName(string tabName)
|
||||
{
|
||||
if (m_selectText != null)
|
||||
{
|
||||
m_selectText.text = tabName;
|
||||
m_selectText.rectTransform.sizeDelta = new Vector2(m_selectText.preferredWidth, m_selectText.rectTransform.sizeDelta.y);
|
||||
}
|
||||
if (m_noSelectText != null)
|
||||
{
|
||||
m_noSelectText.text = tabName;
|
||||
m_noSelectText.rectTransform.sizeDelta = new Vector2(m_noSelectText.preferredWidth, m_noSelectText
|
||||
.rectTransform.sizeDelta.y);
|
||||
}
|
||||
}
|
||||
|
||||
// public void UpdateTabImage(string selectImageName,string noSelectImageName)
|
||||
// {
|
||||
// if (m_selectImage != null)
|
||||
// {
|
||||
// UISpriteHelper.Instance.SetSprite(m_selectImage, selectImageName);
|
||||
// }
|
||||
// if (m_noSelectImage != null)
|
||||
// {
|
||||
// UISpriteHelper.Instance.SetSprite(m_noSelectImage, noSelectImageName);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// public void UpdateIcon(string selectIconName, string noSelectIconName)
|
||||
// {
|
||||
// if (m_selectIcon != null)
|
||||
// {
|
||||
// DUISpriteHelper.Instance.SetSprite(m_selectIcon, selectIconName, true);
|
||||
// }
|
||||
// if (m_noSelectIcon != null)
|
||||
// {
|
||||
// DUISpriteHelper.Instance.SetSprite(m_noSelectIcon, noSelectIconName, true);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// public virtual void CreateDefaultRedNote()
|
||||
// {
|
||||
// if (m_goRedNote != null)
|
||||
// {
|
||||
// UIEffectHelper.CreateUIEffectGoById((uint)CommonEffectID.EffectRedPoint, m_goRedNote.transform);
|
||||
// }
|
||||
// }
|
||||
|
||||
public void SetRedNote(bool show)
|
||||
{
|
||||
if (m_goRedNote != null)
|
||||
{
|
||||
m_goRedNote.SetActive(show);
|
||||
}
|
||||
}
|
||||
|
||||
public virtual void SetState(bool select)
|
||||
{
|
||||
m_isSelect = select;
|
||||
if (m_selectNode != null)
|
||||
{
|
||||
m_selectNode.gameObject.SetActive(select);
|
||||
}
|
||||
if (m_noSelectNode != null)
|
||||
{
|
||||
m_noSelectNode.gameObject.SetActive(!select);
|
||||
}
|
||||
|
||||
if (m_goRedNote != null)
|
||||
{
|
||||
if (select)
|
||||
{
|
||||
if (SelectRedPointPos != Vector2.zero)
|
||||
{
|
||||
((RectTransform)m_goRedNote.transform).anchoredPosition = SelectRedPointPos;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (NoSelectRedPointPos != Vector2.zero)
|
||||
{
|
||||
((RectTransform)m_goRedNote.transform).anchoredPosition = NoSelectRedPointPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void SetITabTextFontSize(int fontSize)
|
||||
{
|
||||
if (m_selectText != null)
|
||||
{
|
||||
m_selectText.fontSize = fontSize;
|
||||
}
|
||||
if (m_noSelectText != null)
|
||||
{
|
||||
m_noSelectText.fontSize = fontSize;
|
||||
}
|
||||
}
|
||||
|
||||
#region UI-ID
|
||||
/// <summary>
|
||||
/// UI-ID
|
||||
/// </summary>
|
||||
public uint uiID;
|
||||
|
||||
/// <summary>
|
||||
/// UI标识
|
||||
/// </summary>
|
||||
protected string m_uiFlag;
|
||||
|
||||
/// <summary>
|
||||
/// 检查方法
|
||||
/// </summary>
|
||||
protected Func<bool> m_funcCheck;
|
||||
|
||||
/// <summary>
|
||||
/// 页签索引
|
||||
/// </summary>
|
||||
public int tabIndex = -1;
|
||||
|
||||
/// <summary>
|
||||
/// UI标识
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public virtual string GetUiFlag()
|
||||
{
|
||||
return string.IsNullOrEmpty(m_uiFlag) ? uiID.ToString() : m_uiFlag;
|
||||
}
|
||||
#endregion
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 498417b8785d47249da952f77d069c33
|
||||
timeCreated: 1687667780
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b50cf85b0f0d4e43b12cb694f6c07979
|
||||
timeCreated: 1695289335
|
@@ -1,18 +0,0 @@
|
||||
using UnityEngine.UI;
|
||||
|
||||
public class EmptyGraph : Graphic
|
||||
{
|
||||
public bool m_debug = false;
|
||||
|
||||
protected override void OnPopulateMesh(VertexHelper vbo)
|
||||
{
|
||||
vbo.Clear();
|
||||
|
||||
#if UNITY_EDITOR
|
||||
if (m_debug)
|
||||
{
|
||||
base.OnPopulateMesh(vbo);
|
||||
}
|
||||
#endif
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 21df3dfa358b498e8da3d169d736df58
|
||||
timeCreated: 1695289370
|
@@ -1,138 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
[AddComponentMenu("UI/TScrollRect Rect", 37)]
|
||||
[SelectionBase]
|
||||
[ExecuteAlways]
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof (RectTransform))]
|
||||
public class TScrollRect : ScrollRect
|
||||
{
|
||||
private event Action ActionBeginDrag;
|
||||
private event Action ActionOnDrag;
|
||||
private event Action ActionEndDrag;
|
||||
|
||||
public List<ScrollRect> parentScrollRectList;
|
||||
|
||||
protected override void Awake()
|
||||
{
|
||||
base.Awake();
|
||||
if (parentScrollRectList != null && parentScrollRectList.Count > 0)
|
||||
{
|
||||
for (int i = 0; i < parentScrollRectList.Count; i++)
|
||||
{
|
||||
AddParentScrollRect(parentScrollRectList[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private List<ScrollRect> m_listParentScrollRect;
|
||||
|
||||
public void AddParentScrollRect(ScrollRect parentScrollRect)
|
||||
{
|
||||
if (parentScrollRect == null)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_listParentScrollRect == null)
|
||||
{
|
||||
m_listParentScrollRect = new List<ScrollRect>();
|
||||
}
|
||||
|
||||
if (!m_listParentScrollRect.Contains(parentScrollRect))
|
||||
{
|
||||
m_listParentScrollRect.Add(parentScrollRect);
|
||||
}
|
||||
}
|
||||
|
||||
public void AddBeginDragListener(Action action)
|
||||
{
|
||||
ActionBeginDrag += action;
|
||||
}
|
||||
|
||||
public void RemoveBeginDragListener(Action action)
|
||||
{
|
||||
ActionBeginDrag -= action;
|
||||
}
|
||||
|
||||
public void AddOnDragListener(Action action)
|
||||
{
|
||||
ActionOnDrag += action;
|
||||
}
|
||||
|
||||
public void RemoveOnDragListener(Action action)
|
||||
{
|
||||
ActionOnDrag -= action;
|
||||
}
|
||||
|
||||
public void AddEndDragListener(Action action)
|
||||
{
|
||||
ActionEndDrag += action;
|
||||
}
|
||||
|
||||
public void RemoveEndDragListener(Action action)
|
||||
{
|
||||
ActionEndDrag -= action;
|
||||
}
|
||||
|
||||
public override void OnBeginDrag(PointerEventData eventData)
|
||||
{
|
||||
base.OnBeginDrag(eventData);
|
||||
if (ActionBeginDrag != null)
|
||||
{
|
||||
ActionBeginDrag();
|
||||
}
|
||||
|
||||
if (m_listParentScrollRect != null)
|
||||
{
|
||||
for (int i = 0; i < m_listParentScrollRect.Count; i++)
|
||||
{
|
||||
var parentScrollRect = m_listParentScrollRect[i];
|
||||
parentScrollRect.OnBeginDrag(eventData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnDrag(PointerEventData eventData)
|
||||
{
|
||||
base.OnDrag(eventData);
|
||||
if (ActionOnDrag != null)
|
||||
{
|
||||
ActionOnDrag();
|
||||
}
|
||||
|
||||
if (m_listParentScrollRect != null)
|
||||
{
|
||||
for (int i = 0; i < m_listParentScrollRect.Count; i++)
|
||||
{
|
||||
var parentScrollRect = m_listParentScrollRect[i];
|
||||
parentScrollRect.OnDrag(eventData);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnEndDrag(PointerEventData eventData)
|
||||
{
|
||||
base.OnEndDrag(eventData);
|
||||
if (ActionEndDrag != null)
|
||||
{
|
||||
ActionEndDrag();
|
||||
}
|
||||
|
||||
if (m_listParentScrollRect != null)
|
||||
{
|
||||
for (int i = 0; i < m_listParentScrollRect.Count; i++)
|
||||
{
|
||||
var parentScrollRect = m_listParentScrollRect[i];
|
||||
parentScrollRect.OnEndDrag(eventData);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d322e77e03014f65a9ec277d50bd12f8
|
||||
timeCreated: 1695289370
|
@@ -1,26 +0,0 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class UIButtonSound : MonoBehaviour, IPointerClickHandler
|
||||
{
|
||||
private static Action<int> _playSoundAction = null;
|
||||
|
||||
public int clickSound = 2;
|
||||
|
||||
public void OnPointerClick(PointerEventData eventData)
|
||||
{
|
||||
if (_playSoundAction != null)
|
||||
{
|
||||
_playSoundAction(clickSound);
|
||||
}
|
||||
}
|
||||
|
||||
public static void AddPlaySoundAction(Action<int> onClick)
|
||||
{
|
||||
_playSoundAction += onClick;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: bb272eb1eec94625884e6e83889daa9a
|
||||
timeCreated: 1695289370
|
@@ -1,226 +0,0 @@
|
||||
using System;
|
||||
using TEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class UIEventItem<T> : UIWidget where T : UIEventItem<T>
|
||||
{
|
||||
private object m_eventParam1;
|
||||
private object m_eventParam2;
|
||||
private object m_eventParam3;
|
||||
public object EventParam1 => m_eventParam1;
|
||||
|
||||
public object EventParam2 => m_eventParam2;
|
||||
|
||||
public object EventParam3 => m_eventParam3;
|
||||
private Action<T> m_clickAction;
|
||||
private Action<T, bool> m_pressAction;
|
||||
private Action<T, PointerEventData> m_beginDragAction;
|
||||
private Action<T, PointerEventData> m_dragAction;
|
||||
private Action<T, PointerEventData> m_endDragAction;
|
||||
|
||||
public void BindClickEvent(Action<T> clickAction, object eParam1 = null, object eParam2 = null, object eParam3 = null,
|
||||
