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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using GameFramework;
- using GameFramework.ObjectPool;
- using GameFramework.Resource;
- using GameFramework.UI;
- using System.Collections.Generic;
- using UnityEngine;
- namespace UnityGameFramework.Runtime
- {
- /// <summary>
- /// 界面组件。
- /// </summary>
- [DisallowMultipleComponent]
- [AddComponentMenu("Game Framework/UI")]
- public sealed partial class UIComponent : GameFrameworkComponent
- {
- private const int DefaultPriority = 0;
- private IUIManager m_UIManager = null;
- private EventComponent m_EventComponent = null;
- private readonly List<IUIForm> m_InternalUIFormResults = new List<IUIForm>();
- [SerializeField]
- private bool m_EnableOpenUIFormSuccessEvent = true;
- [SerializeField]
- private bool m_EnableOpenUIFormFailureEvent = true;
- [SerializeField]
- private bool m_EnableOpenUIFormUpdateEvent = false;
- [SerializeField]
- private bool m_EnableOpenUIFormDependencyAssetEvent = false;
- [SerializeField]
- private bool m_EnableCloseUIFormCompleteEvent = true;
- [SerializeField]
- private float m_InstanceAutoReleaseInterval = 60f;
- [SerializeField]
- private int m_InstanceCapacity = 16;
- [SerializeField]
- private float m_InstanceExpireTime = 60f;
- [SerializeField]
- private int m_InstancePriority = 0;
- [SerializeField]
- private Transform m_InstanceRoot = null;
- [SerializeField]
- private string m_UIFormHelperTypeName = "UnityGameFramework.Runtime.DefaultUIFormHelper";
- [SerializeField]
- private UIFormHelperBase m_CustomUIFormHelper = null;
- [SerializeField]
- private string m_UIGroupHelperTypeName = "UnityGameFramework.Runtime.DefaultUIGroupHelper";
- [SerializeField]
- private UIGroupHelperBase m_CustomUIGroupHelper = null;
- [SerializeField]
- private UIGroup[] m_UIGroups = null;
- /// <summary>
- /// 获取界面组数量。
- /// </summary>
- public int UIGroupCount
- {
- get
- {
- return m_UIManager.UIGroupCount;
- }
- }
- /// <summary>
- /// 获取或设置界面实例对象池自动释放可释放对象的间隔秒数。
- /// </summary>
- public float InstanceAutoReleaseInterval
- {
- get
- {
- return m_UIManager.InstanceAutoReleaseInterval;
- }
- set
- {
- m_UIManager.InstanceAutoReleaseInterval = m_InstanceAutoReleaseInterval = value;
- }
- }
- /// <summary>
- /// 获取或设置界面实例对象池的容量。
- /// </summary>
- public int InstanceCapacity
- {
- get
- {
- return m_UIManager.InstanceCapacity;
- }
- set
- {
- m_UIManager.InstanceCapacity = m_InstanceCapacity = value;
- }
- }
- /// <summary>
- /// 获取或设置界面实例对象池对象过期秒数。
- /// </summary>
- public float InstanceExpireTime
- {
- get
- {
- return m_UIManager.InstanceExpireTime;
- }
- set
- {
- m_UIManager.InstanceExpireTime = m_InstanceExpireTime = value;
- }
- }
- /// <summary>
- /// 获取或设置界面实例对象池的优先级。
- /// </summary>
- public int InstancePriority
- {
- get
- {
- return m_UIManager.InstancePriority;
- }
- set
- {
- m_UIManager.InstancePriority = m_InstancePriority = value;
- }
- }
- /// <summary>
- /// 游戏框架组件初始化。
- /// </summary>
- protected override void Awake()
- {
- base.Awake();
- m_UIManager = GameFrameworkEntry.GetModule<IUIManager>();
- if (m_UIManager == null)
- {
- Log.Fatal("UI manager is invalid.");
- return;
- }
- if (m_EnableOpenUIFormSuccessEvent)
- {
- m_UIManager.OpenUIFormSuccess += OnOpenUIFormSuccess;
- }