Selectable.Transition transition = Selectable.Transition.ColorTint)
|
||||
{
|
||||
if (m_clickAction != null)
|
||||
{
|
||||
m_clickAction = clickAction;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_clickAction = clickAction;
|
||||
var button = gameObject.GetOrAddComponent<Button>();
|
||||
button.transition = transition;
|
||||
button.onClick.AddListener(() =>
|
||||
{
|
||||
if (m_clickAction != null)
|
||||
{
|
||||
m_clickAction(this as T);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
SetEventParam(eParam1, eParam2, eParam3);
|
||||
}
|
||||
|
||||
public void BindClickEventEx(Action<T> clickAction, object eParam1 = null, object eParam2 = null, object eParam3 = null)
|
||||
{
|
||||
if (m_clickAction != null)
|
||||
{
|
||||
m_clickAction = clickAction;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_clickAction = clickAction;
|
||||
var button = gameObject.GetOrAddComponent<Button>();
|
||||
button.onClick.AddListener(() =>
|
||||
{
|
||||
if (m_clickAction != null)
|
||||
{
|
||||
m_clickAction(this as T);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
SetEventParam(eParam1, eParam2, eParam3);
|
||||
}
|
||||
|
||||
public void BindBeginDragEvent(Action<T, PointerEventData> dragAction, object eParam1 = null, object eParam2 = null, object eParam3 = null)
|
||||
{
|
||||
if (m_beginDragAction != null)
|
||||
{
|
||||
m_beginDragAction = dragAction;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_beginDragAction = dragAction;
|
||||
var trigger = gameObject.GetOrAddComponent<EventTrigger>();
|
||||
EventTrigger.Entry entry = new EventTrigger.Entry();
|
||||
entry.eventID = EventTriggerType.BeginDrag;
|
||||
entry.callback = new EventTrigger.TriggerEvent();
|
||||
entry.callback.AddListener((data) =>
|
||||
{
|
||||
var pointerEventData = (PointerEventData)data;
|
||||
if (m_beginDragAction != null)
|
||||
{
|
||||
m_beginDragAction(this as T, pointerEventData);
|
||||
}
|
||||
});
|
||||
trigger.triggers.Add(entry);
|
||||
}
|
||||
|
||||
SetEventParam(eParam1, eParam2, eParam3);
|
||||
}
|
||||
|
||||
public void BindDragEvent(Action<T, PointerEventData> dragAction, object eParam1 = null, object eParam2 = null, object eParam3 = null)
|
||||
{
|
||||
if (m_dragAction != null)
|
||||
{
|
||||
m_dragAction = dragAction;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_dragAction = dragAction;
|
||||
var trigger = gameObject.GetOrAddComponent<EventTrigger>();
|
||||
EventTrigger.Entry entry = new EventTrigger.Entry();
|
||||
entry.eventID = EventTriggerType.Drag;
|
||||
entry.callback = new EventTrigger.TriggerEvent();
|
||||
entry.callback.AddListener((data) =>
|
||||
{
|
||||
var pointerEventData = (PointerEventData)data;
|
||||
if (m_dragAction != null)
|
||||
{
|
||||
m_dragAction(this as T, pointerEventData);
|
||||
}
|
||||
});
|
||||
trigger.triggers.Add(entry);
|
||||
}
|
||||
|
||||
SetEventParam(eParam1, eParam2, eParam3);
|
||||
}
|
||||
|
||||
public void BindEndDragEvent(Action<T, PointerEventData> dragendAction, object eParam1 = null, object eParam2 = null, object eParam3 = null)
|
||||
{
|
||||
if (m_endDragAction != null)
|
||||
{
|
||||
m_endDragAction = dragendAction;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_endDragAction = dragendAction;
|
||||
var trigger = gameObject.GetOrAddComponent<EventTrigger>();
|
||||
EventTrigger.Entry entry = new EventTrigger.Entry();
|
||||
entry.eventID = EventTriggerType.EndDrag;
|
||||
entry.callback = new EventTrigger.TriggerEvent();
|
||||
entry.callback.AddListener((data) =>
|
||||
{
|
||||
if (m_endDragAction != null)
|
||||
{
|
||||
m_endDragAction(this as T, (PointerEventData)data);
|
||||
}
|
||||
});
|
||||
trigger.triggers.Add(entry);
|
||||
}
|
||||
|
||||
SetEventParam(eParam1, eParam2, eParam3);
|
||||
}
|
||||
|
||||
public void BindPressEvent(Action<T, bool> pressAction, object eParam1 = null, object eParam2 = null, object eParam3 = null)
|
||||
{
|
||||
if (m_pressAction != null)
|
||||
{
|
||||
m_pressAction = pressAction;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pressAction = pressAction;
|
||||
var trigger = gameObject.GetOrAddComponent<EventTrigger>();
|
||||
EventTrigger.Entry entry = new EventTrigger.Entry();
|
||||
entry.eventID = EventTriggerType.PointerDown;
|
||||
entry.callback = new EventTrigger.TriggerEvent();
|
||||
entry.callback.AddListener((data) =>
|
||||
{
|
||||
if (m_pressAction != null)
|
||||
{
|
||||
m_pressAction(this as T, true);
|
||||
}
|
||||
});
|
||||
trigger.triggers.Add(entry);
|
||||
entry = new EventTrigger.Entry();
|
||||
entry.eventID = EventTriggerType.PointerUp;
|
||||
entry.callback = new EventTrigger.TriggerEvent();
|
||||
entry.callback.AddListener((data) =>
|
||||
{
|
||||
if (m_pressAction != null)
|
||||
{
|
||||
m_pressAction(this as T, false);
|
||||
}
|
||||
});
|
||||
trigger.triggers.Add(entry);
|
||||
}
|
||||
|
||||
SetEventParam(eParam1, eParam2, eParam3);
|
||||
}
|
||||
|
||||
public void BindPressEventEx(Action<T, bool> pressAction, object eParam1 = null, object eParam2 = null, object eParam3 = null,
|
||||
float durationThreshold = 1)
|
||||
{
|
||||
if (m_pressAction != null)
|
||||
{
|
||||
m_pressAction = pressAction;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pressAction = pressAction;
|
||||
var button = gameObject.GetOrAddComponent<UIButtonSuper>();
|
||||
button.m_LongPressDurationTime = durationThreshold;
|
||||
button.onPress.AddListener(() =>
|
||||
{
|
||||
if (m_pressAction != null)
|
||||
{
|
||||
m_pressAction(this as T, true);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
SetEventParam(eParam1, eParam2, eParam3);
|
||||
}
|
||||
|
||||
public void SetEventParam(object eParam1, object eParam2 = null, object eParam3 = null)
|
||||
{
|
||||
m_eventParam1 = eParam1;
|
||||
m_eventParam2 = eParam2;
|
||||
m_eventParam3 = eParam3;
|
||||
}
|
||||
|
||||
public void OnTriggerBtnEvent()
|
||||
{
|
||||
if (m_clickAction != null)
|
||||
{
|
||||
m_clickAction(this as T);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c9972ff1d1514807bbd21d6bc4c035f4
|
||||
timeCreated: 1695289504
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d3f2e9ab868464da947f3d52aa9c3f6
|
||||
timeCreated: 1695289443
|
@@ -1,349 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
using UnityEngine.UI;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// UI列表Item
|
||||
/// </summary>
|
||||
/// <typeparam name="TData"></typeparam>
|
||||
public interface IListDataItem<in TData>
|
||||
{
|
||||
void SetItemData(TData d);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI列表Item
|
||||
/// </summary>
|
||||
public interface IListSelectItem
|
||||
{
|
||||
/// <summary>
|
||||
/// 获取索引。
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
int GetItemIndex();
|
||||
|
||||
/// <summary>
|
||||
/// 设置索引。
|
||||
/// </summary>
|
||||
/// <param name="i"></param>
|
||||
void SetItemIndex(int i);
|
||||
|
||||
/// <summary>
|
||||
/// 是否被选中。
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
bool IsSelected();
|
||||
|
||||
/// <summary>
|
||||
/// 设置是否选中。
|
||||
/// </summary>
|
||||
/// <param name="v"></param>
|
||||
void SetSelected(bool v);
|
||||
}
|
||||
|
||||
public class SelectItemBase : UIEventItem<SelectItemBase>, IListSelectItem
|
||||
{
|
||||
/// <summary>
|
||||
/// 索引。
|
||||
/// </summary>
|
||||
protected int m_itemIndex;
|
||||
|
||||
public int GetItemIndex()
|
||||
{
|
||||
return m_itemIndex;
|
||||
}
|
||||
|
||||
public void SetItemIndex(int i)
|
||||
{
|
||||
m_itemIndex = i;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 是否被选中。
|
||||
/// </summary>
|
||||
protected bool m_isSelected;
|
||||
|
||||
public virtual bool IsSelected()
|
||||
{
|
||||
return m_isSelected;
|
||||
}
|
||||
|
||||
public virtual void SetSelected(bool v)
|
||||
{
|
||||
if (m_isSelected == v) return;
|
||||
m_isSelected = v;
|
||||
UpdateSelect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新选中状态。
|
||||
/// </summary>
|
||||
public virtual void UpdateSelect()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void RegisterEvent()
|
||||
{
|
||||
base.RegisterEvent();
|
||||
AddSelectEvt();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 监听选中事件。
|
||||
/// </summary>
|
||||
protected virtual void AddSelectEvt()
|
||||
{
|
||||
if (Parent == null || !(Parent is IUISelectList)) return;
|
||||
var btn = gameObject.GetOrAddComponent<Button>();
|
||||
if (btn != null)
|
||||
{
|
||||
btn.onClick.AddListener(OnSelectClick);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 选中点击
|
||||
/// </summary>
|
||||
protected virtual void OnSelectClick()
|
||||
{
|
||||
var p = Parent as IUISelectList;
|
||||
if (p != null)
|
||||
{
|
||||
p.OnItemClick(this, GetItemIndex());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
interface IUISelectList
|
||||
{
|
||||
void OnItemClick(object item, int i);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// UI列表
|
||||
/// </summary>
|
||||
public class UIListBase<ItemT, DataT> : UIWidget, IUISelectList where ItemT : UIWidget, new()
|
||||
{
|
||||
/// <summary>
|
||||
/// item模板
|
||||
/// </summary>
|
||||
public GameObject itemBase;
|
||||
|
||||
/// <summary>
|
||||
/// 数据列表
|
||||
/// </summary>
|
||||
protected List<DataT> m_datas;
|
||||
|
||||
/// <summary>
|
||||
/// 数据列表
|
||||
/// </summary>
|
||||
public List<DataT> datas => m_datas;
|
||||
|
||||
/// <summary>
|
||||
/// 数据数量
|
||||
/// </summary>
|
||||
public int DataNum => m_datas?.Count ?? 0;
|
||||
|
||||
/// <summary>
|
||||
/// 数量
|
||||
/// </summary>
|
||||
protected int m_num;
|
||||
|
||||
/// <summary>
|
||||
/// 数量
|
||||
/// </summary>
|
||||
public int num => m_num;
|
||||
|
||||
/// <summary>
|
||||
/// 设置数据数量
|
||||
/// </summary>
|
||||
/// <param name="n"></param>
|
||||
/// <param name="funcItem"></param>
|
||||
public void SetDataNum(int n, Action<ItemT, int> funcItem = null)
|
||||
{
|
||||
AdjustItemNum(n, null, funcItem);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 数据起始索引
|
||||
/// </summary>
|
||||
public int dataStartOffset = 0;
|
||||
|
||||
/// <summary>
|
||||
/// 设置数据
|
||||
/// </summary>
|
||||
/// <param name="dataList"></param>
|
||||
/// <param name="n"></param>
|
||||
public void SetDatas(List<DataT> dataList, int n = -1)
|
||||
{
|
||||
AdjustItemNum(Mathf.Max(0, n >= 0 ? n : (dataList == null ? 0 : (dataList.Count - dataStartOffset))), dataList);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置显示数据
|
||||
/// </summary>
|
||||
/// <param name="n"></param>
|
||||
/// <param name="datas"></param>
|
||||
/// <param name="funcItem"></param>
|
||||
protected virtual void AdjustItemNum(int n, List<DataT> datas = null, Action<ItemT, int> funcItem = null)
|
||||
{
|
||||
m_num = n;
|
||||
m_datas = datas;
|
||||
if (itemBase != null)
|
||||
{
|
||||
itemBase.SetActive(false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新列表ITEM
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
/// <param name="i"></param>
|
||||
/// <param name="func"></param>
|
||||
protected virtual void UpdateListItem(ItemT item, int i, Action<ItemT, int> func)
|
||||
{
|
||||
if (item == null) return;
|
||||
if (func != null)
|
||||
{
|
||||
func.Invoke(item, i);
|
||||
return;
|
||||
}
|
||||
|
||||
if (item is IListDataItem<DataT> listDataItem)
|
||||
{
|
||||
listDataItem.SetItemData(GetData(i));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 选中索引
|
||||
/// </summary>
|
||||
protected int m_selectIndex = -1;
|
||||
|
||||
/// <summary>
|
||||
/// Item点击
|
||||
/// </summary>
|
||||
public Action<int> funcOnItemClick;
|
||||
|
||||
/// <summary>
|
||||
/// 选中变化回调函数
|
||||
/// </summary>
|
||||
public Action funcOnSelectChange;
|
||||
|
||||
/// <summary>
|
||||
/// 点击无选中变化回调
|
||||
/// </summary>
|
||||
public Action funcNoSelectChange;
|
||||
|
||||
/// <summary>
|
||||
/// 选中索引
|
||||
/// </summary>
|
||||
public int selectIndex
|
||||
{
|
||||
get => m_selectIndex;
|
||||
set => SetSelectIndex(value);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置选中索引
|
||||
/// </summary>
|
||||
/// <param name="i"></param>
|
||||
/// <param name="forceUpdate"></param>
|
||||
/// <param name="triggerEvt"></param>
|
||||
public void SetSelectIndex(int i, bool forceUpdate = false, bool triggerEvt = true)
|
||||
{
|
||||
if (!forceUpdate && m_selectIndex == i)
|
||||
{
|
||||
if (funcNoSelectChange != null)
|
||||
{
|
||||
funcNoSelectChange.Invoke();
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
var preIndex = selectIndex;
|
||||
m_selectIndex = i;
|
||||
if (GetItem(preIndex) is IListSelectItem item)
|
||||
{
|
||||
item.SetSelected(false);
|
||||
}
|
||||
|
||||
item = GetItem(selectIndex) as IListSelectItem;
|
||||
if (item != null)
|
||||
{
|
||||
item.SetSelected(true);
|
||||
}
|
||||
UpdateSnapTargetItem();
|
||||
if (triggerEvt && funcOnSelectChange != null)
|
||||
{
|
||||
funcOnSelectChange.Invoke();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新Snap
|
||||
/// </summary>
|
||||
protected virtual void UpdateSnapTargetItem()
|
||||
{
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前选中的数据
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public DataT GetSelectData()
|
||||
{
|
||||
return GetData(selectIndex);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取数据
|
||||
/// </summary>
|
||||
/// <param name="i"></param>
|
||||
/// <returns></returns>
|
||||
public DataT GetData(int i)
|
||||
{
|
||||
i += dataStartOffset;
|
||||
return m_datas == null || i < 0 || i >= m_datas.Count ? default(DataT) : m_datas[i];
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取item
|
||||
/// </summary>
|
||||
/// <param name="i"></param>
|
||||
/// <returns></returns>
|
||||
public virtual ItemT GetItem(int i)
|
||||
{
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 点击选择
|
||||
/// </summary>
|
||||
public bool SelectByClick = true;
|
||||
|
||||
/// <summary>
|
||||
/// item被点击
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
/// <param name="i"></param>
|
||||
public void OnItemClick(object item, int i)
|
||||
{
|
||||
if (funcOnItemClick != null)
|
||||
{
|
||||
funcOnItemClick.Invoke(i);
|
||||
}
|
||||
|
||||
if (SelectByClick)
|
||||
{
|
||||
selectIndex = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9d3742a744bb4934a4848b54bb6910a2
|
||||
timeCreated: 1691679426
|
@@ -1,57 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// 普通UI列表。
|
||||
/// </summary>
|
||||
public class UIListWidget<TItem, TData> : UIListBase<TItem, TData> where TItem : UIWidget, new()
|
||||
{
|
||||
/// <summary>
|
||||
/// item列表。
|
||||
/// </summary>
|
||||
protected List<TItem> m_items = new List<TItem>();
|
||||
|
||||
/// <summary>
|
||||
/// item列表。
|
||||
/// </summary>
|
||||
public List<TItem> items => m_items;
|
||||
|
||||
/// <summary>
|
||||
/// 设置显示数据。
|
||||
/// </summary>
|
||||
/// <param name="n"></param>
|
||||
/// <param name="datas"></param>
|
||||
/// <param name="funcItem"></param>
|
||||
protected override void AdjustItemNum(int n, List<TData> datas = null, Action<TItem, int> funcItem = null)
|
||||
{
|
||||
base.AdjustItemNum(n, datas, funcItem);
|
||||
AdjustIconNum(m_items, n, gameObject.transform, itemBase);
|
||||
UpdateList(funcItem);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新列表。
|
||||
/// </summary>
|
||||
/// <param name="funcItem"></param>
|
||||
protected void UpdateList(Action<TItem, int> funcItem = null)
|
||||
{
|
||||
for (var i = 0; i < m_items.Count; i++)
|
||||
{
|
||||
UpdateListItem(m_items[i], i, funcItem);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取item
|
||||
/// </summary>
|
||||
/// <param name="i"></param>
|
||||
/// <returns></returns>
|
||||
public override TItem GetItem(int i)
|
||||
{
|
||||
return i >= 0 && i < m_items.Count ? m_items[i] : null;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 96f732d895e94fbc99c904d66ca844ca
|
||||
timeCreated: 1701844130
|
@@ -1,14 +0,0 @@
|
||||
namespace GameLogic
|
||||
{
|
||||
public class UILoopGridItemWidget: SelectItemBase
|
||||
{
|
||||
public LoopGridViewItem LoopItem { set; get; }
|
||||
|
||||
public int Index { private set; get; }
|
||||
|
||||
public virtual void UpdateItem(int index)
|
||||
{
|
||||
Index = index;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 47ee457a0d7549b3a3b5d23f4ac048cd
|
||||
timeCreated: 1692346002
|
@@ -1,208 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// UI列表。
|
||||
/// </summary>
|
||||
public class UILoopGridWidget<TItem, TData> : UIListBase<TItem, TData> where TItem : UILoopGridItemWidget, new()
|
||||
{
|
||||
/// <summary>
|
||||
/// LoopRectView
|
||||
/// </summary>
|
||||
public LoopGridView LoopRectView { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// Item字典
|
||||
/// </summary>
|
||||
private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
|
||||
|
||||
/// <summary>
|
||||
/// 计算偏差后的ItemList
|
||||
/// </summary>
|
||||
private List<TItem> m_items = new List<TItem>();
|
||||
|
||||
/// <summary>
|
||||
/// 计算偏差后的ItemList
|
||||
/// </summary>
|
||||
public List<TItem> items => m_items;
|
||||
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
base.BindMemberProperty();
|
||||
LoopRectView = rectTransform.GetComponent<LoopGridView>();
|
||||
}
|
||||
|
||||
protected override void OnCreate()
|
||||
{
|
||||
base.OnCreate();
|
||||
LoopRectView.InitGridView(0, OnGetItemByIndex);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
m_itemCache.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Item回调函数
|
||||
/// </summary>
|
||||
protected Action<TItem, int> m_tpFuncItem;
|
||||
|
||||
/// <summary>
|
||||
/// 设置显示数据
|
||||
/// </summary>
|
||||
/// <param name="n"></param>
|
||||
/// <param name="datas"></param>
|
||||
/// <param name="funcItem"></param>
|
||||
protected override void AdjustItemNum(int n, List<TData> datas = null, Action<TItem, int> funcItem = null)
|
||||
{
|
||||
base.AdjustItemNum(n, datas, funcItem);
|
||||
m_tpFuncItem = funcItem;
|
||||
LoopRectView.SetListItemCount(n);
|
||||