- m_UIManager.OpenUIFormFailure += OnOpenUIFormFailure;
- if (m_EnableOpenUIFormUpdateEvent)
- {
- m_UIManager.OpenUIFormUpdate += OnOpenUIFormUpdate;
- }
- if (m_EnableOpenUIFormDependencyAssetEvent)
- {
- m_UIManager.OpenUIFormDependencyAsset += OnOpenUIFormDependencyAsset;
- }
- if (m_EnableCloseUIFormCompleteEvent)
- {
- m_UIManager.CloseUIFormComplete += OnCloseUIFormComplete;
- }
- }
- private void Start()
- {
- BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
- if (baseComponent == null)
- {
- Log.Fatal("Base component is invalid.");
- return;
- }
- m_EventComponent = GameEntry.GetComponent<EventComponent>();
- if (m_EventComponent == null)
- {
- Log.Fatal("Event component is invalid.");
- return;
- }
- if (baseComponent.EditorResourceMode)
- {
- m_UIManager.SetResourceManager(baseComponent.EditorResourceHelper);
- }
- else
- {
- m_UIManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());
- }
- m_UIManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());
- m_UIManager.InstanceAutoReleaseInterval = m_InstanceAutoReleaseInterval;
- m_UIManager.InstanceCapacity = m_InstanceCapacity;
- m_UIManager.InstanceExpireTime = m_InstanceExpireTime;
- m_UIManager.InstancePriority = m_InstancePriority;
- UIFormHelperBase uiFormHelper = Helper.CreateHelper(m_UIFormHelperTypeName, m_CustomUIFormHelper);
- if (uiFormHelper == null)
- {
- Log.Error("Can not create UI form helper.");
- return;
- }
- uiFormHelper.name = "UI Form Helper";
- Transform transform = uiFormHelper.transform;
- transform.SetParent(this.transform);
- transform.localScale = Vector3.one;
- m_UIManager.SetUIFormHelper(uiFormHelper);
- if (m_InstanceRoot == null)
- {
- m_InstanceRoot = new GameObject("UI Form Instances").transform;
- m_InstanceRoot.SetParent(gameObject.transform);
- m_InstanceRoot.localScale = Vector3.one;
- }
- m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
- for (int i = 0; i < m_UIGroups.Length; i++)
- {
- if (!AddUIGroup(m_UIGroups[i].Name, m_UIGroups[i].Depth))
- {
- Log.Warning("Add UI group '{0}' failure.", m_UIGroups[i].Name);
- continue;
- }
- }
- }
- /// <summary>
- /// 是否存在界面组。
- /// </summary>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <returns>是否存在界面组。</returns>
- public bool HasUIGroup(string uiGroupName)
- {
- return m_UIManager.HasUIGroup(uiGroupName);
- }
- /// <summary>
- /// 获取界面组。
- /// </summary>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <returns>要获取的界面组。</returns>
- public IUIGroup GetUIGroup(string uiGroupName)
- {
- return m_UIManager.GetUIGroup(uiGroupName);
- }
- /// <summary>
- /// 获取所有界面组。
- /// </summary>
- /// <returns>所有界面组。</returns>
- public IUIGroup[] GetAllUIGroups()
- {
- return m_UIManager.GetAllUIGroups();
- }
- /// <summary>
- /// 获取所有界面组。
- /// </summary>
- /// <param name="results">所有界面组。</param>
- public void GetAllUIGroups(List<IUIGroup> results)
- {
- m_UIManager.GetAllUIGroups(results);
- }
- /// <summary>
- /// 增加界面组。
- /// </summary>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <returns>是否增加界面组成功。</returns>
- public bool AddUIGroup(string uiGroupName)
- {
- return AddUIGroup(uiGroupName, 0);
- }
- /// <summary>
- /// 增加界面组。
- /// </summary>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="depth">界面组深度。</param>
- /// <returns>是否增加界面组成功。</returns>
- public bool AddUIGroup(string uiGroupName, int depth)
- {
- if (m_UIManager.HasUIGroup(uiGroupName))
- {
- return false;
- }
- UIGroupHelperBase uiGroupHelper = Helper.CreateHelper(m_UIGroupHelperTypeName, m_CustomUIGroupHelper, UIGroupCount);
- if (uiGroupHelper == null)
- {
- Log.Error("Can not create UI group helper.");
- return false;
- }
- uiGroupHelper.name = Utility.Text.Format("UI Group - {0}", uiGroupName);
- uiGroupHelper.gameObject.layer = LayerMask.NameToLayer("UI");
- Transform transform = uiGroupHelper.transform;
- transform.SetParent(m_InstanceRoot);
- transform.localScale = Vector3.one;
- return m_UIManager.AddUIGroup(uiGroupName, depth, uiGroupHelper);
- }
- /// <summary>
- /// 是否存在界面。
- /// </summary>
- /// <param name="serialId">界面序列编号。</param>
- /// <returns>是否存在界面。</returns>
- public bool HasUIForm(int serialId)
- {
- return m_UIManager.HasUIForm(serialId);
- }
- /// <summary>
- /// 是否存在界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <returns>是否存在界面。</returns>
- public bool HasUIForm(string uiFormAssetName)
- {
- return m_UIManager.HasUIForm(uiFormAssetName);
- }
- /// <summary>
- /// 获取界面。
- /// </summary>
- /// <param name="serialId">界面序列编号。</param>
- /// <returns>要获取的界面。</returns>
- public UIForm GetUIForm(int serialId)
- {
- return (UIForm)m_UIManager.GetUIForm(serialId);
- }
- /// <summary>
- /// 获取界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <returns>要获取的界面。</returns>
- public UIForm GetUIForm(string uiFormAssetName)
- {
- return (UIForm)m_UIManager.GetUIForm(uiFormAssetName);
- }
- /// <summary>
- /// 获取界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <returns>要获取的界面。</returns>
- public UIForm[] GetUIForms(string uiFormAssetName)
- {
- IUIForm[] uiForms = m_UIManager.GetUIForms(uiFormAssetName);
- UIForm[] uiFormImpls = new UIForm[uiForms.Length];
- for (int i = 0; i < uiForms.Length; i++)
- {
- uiFormImpls[i] = (UIForm)uiForms[i];
- }
- return uiFormImpls;
- }
- /// <summary>
- /// 获取界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="results">要获取的界面。</param>
- public void GetUIForms(string uiFormAssetName, List<UIForm> results)
- {
- if (results == null)
- {
- Log.Error("Results is invalid.");
- return;
- }
- results.Clear();
- m_UIManager.GetUIForms(uiFormAssetName, m_InternalUIFormResults);
- foreach (IUIForm uiForm in m_InternalUIFormResults)
- {
- results.Add((UIForm)uiForm);
- }
- }
- /// <summary>
- /// 获取所有已加载的界面。
- /// </summary>
- /// <returns>所有已加载的界面。</returns>
- public UIForm[] GetAllLoadedUIForms()
- {
- IUIForm[] uiForms = m_UIManager.GetAllLoadedUIForms();
- UIForm[] uiFormImpls = new UIForm[uiForms.Length];
- for (int i = 0; i < uiForms.Length; i++)
- {
- uiFormImpls[i] = (UIForm)uiForms[i];
- }
- return uiFormImpls;
- }
- /// <summary>
- /// 获取所有已加载的界面。
- /// </summary>
- /// <param name="results">所有已加载的界面。</param>
- public void GetAllLoadedUIForms(List<UIForm> results)
- {
- if (results == null)
- {
- Log.Error("Results is invalid.");
- return;
- }
- results.Clear();
- m_UIManager.GetAllLoadedUIForms(m_InternalUIFormResults);
- foreach (IUIForm uiForm in m_InternalUIFormResults)
- {
- results.Add((UIForm)uiForm);
- }
- }
- /// <summary>
- /// 获取所有正在加载界面的序列编号。
- /// </summary>
- /// <returns>所有正在加载界面的序列编号。</returns>
- public int[] GetAllLoadingUIFormSerialIds()