LoopRectView.RefreshAllShownItem();
|
||||
m_tpFuncItem = null;
|
||||
UpdateAllItemSelect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取Item
|
||||
/// </summary>
|
||||
/// <param name="listView"></param>
|
||||
/// <param name="itemIndex"></param>
|
||||
/// <param name="row"></param>
|
||||
/// <param name="column"></param>
|
||||
/// <returns></returns>
|
||||
protected LoopGridViewItem OnGetItemByIndex(LoopGridView listView, int itemIndex,int row,int column)
|
||||
{
|
||||
if (itemIndex < 0 || itemIndex >= num) return null;
|
||||
var item = itemBase == null ? CreateItem() : CreateItem(itemBase);
|
||||
if (item == null) return null;
|
||||
item.SetItemIndex(itemIndex);
|
||||
UpdateListItem(item, itemIndex, m_tpFuncItem);
|
||||
return item.LoopItem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public TItem CreateItem()
|
||||
{
|
||||
return CreateItem(typeof(TItem).Name);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <param name="itemName"></param>
|
||||
/// <returns></returns>
|
||||
public TItem CreateItem(string itemName)
|
||||
{
|
||||
TItem widget = null;
|
||||
LoopGridViewItem item = LoopRectView.AllocOrNewListViewItem(itemName);
|
||||
if (item != null)
|
||||
{
|
||||
widget = CreateItem(item);
|
||||
}
|
||||
return widget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
/// <returns></returns>
|
||||
public TItem CreateItem(GameObject prefab)
|
||||
{
|
||||
TItem widget = null;
|
||||
LoopGridViewItem item = LoopRectView.AllocOrNewListViewItem(prefab);
|
||||
if (item != null)
|
||||
{
|
||||
widget = CreateItem(item);
|
||||
}
|
||||
return widget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
/// <returns></returns>
|
||||
private TItem CreateItem(LoopGridViewItem item)
|
||||
{
|
||||
TItem widget;
|
||||
if (!m_itemCache.TryGetValue(item.GoId, out widget))
|
||||
{
|
||||
widget = CreateWidget<TItem>(item.gameObject);
|
||||
widget.LoopItem = item;
|
||||
m_itemCache.Add(item.GoId, widget);
|
||||
}
|
||||
|
||||
return widget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取item
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
public override TItem GetItem(int index)
|
||||
{
|
||||
for (var i = 0; i < m_itemCache.Count; i++)
|
||||
{
|
||||
|
||||
var item = m_itemCache.GetValueByIndex(i);
|
||||
if (item.GetItemIndex() == index)
|
||||
{
|
||||
return item;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取itemList
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<TItem> GetItemList()
|
||||
{
|
||||
m_items.Clear();
|
||||
for (int i = 0; i < m_itemCache.Count; i++)
|
||||
{
|
||||
m_items.Add(m_itemCache.GetValueByIndex(i));
|
||||
}
|
||||
return m_items;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取Item。
|
||||
/// </summary>
|
||||
/// <param name="index">索引。</param>
|
||||
/// <returns>TItem。</returns>
|
||||
public TItem GetItemByIndex(int index)
|
||||
{
|
||||
return m_itemCache.GetValueByIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新所有item选中状态
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public void UpdateAllItemSelect()
|
||||
{
|
||||
var index = selectIndex;
|
||||
for (var i = 0; i < m_itemCache.Count; i++)
|
||||
{
|
||||
if (m_itemCache.GetValueByIndex(i) is IListSelectItem item)
|
||||
{
|
||||
item.SetSelected(item.GetItemIndex() == index);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0930448d067145dfb0428b248f1086ae
|
||||
timeCreated: 1692346037
|
@@ -1,14 +0,0 @@
|
||||
namespace GameLogic
|
||||
{
|
||||
public class UILoopItemWidget : SelectItemBase
|
||||
{
|
||||
public LoopListViewItem LoopItem { set; get; }
|
||||
|
||||
public int Index { private set; get; }
|
||||
|
||||
public virtual void UpdateItem(int index)
|
||||
{
|
||||
Index = index;
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b39b2f052eec4a4a97256e5aeee9e7dc
|
||||
timeCreated: 1691679577
|
@@ -1,94 +0,0 @@
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
public class UILoopListViewWidget<T> : UIWidget where T : UILoopItemWidget, new()
|
||||
{
|
||||
public LoopListView LoopRectView { private set; get; }
|
||||
|
||||
private GameFrameworkDictionary<int, T> m_itemCache = new GameFrameworkDictionary<int, T>();
|
||||
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
base.BindMemberProperty();
|
||||
LoopRectView = this.rectTransform.GetComponent<LoopListView>();
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
m_itemCache.Clear();
|
||||
}
|
||||
|
||||
public T CreateItem()
|
||||
{
|
||||
string typeName = typeof(T).Name;
|
||||
return CreateItem(typeName);
|
||||
;
|
||||
}
|
||||
|
||||
public T CreateItem(string itemName)
|
||||
{
|
||||
T widget = null;
|
||||
var item = LoopRectView.AllocOrNewListViewItem(itemName);
|
||||
if (item != null)
|
||||
{
|
||||
widget = CreateItem(item);
|
||||
}
|
||||
|
||||
return widget;
|
||||
}
|
||||
|
||||
public T CreateItem(GameObject prefab)
|
||||
{
|
||||
T widget = null;
|
||||
var item = LoopRectView.AllocOrNewListViewItem(prefab);
|
||||
if (item != null)
|
||||
{
|
||||
widget = CreateItem(item);
|
||||
}
|
||||
|
||||
return widget;
|
||||
}
|
||||
|
||||
private T CreateItem(LoopListViewItem item)
|
||||
{
|
||||
T widget;
|
||||
if (!m_itemCache.TryGetValue(item.GoId, out widget))
|
||||
{
|
||||
widget = CreateWidget<T>(item.gameObject);
|
||||
widget.LoopItem = item;
|
||||
m_itemCache.Add(item.GoId, widget);
|
||||
}
|
||||
|
||||
return widget;
|
||||
}
|
||||
|
||||
public List<T> GetItemList()
|
||||
{
|
||||
List<T> list = new List<T>();
|
||||
for (int i = 0; i < m_itemCache.Count; i++)
|
||||
{
|
||||
list.Add(m_itemCache.GetValueByIndex(i));
|
||||
}
|
||||
return list;
|
||||
}
|
||||
|
||||
public int GetItemCount()
|
||||
{
|
||||
return m_itemCache.Count;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取Item。
|
||||
/// </summary>
|
||||
/// <param name="index">索引。</param>
|
||||
/// <returns>TItem。</returns>
|
||||
public T GetItemByIndex(int index)
|
||||
{
|
||||
return m_itemCache.GetValueByIndex(index);
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 9b87126ba47740708bc82eb0bb9e414e
|
||||
timeCreated: 1691679617
|
@@ -1,225 +0,0 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace GameLogic
|
||||
{
|
||||
/// <summary>
|
||||
/// UI列表。
|
||||
/// </summary>
|
||||
public class UILoopListWidget<TItem, TData> : UIListBase<TItem, TData> where TItem : UILoopItemWidget, new()
|
||||
{
|
||||
/// <summary>
|
||||
/// LoopRectView
|
||||
/// </summary>
|
||||
public LoopListView LoopRectView { private set; get; }
|
||||
|
||||
/// <summary>
|
||||
/// Item字典
|
||||
/// <remarks>Key => GameObjectHashCode | Value => TItem.</remarks>
|
||||
/// </summary>
|
||||
private GameFrameworkDictionary<int, TItem> m_itemCache = new GameFrameworkDictionary<int, TItem>();
|
||||
|
||||
/// <summary>
|
||||
/// 计算偏差后的ItemList
|
||||
/// </summary>
|
||||
private List<TItem> m_items = new List<TItem>();
|
||||
|
||||
/// <summary>
|
||||
/// 计算偏差后的ItemList
|
||||
/// </summary>
|
||||
public List<TItem> items => m_items;
|
||||
|
||||
protected override void BindMemberProperty()
|
||||
{
|
||||
base.BindMemberProperty();
|
||||
LoopRectView = rectTransform.GetComponent<LoopListView>();
|
||||
}
|
||||
|
||||
protected override void OnCreate()
|
||||
{
|
||||
base.OnCreate();
|
||||
LoopRectView.InitListView(0, OnGetItemByIndex);
|
||||
}
|
||||
|
||||
protected override void OnDestroy()
|
||||
{
|
||||
base.OnDestroy();
|
||||
m_itemCache.Clear();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Item回调函数
|
||||
/// </summary>
|
||||
protected Action<TItem, int> m_tpFuncItem;
|
||||
|
||||
/// <summary>
|
||||
/// 设置显示数据
|
||||
/// </summary>
|
||||
/// <param name="n"></param>
|
||||
/// <param name="datas"></param>
|
||||
/// <param name="funcItem"></param>
|
||||
protected override void AdjustItemNum(int n, List<TData> datas = null, Action<TItem, int> funcItem = null)
|
||||
{
|
||||
base.AdjustItemNum(n, datas, funcItem);
|
||||
m_tpFuncItem = funcItem;
|
||||
LoopRectView.SetListItemCount(n);
|
||||
LoopRectView.RefreshAllShownItem();
|
||||
m_tpFuncItem = null;
|
||||
UpdateAllItemSelect();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取Item
|
||||
/// </summary>
|
||||
/// <param name="listView"></param>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
protected LoopListViewItem OnGetItemByIndex(LoopListView listView, int index)
|
||||
{
|
||||
if (index < 0 || index >= num) return null;
|
||||
var item = itemBase == null ? CreateItem() : CreateItem(itemBase);
|
||||
if (item == null) return null;
|
||||
item.SetItemIndex(index);
|
||||
UpdateListItem(item, index, m_tpFuncItem);
|
||||
return item.LoopItem;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public TItem CreateItem()
|
||||
{
|
||||
return CreateItem(typeof(TItem).Name);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <param name="itemName"></param>
|
||||
/// <returns></returns>
|
||||
public TItem CreateItem(string itemName)
|
||||
{
|
||||
TItem widget = null;
|