- {
- return m_UIManager.GetAllLoadingUIFormSerialIds();
- }
- /// <summary>
- /// 获取所有正在加载界面的序列编号。
- /// </summary>
- /// <param name="results">所有正在加载界面的序列编号。</param>
- public void GetAllLoadingUIFormSerialIds(List<int> results)
- {
- m_UIManager.GetAllLoadingUIFormSerialIds(results);
- }
- /// <summary>
- /// 是否正在加载界面。
- /// </summary>
- /// <param name="serialId">界面序列编号。</param>
- /// <returns>是否正在加载界面。</returns>
- public bool IsLoadingUIForm(int serialId)
- {
- return m_UIManager.IsLoadingUIForm(serialId);
- }
- /// <summary>
- /// 是否正在加载界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <returns>是否正在加载界面。</returns>
- public bool IsLoadingUIForm(string uiFormAssetName)
- {
- return m_UIManager.IsLoadingUIForm(uiFormAssetName);
- }
- /// <summary>
- /// 是否是合法的界面。
- /// </summary>
- /// <param name="uiForm">界面。</param>
- /// <returns>界面是否合法。</returns>
- public bool IsValidUIForm(UIForm uiForm)
- {
- return m_UIManager.IsValidUIForm(uiForm);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName)
- {
- return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, false, null);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="priority">加载界面资源的优先级。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority)
- {
- return OpenUIForm(uiFormAssetName, uiGroupName, priority, false, null);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName, bool pauseCoveredUIForm)
- {
- return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, pauseCoveredUIForm, null);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName, object userData)
- {
- return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, false, userData);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="priority">加载界面资源的优先级。</param>
- /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority, bool pauseCoveredUIForm)
- {
- return OpenUIForm(uiFormAssetName, uiGroupName, priority, pauseCoveredUIForm, null);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="priority">加载界面资源的优先级。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority, object userData)
- {
- return OpenUIForm(uiFormAssetName, uiGroupName, priority, false, userData);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName, bool pauseCoveredUIForm, object userData)
- {
- return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, pauseCoveredUIForm, userData);
- }
- /// <summary>
- /// 打开界面。
- /// </summary>
- /// <param name="uiFormAssetName">界面资源名称。</param>
- /// <param name="uiGroupName">界面组名称。</param>
- /// <param name="priority">加载界面资源的优先级。</param>
- /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
- /// <param name="userData">用户自定义数据。</param>
- /// <returns>界面的序列编号。</returns>
- public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority, bool pauseCoveredUIForm, object userData)
- {
- return m_UIManager.OpenUIForm(uiFormAssetName, uiGroupName, priority, pauseCoveredUIForm, userData);
- }
- /// <summary>
- /// 关闭界面。
- /// </summary>
- /// <param name="serialId">要关闭界面的序列编号。</param>
- public void CloseUIForm(int serialId)
- {
- m_UIManager.CloseUIForm(serialId);
- }
- /// <summary>
- /// 关闭界面。
- /// </summary>
- /// <param name="serialId">要关闭界面的序列编号。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void CloseUIForm(int serialId, object userData)
- {