||||
LoopListViewItem item = LoopRectView.AllocOrNewListViewItem(itemName);
|
||||
if (item != null)
|
||||
{
|
||||
widget = CreateItem(item);
|
||||
}
|
||||
return widget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <param name="prefab"></param>
|
||||
/// <returns></returns>
|
||||
public TItem CreateItem(GameObject prefab)
|
||||
{
|
||||
TItem widget = null;
|
||||
LoopListViewItem item = LoopRectView.AllocOrNewListViewItem(prefab);
|
||||
if (item != null)
|
||||
{
|
||||
widget = CreateItem(item);
|
||||
}
|
||||
return widget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 创建Item
|
||||
/// </summary>
|
||||
/// <param name="item"></param>
|
||||
/// <returns></returns>
|
||||
private TItem CreateItem(LoopListViewItem item)
|
||||
{
|
||||
TItem widget;
|
||||
if (!m_itemCache.TryGetValue(item.GoId, out widget))
|
||||
{
|
||||
widget = CreateWidget<TItem>(item.gameObject);
|
||||
widget.LoopItem = item;
|
||||
m_itemCache.Add(item.GoId, widget);
|
||||
}
|
||||
|
||||
return widget;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取item
|
||||
/// </summary>
|
||||
/// <param name="index"></param>
|
||||
/// <returns></returns>
|
||||
public override TItem GetItem(int index)
|
||||
{
|
||||
for (var i = 0; i < m_itemCache.Count; i++)
|
||||
{
|
||||
|
||||
var item = m_itemCache.GetValueByIndex(i);
|
||||
if (item.GetItemIndex() == index)
|
||||
{
|
||||
return item;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取itemList
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public List<TItem> GetItemList()
|
||||
{
|
||||
m_items.Clear();
|
||||
for (int i = 0; i < m_itemCache.Count; i++)
|
||||
{
|
||||
m_items.Add(m_itemCache.GetValueByIndex(i));
|
||||
}
|
||||
return m_items;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取当前起始索引
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public int GetItemStartIndex()
|
||||
{
|
||||
return LoopRectView.GetItemStartIndex();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取Item。
|
||||
/// </summary>
|
||||
/// <param name="index">索引。</param>
|
||||
/// <returns>TItem。</returns>
|
||||
public TItem GetItemByIndex(int index)
|
||||
{
|
||||
return m_itemCache.GetValueByIndex(index);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 刷新所有item选中状态
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
public void UpdateAllItemSelect()
|
||||
{
|
||||
var index = selectIndex;
|
||||
for (var i = 0; i < m_itemCache.Count; i++)
|
||||
{
|
||||
if (m_itemCache.GetValueByIndex(i) is IListSelectItem item)
|
||||
{
|
||||
item.SetSelected(item.GetItemIndex() == index);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
protected override void UpdateSnapTargetItem()
|
||||
{
|
||||
base.UpdateSnapTargetItem();
|
||||
if (LoopRectView != null && LoopRectView.ItemSnapEnable)
|
||||
{
|
||||
LoopRectView.SetSnapTargetItemIndex(selectIndex);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 72b7444fb04642039aacc2db27dd002a
|
||||
timeCreated: 1691679907
|
@@ -13,6 +13,7 @@ namespace GameLogic
|
||||
/// </summary>
|
||||
public static void Init()
|
||||
{
|
||||
GameEvent.EventMgr.Init();
|
||||
RegisterEventInterface_Logic.Register(GameEvent.EventMgr);
|
||||
RegisterEventInterface_UI.Register(GameEvent.EventMgr);
|
||||
}
|
||||
|
@@ -34,7 +34,6 @@ namespace GameLogic
|
||||
|
||||
object obj = Activator.CreateInstance(type, mgr.Dispatcher);
|
||||
|
||||
mgr.Init();
|
||||
mgr.RegWrapInterface(obj.GetType().GetInterfaces()[0]?.FullName, obj);
|
||||
}
|
||||
}
|
||||
|
@@ -1,12 +1,12 @@
|
||||
using System.Collections.Generic;
|
||||
using GameBase;
|
||||
using GameLogic;
|
||||
using TEngine;
|
||||
using UnityEngine;
|
||||
|
||||
public partial class GameApp
|
||||
public partial class GameApp : Singleton<GameApp>
|
||||
{
|
||||
private List<ILogicSys> _listLogicMgr;
|
||||
|
||||
|
||||
public override void Active()
|
||||
{
|
||||
CodeTypes.Instance.Init(_hotfixAssembly.ToArray());
|
||||
@@ -15,13 +15,13 @@ public partial class GameApp
|
||||
RegisterAllSystem();
|
||||
InitSystemSetting();
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 设置一些通用的系统属性。
|
||||
/// </summary>
|
||||
private void InitSystemSetting()
|
||||
{
|
||||
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -32,7 +32,7 @@ public partial class GameApp
|
||||
//带生命周期的单例系统。
|
||||
AddLogicSys(BehaviourSingleSystem.Instance);
|
||||
}
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// 注册逻辑系统。
|
||||
/// </summary>
|
||||
|
@@ -175,11 +175,11 @@ MonoBehaviour:
|
||||
m_SelectOnRight: {fileID: 0}
|
||||
m_Transition: 1
|
||||
m_Colors:
|
||||
m_NormalColor: {r: 0.9450981, g: 0.6392157, b: 0.25490198, a: 1}
|
||||
m_NormalColor: {r: 1, g: 1, b: 1, a: 1}
|
||||
m_HighlightedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
|
||||
m_PressedColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 1}
|
||||
m_SelectedColor: {r: 0.9607843, g: 0.9607843, b: 0.9607843, a: 1}
|
||||
m_DisabledColor: {r: 0.78431374, g: 0.78431374, b: 0.78431374, a: 0.5019608}
|
||||
m_DisabledColor: {r: 0.94509804, g: 0.6392157, b: 0.25490198, a: 1}
|
||||
m_ColorMultiplier: 1
|
||||
m_FadeDuration: 0.1
|
||||
m_SpriteState:
|
||||
@@ -193,12 +193,12 @@ MonoBehaviour:
|
||||
m_PressedTrigger: Pressed
|
||||
m_SelectedTrigger: Selected
|
||||
m_DisabledTrigger: Disabled
|
||||
m_Interactable: 1
|
||||
m_Interactable: 0
|
||||
m_TargetGraphic: {fileID: 4296679187938450242}
|
||||
m_HandleRect: {fileID: 3254196395727856927}
|
||||
m_Direction: 0
|
||||
m_Value: 0
|
||||
m_Size: 1
|
||||
m_Size: 0
|
||||
m_NumberOfSteps: 0
|
||||
m_OnValueChanged:
|
||||
m_PersistentCalls:
|
||||
|
@@ -5,11 +5,11 @@ using Version = TEngine.Version;
|
||||
|
||||
namespace GameMain
|
||||
{
|
||||
[Window(UILayer.UI, fromResources: true, location: "AssetLoad/UILoadUpdate",fullScreen:true)]
|
||||
[Window(UILayer.UI, fromResources: true, location: "AssetLoad/UILoadUpdate", fullScreen: true)]
|
||||
public class UILoadUpdate : UIWindow
|
||||
{
|
||||
private Scrollbar m_scrollbarProgress;
|
||||
|
||||
|
||||
#region 脚本工具生成的代码
|
||||
private Image m_imgBackGround;
|
||||
private Text m_textDesc;
|
||||
@@ -41,12 +41,16 @@ namespace GameMain
|
||||
protected override void RegisterEvent()
|
||||
{
|
||||
base.RegisterEvent();
|
||||
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"),RefreshVersion);
|
||||
AddUIEvent(RuntimeId.ToRuntimeId("RefreshVersion"), RefreshVersion);
|
||||
}
|
||||
|
||||
protected override void OnRefresh()
|
||||
{
|
||||
base.OnRefresh();
|
||||
if (base.userDatas.Length > 0 && base.userDatas[0] != null)
|
||||
{
|
||||
m_textDesc.text = base.userDatas[0].ToString(); //获取更新内容,由ProcedureDownloadFile -> OnDownloadProgressCallback 传递
|
||||
}
|
||||
}
|
||||
|
||||
#region 事件
|
||||
|
@@ -7,43 +7,50 @@ using Utility = TEngine.Utility;
|
||||
|
||||
namespace GameMain
|
||||
{
|
||||
public class ProcedureDownloadFile:ProcedureBase
|
||||
public class ProcedureDownloadFile : ProcedureBase
|
||||
{
|
||||
public override bool UseNativeDialog { get; }
|
||||
|
||||
|
||||
private ProcedureOwner _procedureOwner;
|
||||
|
||||
private float _lastUpdateDownloadedSize;
|
||||
private float _totalSpeed;
|
||||
private int _speedSampleCount;
|
||||
|
||||
private float CurrentSpeed
|
||||
{
|
||||
get
|
||||
{
|
||||
float interval = GameTime.deltaTime;
|
||||
float interval = Math.Max(GameTime.deltaTime, 0.01f); // 防止deltaTime过小
|
||||
var sizeDiff = GameModule.Resource.Downloader.CurrentDownloadBytes - _lastUpdateDownloadedSize;
|
||||
_lastUpdateDownloadedSize = GameModule.Resource.Downloader.CurrentDownloadBytes;
|
||||
var speed = (float)Math.Floor(sizeDiff / interval);
|
||||
return speed;
|
||||
var speed = sizeDiff / interval;
|
||||
|
||||
// 使用滑动窗口计算平均速度
|
||||
_totalSpeed += speed;
|
||||
_speedSampleCount++;
|
||||
return _totalSpeed / _speedSampleCount;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected override void OnEnter(ProcedureOwner procedureOwner)
|
||||
{
|
||||
_procedureOwner = procedureOwner;
|
||||
|
||||
|
||||
Log.Info("开始下载更新文件!");
|
||||
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate,$"开始下载更新文件...");
|
||||
|
||||
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, "开始下载更新文件...");
|
||||
|
||||
BeginDownload().Forget();
|
||||
}
|
||||
|
||||
|
||||
private async UniTaskVoid BeginDownload()
|
||||
{
|
||||
var downloader = GameModule.Resource.Downloader;
|
||||
|
||||
// 注册下载回调
|
||||
downloader.OnDownloadErrorCallback = OnDownloadErrorCallback;
|
||||
downloader.OnDownloadProgressCallback = OnDownloadProgressCallback;
|
||||
downloader.DownloadErrorCallback = OnDownloadErrorCallback;
|
||||
downloader.DownloadUpdateCallback = OnDownloadProgressCallback;
|
||||
downloader.BeginDownload();
|
||||
await downloader;
|
||||
|
||||
@@ -54,38 +61,42 @@ namespace GameMain
|
||||
ChangeState<ProcedureDownloadOver>(_procedureOwner);
|
||||
}
|
||||
|
||||
private void OnDownloadErrorCallback(string fileName, string error)
|
||||