- m_UIManager.CloseUIForm(serialId, userData);
- }
- /// <summary>
- /// 关闭界面。
- /// </summary>
- /// <param name="uiForm">要关闭的界面。</param>
- public void CloseUIForm(UIForm uiForm)
- {
- m_UIManager.CloseUIForm(uiForm);
- }
- /// <summary>
- /// 关闭界面。
- /// </summary>
- /// <param name="uiForm">要关闭的界面。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void CloseUIForm(UIForm uiForm, object userData)
- {
- m_UIManager.CloseUIForm(uiForm, userData);
- }
- /// <summary>
- /// 关闭所有已加载的界面。
- /// </summary>
- public void CloseAllLoadedUIForms()
- {
- m_UIManager.CloseAllLoadedUIForms();
- }
- /// <summary>
- /// 关闭所有已加载的界面。
- /// </summary>
- /// <param name="userData">用户自定义数据。</param>
- public void CloseAllLoadedUIForms(object userData)
- {
- m_UIManager.CloseAllLoadedUIForms(userData);
- }
- /// <summary>
- /// 关闭所有正在加载的界面。
- /// </summary>
- public void CloseAllLoadingUIForms()
- {
- m_UIManager.CloseAllLoadingUIForms();
- }
- /// <summary>
- /// 激活界面。
- /// </summary>
- /// <param name="uiForm">要激活的界面。</param>
- public void RefocusUIForm(UIForm uiForm)
- {
- m_UIManager.RefocusUIForm(uiForm);
- }
- /// <summary>
- /// 激活界面。
- /// </summary>
- /// <param name="uiForm">要激活的界面。</param>
- /// <param name="userData">用户自定义数据。</param>
- public void RefocusUIForm(UIForm uiForm, object userData)
- {
- m_UIManager.RefocusUIForm(uiForm, userData);
- }
- /// <summary>
- /// 设置界面是否被加锁。
- /// </summary>
- /// <param name="uiForm">要设置是否被加锁的界面。</param>
- /// <param name="locked">界面是否被加锁。</param>
- public void SetUIFormInstanceLocked(UIForm uiForm, bool locked)
- {
- if (uiForm == null)
- {
- Log.Warning("UI form is invalid.");
- return;
- }
- m_UIManager.SetUIFormInstanceLocked(uiForm.gameObject, locked);
- }
- /// <summary>
- /// 设置界面的优先级。
- /// </summary>
- /// <param name="uiForm">要设置优先级的界面。</param>
- /// <param name="priority">界面优先级。</param>
- public void SetUIFormInstancePriority(UIForm uiForm, int priority)
- {
- if (uiForm == null)
- {
- Log.Warning("UI form is invalid.");
- return;
- }
- m_UIManager.SetUIFormInstancePriority(uiForm.gameObject, priority);
- }
- private void OnOpenUIFormSuccess(object sender, GameFramework.UI.OpenUIFormSuccessEventArgs e)
- {
- m_EventComponent.Fire(this, OpenUIFormSuccessEventArgs.Create(e));
- }
- private void OnOpenUIFormFailure(object sender, GameFramework.UI.OpenUIFormFailureEventArgs e)
- {
- Log.Warning("Open UI form failure, asset name '{0}', UI group name '{1}', pause covered UI form '{2}', error message '{3}'.", e.UIFormAssetName, e.UIGroupName, e.PauseCoveredUIForm.ToString(), e.ErrorMessage);
- if (m_EnableOpenUIFormFailureEvent)
- {
- m_EventComponent.Fire(this, OpenUIFormFailureEventArgs.Create(e));
- }
- }
- private void OnOpenUIFormUpdate(object sender, GameFramework.UI.OpenUIFormUpdateEventArgs e)
- {
- m_EventComponent.Fire(this, OpenUIFormUpdateEventArgs.Create(e));
- }
- private void OnOpenUIFormDependencyAsset(object sender, GameFramework.UI.OpenUIFormDependencyAssetEventArgs e)
- {
- m_EventComponent.Fire(this, OpenUIFormDependencyAssetEventArgs.Create(e));
- }
- private void OnCloseUIFormComplete(object sender, GameFramework.UI.CloseUIFormCompleteEventArgs e)
- {
- m_EventComponent.Fire(this, CloseUIFormCompleteEventArgs.Create(e));
- }
- }
- }
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