private void OnDownloadErrorCallback(DownloadErrorData downloadErrorData)
|
||||
{
|
||||
UILoadTip.ShowMessageBox($"Failed to download file : {fileName}", MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Default
|
||||
, () => { ChangeState<ProcedureCreateDownloader>(_procedureOwner); }, UnityEngine.Application.Quit);
|
||||
UILoadTip.ShowMessageBox($"Failed to download file : {downloadErrorData.FileName}", MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Default,
|
||||
() => { ChangeState<ProcedureCreateDownloader>(_procedureOwner); }, UnityEngine.Application.Quit);
|
||||
}
|
||||
|
||||
private void OnDownloadProgressCallback(int totalDownloadCount, int currentDownloadCount, long totalDownloadBytes, long currentDownloadBytes)
|
||||
private void OnDownloadProgressCallback(DownloadUpdateData downloadUpdateData/*int totalDownloadCount, int currentDownloadCount, long totalDownloadBytes, long currentDownloadBytes*/)
|
||||
{
|
||||
string currentSizeMb = (currentDownloadBytes / 1048576f).ToString("f1");
|
||||
string totalSizeMb = (totalDownloadBytes / 1048576f).ToString("f1");
|
||||
// UILoadMgr.Show(UIDefine.UILoadUpdate,$"{currentDownloadCount}/{totalDownloadCount} {currentSizeMb}MB/{totalSizeMb}MB");
|
||||
string descriptionText = Utility.Text.Format("正在更新,已更新{0},总更新{1},已更新大小{2},总更新大小{3},更新进度{4},当前网速{5}/s",
|
||||
currentDownloadCount.ToString(),
|
||||
totalDownloadCount.ToString(),
|
||||
Utility.File.GetByteLengthString(currentDownloadBytes),
|
||||
Utility.File.GetByteLengthString(totalDownloadBytes),
|
||||
GameModule.Resource.Downloader.Progress,
|
||||
Utility.File.GetLengthString((int)CurrentSpeed));
|
||||
string currentSizeMb = (downloadUpdateData.CurrentDownloadBytes / 1048576f).ToString("f1");
|
||||
string totalSizeMb = (downloadUpdateData.TotalDownloadBytes / 1048576f).ToString("f1");
|
||||
float progressPercentage = GameModule.Resource.Downloader.Progress * 100;
|
||||
string speed = Utility.File.GetLengthString((int)CurrentSpeed);
|
||||
|
||||
string line1 = Utility.Text.Format("正在更新,已更新 {0}/{1} ({2:F2}%)", downloadUpdateData.CurrentDownloadCount, downloadUpdateData.TotalDownloadCount, progressPercentage);
|
||||
string line2 = Utility.Text.Format("已更新大小 {0}MB/{1}MB", currentSizeMb, totalSizeMb);
|
||||
string line3 = Utility.Text.Format("当前网速 {0}/s,剩余时间 {1}", speed, GetRemainingTime(downloadUpdateData.TotalDownloadBytes, downloadUpdateData.CurrentDownloadBytes, CurrentSpeed));
|
||||
|
||||
LoadUpdateLogic.Instance.DownProgressAction?.Invoke(GameModule.Resource.Downloader.Progress);
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate,descriptionText);
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, $"{line1}\n{line2}\n{line3}");
|
||||
|
||||
int needTime = 0;
|
||||
if (CurrentSpeed > 0)
|
||||
{
|
||||
needTime = (int)((totalDownloadBytes - currentDownloadBytes) / CurrentSpeed);
|
||||
}
|
||||
|
||||
TimeSpan ts = new TimeSpan(0, 0, needTime);
|
||||
string timeStr = ts.ToString(@"mm\:ss");
|
||||
string updateProgress = Utility.Text.Format("剩余时间 {0}({1}/s)", timeStr, Utility.File.GetLengthString((int)CurrentSpeed));
|
||||
Log.Info(updateProgress);
|
||||
Log.Info($"{line1} {line2} {line3}");
|
||||
}
|
||||
|
||||
private string GetRemainingTime(long totalBytes, long currentBytes, float speed)
|
||||
{
|
||||
int needTime = 0;
|
||||
if (speed > 0)
|
||||
{
|
||||
needTime = (int)((totalBytes - currentBytes) / speed);
|
||||
}
|
||||
TimeSpan ts = new TimeSpan(0, 0, needTime);
|
||||
return ts.ToString(@"mm\:ss");
|
||||
}
|
||||
|
||||
|
||||
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@@ -61,15 +61,13 @@ namespace GameMain
|
||||
//热更新阶段文本初始化
|
||||
LoadText.Instance.InitConfigData(null);
|
||||
|
||||
GameEvent.Send(RuntimeId.ToRuntimeId("RefreshVersion"));
|
||||
|
||||
EPlayMode playMode = GameModule.Resource.PlayMode;
|
||||
|
||||
// 编辑器模式。
|
||||
if (playMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
Log.Info("Editor resource mode detected.");
|
||||
ChangeState<ProcedurePreload>(procedureOwner);
|
||||
ChangeState<ProcedureInitResources>(procedureOwner);
|
||||
}
|
||||
// 单机模式。
|
||||
else if (playMode == EPlayMode.OfflinePlayMode)
|
||||
|
@@ -1,6 +1,8 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using Cysharp.Threading.Tasks;
|
||||
using TEngine;
|
||||
using YooAsset;
|
||||
using ProcedureOwner = TEngine.IFsm<TEngine.IProcedureManager>;
|
||||
|
||||
namespace GameMain
|
||||
@@ -20,7 +22,7 @@ namespace GameMain
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate,"初始化资源中...");
|
||||
|
||||
// 注意:使用单机模式并初始化资源前,需要先构建 AssetBundle 并复制到 StreamingAssets 中,否则会产生 HTTP 404 错误
|
||||
OnInitResourcesComplete().Forget();
|
||||
Utility.Unity.StartCoroutine(InitResources(procedureOwner));
|
||||
}
|
||||
|
||||
protected override void OnUpdate(ProcedureOwner procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
@@ -36,11 +38,41 @@ namespace GameMain
|
||||
ChangeState<ProcedurePreload>(procedureOwner);
|
||||
}
|
||||
|
||||
private async UniTaskVoid OnInitResourcesComplete()
|
||||
/// <summary>
|
||||
/// 编辑器与单机保持相同流程。
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private IEnumerator InitResources(ProcedureOwner procedureOwner)
|
||||
{
|
||||
await UniTask.Delay(TimeSpan.FromSeconds(1f));
|
||||
// 2. 获取资源清单的版本信息
|
||||
var operation1 = GameModule.Resource.UpdatePackageVersionAsync();
|
||||
yield return operation1;
|
||||
if (operation1.Status != EOperationStatus.Succeed)
|
||||
{
|
||||
OnInitResourcesError(procedureOwner);
|
||||
yield break;
|
||||
}
|
||||
|
||||
// 3. 传入的版本信息更新资源清单
|
||||
var operation = GameModule.Resource.UpdatePackageManifestAsync(operation1.PackageVersion);
|
||||
yield return operation;
|
||||
if (operation.Status != EOperationStatus.Succeed)
|
||||
{
|
||||
OnInitResourcesError(procedureOwner);
|
||||
yield break;
|
||||
}
|
||||
|
||||
m_InitResourcesComplete = true;
|
||||
Log.Info("Init resources complete.");
|
||||
}
|
||||
|
||||
private void OnInitResourcesError(ProcedureOwner procedureOwner)
|
||||
{
|
||||
UILoadTip.ShowMessageBox($"初始化资源失败!点击确认重试</color>", MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry
|
||||
, () =>
|
||||
{
|
||||
Utility.Unity.StartCoroutine(InitResources(procedureOwner));
|
||||
}, UnityEngine.Application.Quit);
|
||||
}
|
||||
}
|
||||
}
|
@@ -9,6 +9,7 @@ using UnityEngine;
|
||||
using TEngine;
|
||||
using System.Reflection;
|
||||
using YooAsset;
|
||||
using Cysharp.Threading.Tasks;
|
||||
|
||||
namespace GameMain
|
||||
{
|
||||
@@ -38,6 +39,12 @@ namespace GameMain
|
||||
base.OnEnter(procedureOwner);
|
||||
Log.Debug("HyBridCLR ProcedureLoadAssembly OnEnter");
|
||||
m_procedureOwner = procedureOwner;
|
||||
|
||||
LoadAssembly().Forget();
|
||||
}
|
||||
|
||||
private async UniTaskVoid LoadAssembly()
|
||||
{
|
||||
m_LoadAssemblyComplete = false;
|
||||
m_HotfixAssemblys = new List<Assembly>();
|
||||
|
||||
@@ -55,7 +62,7 @@ namespace GameMain
|
||||
{
|
||||
m_LoadMetadataAssemblyComplete = true;
|
||||
}
|
||||
|
||||
|
||||
if (!SettingsUtils.HybridCLRCustomGlobalSettings.Enable || GameModule.Resource.PlayMode == EPlayMode.EditorSimulateMode)
|
||||
{
|
||||
m_MainLogicAssembly = GetMainLogicAssembly();
|
||||
@@ -75,10 +82,11 @@ namespace GameMain
|
||||
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
|
||||
$"{hotUpdateDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
|
||||
}
|
||||
|
||||
|
||||
Log.Debug($"LoadAsset: [ {assetLocation} ]");
|
||||
m_LoadAssetCount++;
|
||||
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadAssetSuccess);
|
||||
var result = await GameModule.Resource.LoadAssetAsync<TextAsset>(assetLocation);
|
||||
LoadAssetSuccess(result);
|
||||
}
|
||||
|
||||
m_LoadAssemblyWait = true;
|
||||
@@ -94,7 +102,7 @@ namespace GameMain
|
||||
m_LoadAssemblyComplete = true;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
protected override void OnUpdate(IFsm<IProcedureManager> procedureOwner, float elapseSeconds, float realElapseSeconds)
|
||||
{
|
||||
base.OnUpdate(procedureOwner, elapseSeconds, realElapseSeconds);
|
||||
@@ -108,7 +116,7 @@ namespace GameMain
|
||||
}
|
||||
AllAssemblyLoadComplete();
|
||||
}
|
||||
|
||||
|
||||
private void AllAssemblyLoadComplete()
|
||||
{
|
||||
ChangeState<ProcedureStartGame>(m_procedureOwner);
|
||||
@@ -231,11 +239,11 @@ namespace GameMain
|
||||
SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetPath,
|
||||
$"{aotDllName}{SettingsUtils.HybridCLRCustomGlobalSettings.AssemblyTextAssetExtension}"));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
Log.Debug($"LoadMetadataAsset: [ {assetLocation} ]");
|
||||
m_LoadMetadataAssetCount++;
|
||||
GameModule.Resource.LoadAsset<TextAsset>(assetLocation,LoadMetadataAssetSuccess);
|
||||
GameModule.Resource.LoadAsset<TextAsset>(assetLocation, LoadMetadataAssetSuccess);
|
||||
}
|
||||
m_LoadMetadataAssemblyWait = true;
|
||||
}
|
||||
|
@@ -34,7 +34,7 @@ namespace GameMain
|
||||
{
|
||||
//更新成功
|
||||
//注意:保存资源版本号作为下次默认启动的版本!
|
||||
operation.SavePackageVersion();
|
||||
// operation.SavePackageVersion();
|
||||
|
||||
if (GameModule.Resource.PlayMode == EPlayMode.WebPlayMode ||
|
||||
GameModule.Resource.UpdatableWhilePlaying)
|
||||
|
@@ -24,15 +24,20 @@ namespace GameMain
|
||||
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, $"更新静态版本文件...");
|
||||
|
||||
//检查设备是否能够访问互联网
|
||||
if (Application.internetReachability == NetworkReachability.NotReachable)
|
||||
EPlayMode playMode = GameModule.Resource.PlayMode;
|
||||
|
||||
if (playMode == EPlayMode.HostPlayMode)
|
||||
{
|
||||
Log.Warning("The device is not connected to the network");
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable);
|
||||
UILoadTip.ShowMessageBox(LoadText.Instance.Label_Net_UnReachable, MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry,
|
||||
GetStaticVersion().Forget,
|
||||
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
|
||||
//检查设备是否能够访问互联网
|
||||
if (Application.internetReachability == NetworkReachability.NotReachable)
|
||||
{
|
||||
Log.Warning("The device is not connected to the network");
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_Net_UnReachable);
|
||||
UILoadTip.ShowMessageBox(LoadText.Instance.Label_Net_UnReachable, MessageShowType.TwoButton,
|
||||
LoadStyle.StyleEnum.Style_Retry,
|
||||
GetStaticVersion().Forget,
|
||||
() => { ChangeState<ProcedureInitResources>(procedureOwner); });
|
||||
}
|
||||
}
|
||||
|
||||
UILoadMgr.Show(UIDefine.UILoadUpdate, LoadText.Instance.Label_RequestVersionIng);
|
||||
@@ -46,7 +51,11 @@ namespace GameMain
|
||||
/// </summary>
|
||||
private async UniTaskVoid GetStaticVersion()
|
||||
{
|
||||
await UniTask.Delay(TimeSpan.FromSeconds(0.5f));
|
||||
EPlayMode playMode = GameModule.Resource.PlayMode;
|
||||
if (playMode == EPlayMode.HostPlayMode)
|
||||
{
|
||||
await UniTask.Delay(TimeSpan.FromSeconds(0.5f));
|
||||
}
|
||||
|
||||
var operation = GameModule.Resource.UpdatePackageVersionAsync();
|
||||
|
||||
@@ -59,7 +68,15 @@ namespace GameMain
|
||||
//线上最新版本operation.PackageVersion
|
||||
GameModule.Resource.PackageVersion = operation.PackageVersion;
|
||||
Log.Debug($"Updated package Version : from {GameModule.Resource.GetPackageVersion()} to {operation.PackageVersion}");
|
||||
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
|
||||
|
||||
if (playMode == EPlayMode.HostPlayMode || playMode == EPlayMode.WebPlayMode)
|
||||
{
|
||||
ChangeState<ProcedureUpdateManifest>(_procedureOwner);
|
||||
}
|
||||
else
|
||||
{
|
||||
ChangeState<ProcedureInitResources>(_procedureOwner);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@@ -69,7 +69,23 @@ public static class EventInterfaceGenerate
|
||||
EventInterfaceGenerateTag.HadGenerate = true;
|
||||
|
||||
// 加载程序集
|
||||
Assembly assembly = typeof(GameApp).Assembly;
|
||||
Assembly assembly = null;
|
||||
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies())
|
||||
{
|
||||
foreach(var type in asm.GetTypes())
|
||||
{
|
||||
if (type.Name == "GameApp")
|
||||
{
|
||||
assembly = asm;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
if(assembly == null)
|
||||
{
|
||||
Debug.LogError("Game App Class Not Found");
|
||||
return;
|
||||
}
|
||||
|
||||
// 获取程序集中的所有类型
|
||||
Type[] types = assembly.GetTypes();
|
||||
@@ -187,14 +203,20 @@ public static class EventInterfaceGenerate
|
||||
var parameterInfo = parameterInfos[i];
|
||||
Type type = parameterInfo.ParameterType;
|
||||
string paramName = parameterInfo.Name;
|
||||
|
||||
if (type.FullName.StartsWith("System.Collections.Generic.List"))
|
||||
{
|
||||
Debug.Log("123");
|
||||
}
|
||||
|
||||
if (i == parameterInfos.Length - 1)
|
||||
{
|
||||
paramStr += $"{type.FullName} {paramName}";
|
||||
paramStr += $"{GetTypeName(parameterInfo)} {paramName}";
|
||||
paramStr2 += $"{paramName}";
|
||||
}
|
||||
else
|
||||
{
|
||||
paramStr += $"{type.FullName} {paramName},";
|
||||
paramStr += $"{GetTypeName(parameterInfo)} {paramName},";
|
||||
paramStr2 += $"{paramName},";
|
||||
}
|
||||
}
|
||||
@@ -214,6 +236,63 @@ public static class EventInterfaceGenerate
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static string GetTypeName(ParameterInfo parameterInfo)
|
||||
{
|
||||
if (parameterInfo.ParameterType.IsList() && parameterInfo.ParameterType.IsGenericType)
|
||||
{
|
||||
string typeName = parameterInfo.ParameterType.FullName.Split('`')[0];
|
||||
|
||||
return $"{typeName}<{parameterInfo.ParameterType.GenericTypeArguments[0].FullName}>";
|
||||
}
|
||||
else if (parameterInfo.ParameterType.IsDictionary() && parameterInfo.ParameterType.IsGenericType)
|
||||
{
|
||||
string typeName = parameterInfo.ParameterType.FullName.Split('`')[0];
|
||||
|
||||
return $"{typeName}<{parameterInfo.ParameterType.GenericTypeArguments[0].FullName},{parameterInfo.ParameterType.GenericTypeArguments[1].FullName}>";
|
||||
}
|
||||
else
|
||||
{
|
||||
return parameterInfo.ParameterType.FullName;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断类型是否为可操作的列表类型
|
||||
/// </summary>
|
||||
/// <param name="type"></param>
|
||||
/// <returns></returns>
|
||||
public static bool IsList(this Type type)
|
||||
{
|
||||
if (typeof (System.Collections.IList).IsAssignableFrom(type))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
foreach (var it in type.GetInterfaces())
|
||||
{
|
||||
if (it.IsGenericType && typeof (IList<>) == it.GetGenericTypeDefinition())
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
public static bool IsDictionary(this Type type)
|
||||
{
|
||||
if (typeof (System.Collections.IDictionary).IsAssignableFrom(type))
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
foreach (var it in type.GetInterfaces())
|
||||
{
|
||||
if (it.IsGenericType && typeof (IDictionary) == it.GetGenericTypeDefinition())
|
||||
return true;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
public static class EventInterfaceGenerateTag
|
||||
|
@@ -6,10 +6,12 @@ using UnityEngine;
|
||||
|
||||
public class TEngineSettingsProvider : SettingsProvider
|
||||
{
|
||||
const string k_SettingsPathHeader = "Assets/TEngine/ResRaw/Resources/";
|
||||
const string k_SettingsPath = "Assets/TEngine/ResRaw/Resources/TEngineGlobalSettings.asset";
|
||||
private const string headerName = "TEngine/TEngineSettings";
|
||||
private SerializedObject m_CustomSettings;
|
||||
|
||||
private static string m_SettingsPath = k_SettingsPath;
|
||||
internal static SerializedObject GetSerializedSettings()
|
||||
{
|
||||
return new SerializedObject(SettingsUtils.GlobalSettings);
|
||||
@@ -17,7 +19,12 @@ public class TEngineSettingsProvider : SettingsProvider
|
||||
|
||||
public static bool IsSettingsAvailable()
|
||||
{
|
||||
return File.Exists(k_SettingsPath);
|
||||
var pathes = AssetDatabase.FindAssets("TEngineGlobalSettings", new string[2] { k_SettingsPathHeader,"Packages/com.tengine/" });
|
||||
if (pathes.Length > 0)
|
||||
{
|
||||
m_SettingsPath = AssetDatabase.GUIDToAssetPath(pathes[0]);
|
||||
}
|
||||
return pathes.Length > 0;
|
||||
}
|
||||
|
||||
public override void OnActivate(string searchContext, VisualElement rootElement)
|
||||
@@ -29,18 +36,36 @@ public class TEngineSettingsProvider : SettingsProvider
|
||||
public override void OnDeactivate()
|
||||
{
|
||||
base.OnDeactivate();
|
||||
SaveAssetData(k_SettingsPath);
|
||||
|
||||
// 确保只有在有修改时才保存
|
||||
if (m_CustomSettings != null && m_CustomSettings.hasModifiedProperties)
|
||||
{
|
||||
EditorApplication.delayCall += () => SaveAssetData(k_SettingsPath);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void SaveAssetData(string path)
|
||||
{
|
||||
TEngineSettings old = AssetDatabase.LoadAssetAtPath<TEngineSettings>(k_SettingsPath);
|
||||
if (old == null)
|
||||
{
|
||||
Debug.LogError($"Failed to load TEngineSettings from path: {k_SettingsPath}");
|
||||
return;
|
||||
}
|
||||
|
||||
TEngineSettings data = ScriptableObject.CreateInstance<TEngineSettings>();
|
||||
data.Set(old.FrameworkGlobalSettings, old.BybridCLRCustomGlobalSettings);
|
||||
AssetDatabase.DeleteAsset(path);
|
||||
AssetDatabase.CreateAsset(data, path);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
|
||||
if (AssetDatabase.DeleteAsset(path))
|
||||
{
|
||||
AssetDatabase.CreateAsset(data, path);
|
||||
AssetDatabase.SaveAssets();
|
||||
AssetDatabase.Refresh();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError($"Failed to delete existing asset at path: {path}");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
@@ -1,5 +1,7 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using UnityEditor;
|
||||
using YooAsset.Editor;
|
||||
|
||||
namespace TEngine.Editor.Inspector
|
||||
{
|
||||
@@ -14,30 +16,24 @@ namespace TEngine.Editor.Inspector
|
||||
"WebPlayMode (WebGL运行模式)"
|
||||
};
|
||||
|
||||
private static readonly string[] _verifyLevelNames = new string[]
|
||||
{
|
||||
"Low (验证文件存在)",
|
||||
"Middle (验证文件大小)",
|
||||
"High (验证文件大小和CRC)"
|
||||
};
|
||||
|
||||
private SerializedProperty m_PlayMode = null;
|
||||
private SerializedProperty m_UpdatableWhilePlaying = null;
|
||||
private SerializedProperty m_VerifyLevel = null;
|
||||
private SerializedProperty m_Milliseconds = null;
|
||||
private SerializedProperty m_ReadWritePathType = null;
|
||||
private SerializedProperty m_MinUnloadUnusedAssetsInterval = null;
|
||||
private SerializedProperty m_MaxUnloadUnusedAssetsInterval = null;
|
||||
private SerializedProperty m_UseSystemUnloadUnusedAssets = null;
|
||||
private SerializedProperty m_AssetAutoReleaseInterval = null;
|
||||
private SerializedProperty m_AssetCapacity = null;
|
||||
private SerializedProperty m_AssetExpireTime = null;
|
||||
private SerializedProperty m_AssetPriority = null;
|
||||
private SerializedProperty m_DownloadingMaxNum = null;
|
||||
private SerializedProperty m_FailedTryAgain = null;
|
||||
|
||||
private SerializedProperty m_PackageName = null;
|
||||
private int m_ResourceModeIndex = 0;
|
||||
private int m_VerifyIndex = 0;
|
||||
|
||||
private int m_PackageNameIndex = 0;
|
||||
private string[] m_PackageNames;
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
@@ -51,8 +47,6 @@ namespace TEngine.Editor.Inspector
|
||||
if (EditorApplication.isPlaying && IsPrefabInHierarchy(t.gameObject))
|
||||
{
|
||||
EditorGUILayout.EnumPopup("Resource Mode", t.PlayMode);
|
||||
|
||||
EditorGUILayout.EnumPopup("VerifyLevel", t.VerifyLevel);
|
||||
}
|
||||
else
|
||||
{
|
||||
@@ -62,13 +56,6 @@ namespace TEngine.Editor.Inspector
|
||||
m_ResourceModeIndex = selectedIndex;
|
||||
m_PlayMode.enumValueIndex = selectedIndex;
|
||||
}
|
||||
|
||||
int selectedVerifyIndex = EditorGUILayout.Popup("VerifyLevel", m_VerifyIndex, _verifyLevelNames);
|
||||
if (selectedVerifyIndex != m_VerifyIndex)
|
||||
{
|
||||
m_VerifyIndex = selectedVerifyIndex;
|
||||
m_VerifyLevel.enumValueIndex = selectedVerifyIndex;
|
||||
}
|
||||
}
|
||||
|
||||
m_ReadWritePathType.enumValueIndex = (int)(ReadWritePathType)EditorGUILayout.EnumPopup("Read-Write Path Type", t.ReadWritePathType);
|
||||
@@ -77,6 +64,18 @@ namespace TEngine.Editor.Inspector
|
||||
|
||||
EditorGUI.EndDisabledGroup();
|
||||
|
||||
m_PackageNames = GetBuildPackageNames().ToArray();
|
||||
m_PackageNameIndex = Array.IndexOf(m_PackageNames, m_PackageName.stringValue);
|
||||
if (m_PackageNameIndex < 0)
|
||||
{
|
||||
m_PackageNameIndex = 0;
|
||||
}
|
||||
m_PackageNameIndex = EditorGUILayout.Popup("Package Name", m_PackageNameIndex, m_PackageNames);
|
||||
if (m_PackageName.stringValue != m_PackageNames[m_PackageNameIndex])
|
||||
{
|
||||
m_PackageName.stringValue = m_PackageNames[m_PackageNameIndex];
|
||||
}
|
||||
|
||||
int milliseconds = EditorGUILayout.DelayedIntField("Milliseconds", m_Milliseconds.intValue);
|
||||
if (milliseconds != m_Milliseconds.intValue)
|
||||
{
|
||||
@@ -90,6 +89,8 @@ namespace TEngine.Editor.Inspector
|
||||
}
|
||||
}
|
||||
|
||||
EditorGUILayout.PropertyField(m_UseSystemUnloadUnusedAssets);
|
||||
|
||||
float minUnloadUnusedAssetsInterval =
|
||||
EditorGUILayout.Slider("Min Unload Unused Assets Interval", m_MinUnloadUnusedAssetsInterval.floatValue, 0f, 3600f);
|
||||
if (Math.Abs(minUnloadUnusedAssetsInterval - m_MinUnloadUnusedAssetsInterval.floatValue) > 0.01f)
|
||||
@@ -225,17 +226,18 @@ namespace TEngine.Editor.Inspector
|
||||
{
|
||||
m_PlayMode = serializedObject.FindProperty("playMode");
|
||||
m_UpdatableWhilePlaying = serializedObject.FindProperty("m_UpdatableWhilePlaying");
|
||||
m_VerifyLevel = serializedObject.FindProperty("VerifyLevel");
|
||||
m_Milliseconds = serializedObject.FindProperty("Milliseconds");
|
||||
m_ReadWritePathType = serializedObject.FindProperty("m_ReadWritePathType");
|
||||
m_MinUnloadUnusedAssetsInterval = serializedObject.FindProperty("m_MinUnloadUnusedAssetsInterval");
|
||||
m_MaxUnloadUnusedAssetsInterval = serializedObject.FindProperty("m_MaxUnloadUnusedAssetsInterval");
|
||||
m_UseSystemUnloadUnusedAssets = serializedObject.FindProperty("m_UseSystemUnloadUnusedAssets");
|
||||
m_AssetAutoReleaseInterval = serializedObject.FindProperty("m_AssetAutoReleaseInterval");
|
||||
m_AssetCapacity = serializedObject.FindProperty("m_AssetCapacity");
|
||||
m_AssetExpireTime = serializedObject.FindProperty("m_AssetExpireTime");
|
||||
m_AssetPriority = serializedObject.FindProperty("m_AssetPriority");
|
||||
m_DownloadingMaxNum = serializedObject.FindProperty("m_DownloadingMaxNum");
|
||||
m_FailedTryAgain = serializedObject.FindProperty("m_FailedTryAgain");
|
||||
m_PackageName = serializedObject.FindProperty("packageName");
|
||||
|
||||
RefreshModes();
|
||||
RefreshTypeNames();
|
||||
@@ -244,12 +246,25 @@ namespace TEngine.Editor.Inspector
|
||||
private void RefreshModes()
|
||||
{
|
||||
m_ResourceModeIndex = m_PlayMode.enumValueIndex > 0 ? m_PlayMode.enumValueIndex : 0;
|
||||
m_VerifyIndex = m_VerifyLevel.enumValueIndex > 0 ? m_VerifyLevel.enumValueIndex : 0;
|
||||
}
|
||||
|
||||
private void RefreshTypeNames()
|
||||
{
|
||||
serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取构建包名称列表,用于下拉可选择
|
||||
/// </summary>
|
||||
/// <returns></returns>
|
||||
private List<string> GetBuildPackageNames()
|
||||
{
|
||||
List<string> result = new List<string>();
|
||||
foreach (var package in AssetBundleCollectorSettingData.Setting.Packages)
|
||||
{
|
||||
result.Add(package.PackageName);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
}
|
||||
}
|
@@ -136,7 +136,6 @@ namespace TEngine.Editor
|
||||
buildParameters.BuildinFileRoot = AssetBundleBuilderHelper.GetStreamingAssetsRoot();
|
||||
buildParameters.BuildPipeline = buildPipeline.ToString();
|
||||
buildParameters.BuildTarget = buildTarget;
|
||||
buildParameters.BuildMode = EBuildMode.IncrementalBuild;
|
||||
buildParameters.PackageName = "DefaultPackage";
|
||||
buildParameters.PackageVersion = packageVersion;
|
||||
buildParameters.VerifyBuildingResult = true;
|
||||
@@ -218,6 +217,17 @@ namespace TEngine.Editor
|
||||
AssetDatabase.Refresh();
|
||||
BuildImp(BuildTargetGroup.iOS, BuildTarget.iOS, $"{Application.dataPath}/../Build/IOS/XCode_Project");
|
||||
}
|
||||
|
||||
[MenuItem("TEngine/Quick Build/一键打包WebGL", false, 91)]
|
||||
public static void AutomationBuildWebGL()
|
||||
{
|
||||
BuildTarget target = EditorUserBuildSettings.activeBuildTarget;
|
||||
BuildDLLCommand.BuildAndCopyDlls(target);
|
||||
AssetDatabase.Refresh();
|
||||
BuildInternal(target, Application.dataPath + "/../Builds/WebGL", packageVersion: GetBuildPackageVersion());
|
||||
AssetDatabase.Refresh();
|
||||
BuildImp(BuildTargetGroup.WebGL, BuildTarget.WebGL, $"{Application.dataPath}/../Builds/WebGL");
|
||||
}
|
||||
|
||||
public static void BuildImp(BuildTargetGroup buildTargetGroup, BuildTarget buildTarget, string locationPathName)
|
||||
{
|
||||
|
@@ -16,7 +16,7 @@ public class FileOffsetEncryption : IEncryptionServices
|
||||
}
|
||||
|
||||
int offset = 32;
|
||||
byte[] fileData = File.ReadAllBytes(fileInfo.FilePath);
|
||||
byte[] fileData = File.ReadAllBytes(fileInfo.FileLoadPath);
|
||||
var encryptedData = new byte[fileData.Length + offset];
|
||||
Buffer.BlockCopy(fileData, 0, encryptedData, offset, fileData.Length);
|
||||
|
||||
@@ -39,7 +39,7 @@ public class FileStreamEncryption : IEncryptionServices
|
||||
|
||||
}
|
||||
|
||||
var fileData = File.ReadAllBytes(fileInfo.FilePath);
|
||||
var fileData = File.ReadAllBytes(fileInfo.FileLoadPath);
|
||||
for (int i = 0; i < fileData.Length; i++)
|
||||
{
|
||||
fileData[i] ^= BundleStream.KEY;
|
||||
|
@@ -92,9 +92,10 @@ namespace TEngine.Editor.UI
|
||||
te.SelectAll();
|
||||
te.Copy();
|
||||
}
|
||||
UnityEngine.Debug.Log($"脚本已生成到剪贴板,请自行Ctl+V粘贴");
|
||||
}
|
||||
|
||||
private static void Ergodic(Transform root, Transform transform, ref StringBuilder strVar, ref StringBuilder strBind, ref StringBuilder strOnCreate,
|
||||
public static void Ergodic(Transform root, Transform transform, ref StringBuilder strVar, ref StringBuilder strBind, ref StringBuilder strOnCreate,
|
||||
ref StringBuilder strCallback, bool isUniTask)
|
||||
{
|
||||
for (int i = 0; i < transform.childCount; ++i)
|
||||
|
73
UnityProject/Assets/TEngine/Editor/UI/TEUIHelper.cs
Normal file
73
UnityProject/Assets/TEngine/Editor/UI/TEUIHelper.cs
Normal file
@@ -0,0 +1,73 @@
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
#region
|
||||
//作者:Saber
|
||||
#endregion
|
||||
namespace TEngine.Editor.UI
|
||||
{
|
||||
public class TEUIHelper
|
||||
{
|
||||
|
||||
public static string Generate(bool includeListener, bool isUniTask = false, Transform root = null, string nameSpace = "",string className="")
|
||||
{
|
||||
if (root != null)
|
||||
{
|
||||
StringBuilder strVar = new StringBuilder();
|
||||
StringBuilder strBind = new StringBuilder();
|
||||
StringBuilder strOnCreate = new StringBuilder();
|
||||
StringBuilder strCallback = new StringBuilder();
|
||||
|
||||
ScriptGenerator.Ergodic(root, root, ref strVar, ref strBind, ref strOnCreate, ref strCallback, isUniTask);
|
||||
|
||||
//object[] args = new object[] { root, root, strVar, strBind, strOnCreate, strCallback, isUniTask };
|
||||
//typeof(TEngine.Editor.UI.ScriptGenerator).GetMethod("Ergodic",System.Reflection.BindingFlags.NonPublic| System.Reflection.BindingFlags.Static).Invoke(null,args);
|
||||
//strVar = args[2] as StringBuilder;
|
||||
//strBind = args[3] as StringBuilder;
|
||||
//strOnCreate = args[4] as StringBuilder;
|
||||
//strCallback = args[5] as StringBuilder;
|
||||
|
||||
StringBuilder strFile = new StringBuilder();
|
||||
|
||||
if (includeListener)
|
||||
{
|
||||
#if ENABLE_TEXTMESHPRO
|
||||
strFile.Append("using TMPro;\n");
|
||||
#endif
|
||||
if (isUniTask)
|
||||
{
|
||||
strFile.Append("using Cysharp.Threading.Tasks;\n");
|
||||
}
|
||||
}
|
||||
strFile.Append("using UnityEngine;\n");
|
||||
strFile.Append("using UnityEngine.UI;\n");
|
||||
strFile.Append("using TEngine;\n\n");
|
||||
nameSpace = string.IsNullOrEmpty(nameSpace) ? SettingsUtils.GetUINameSpace() : nameSpace;
|
||||
strFile.Append($"namespace {nameSpace}\n");
|
||||
strFile.Append("{\n");
|
||||
//strFile.Append("\t[Window(UILayer.UI)]\n");
|
||||
strFile.Append("\tpartial class " + className + "\n");
|
||||
strFile.Append("\t{\n");
|
||||
|
||||
// 脚本工具生成的代码
|
||||
strFile.Append("\t\t#region 脚本工具生成的代码\n");
|
||||
strFile.Append(strVar);
|
||||
strFile.Append("\t\tprotected override void ScriptGenerator()\n");
|
||||
strFile.Append("\t\t{\n");
|
||||
strFile.Append(strBind);
|
||||
strFile.Append(strOnCreate);
|
||||
strFile.Append("\t\t}\n");
|
||||
strFile.Append("\t\t#endregion");
|
||||
|
||||
strFile.Append("\n\t}");
|
||||
strFile.Append("\n}");
|
||||
return strFile.ToString();
|
||||
|
||||
}
|
||||
return string.Empty;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user