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- //------------------------------------------------------------
- // Game Framework
- // Copyright © 2013-2021 loyalsoft. All rights reserved.
- // Homepage: http://www.game7000.com/
- // Feedback: http://www.game7000.com/
- //------------------------------------------------------------
- using UnityEngine;
- namespace UnityGameFramework.Runtime
- {
- /// <summary>
- /// 界面逻辑基类。
- /// </summary>
- public abstract class UIFormLogic : MonoBehaviour
- {
- private bool m_Available = false;
- private bool m_Visible = false;
- private UIForm m_UIForm = null;
- private Transform m_CachedTransform = null;
- private int m_OriginalLayer = 0;
- /// <summary>
- /// 获取界面。
- /// </summary>
- public UIForm UIForm
- {
- get
- {
- return m_UIForm;
- }
- }
- /// <summary>
- /// 获取或设置界面名称。
- /// </summary>
- public string Name
- {
- get
- {
- return gameObject.name;
- }
- set
- {
- gameObject.name = value;
- }
- }
- /// <summary>
- /// 获取界面是否可用。
- /// </summary>
- public bool Available
- {
- get
- {
- return m_Available;
- }
- }
- /// <summary>
- /// 获取或设置界面是否可见。
- /// </summary>
- public bool Visible
- {
- get
- {
- return m_Available && m_Visible;
- }
- set
- {
- if (!m_Available)
- {
- Log.Warning("UI form '{0}' is not available.", Name);
- return;
- }
- if (m_Visible == value)
- {
- return;
- }
- m_Visible = value;
- InternalSetVisible(value);
- }
- }
- /// <summary>
- /// 获取已缓存的 Transform。
- /// </summary>
- public Transform CachedTransform
- {
- get
- {
- return m_CachedTransform;
- }
- }
- /// <summary>
- /// 界面初始化。
- /// </summary>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnInit(object userData)
- {
- if (m_CachedTransform == null)
- {
- m_CachedTransform = transform;
- }
- m_UIForm = GetComponent<UIForm>();
- m_OriginalLayer = gameObject.layer;
- }
- /// <summary>
- /// 界面回收。
- /// </summary>
- public virtual void OnRecycle()
- {
- }
- /// <summary>
- /// 界面打开。
- /// </summary>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnOpen(object userData)
- {
- m_Available = true;
- Visible = true;
- }
- /// <summary>
- /// 界面关闭。
- /// </summary>
- /// <param name="isShutdown">是否是关闭界面管理器时触发。</param>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnClose(bool isShutdown, object userData)
- {
- gameObject.SetLayerRecursively(m_OriginalLayer);
- Visible = false;
- m_Available = false;
- }
- /// <summary>
- /// 界面暂停。
- /// </summary>
- public virtual void OnPause()
- {
- Visible = false;
- }
- /// <summary>
- /// 界面暂停恢复。
- /// </summary>
- public virtual void OnResume()
- {
- Visible = true;
- }
- /// <summary>
- /// 界面遮挡。
- /// </summary>
- public virtual void OnCover()
- {
- }
- /// <summary>
- /// 界面遮挡恢复。
- /// </summary>
- public virtual void OnReveal()
- {
- }
- /// <summary>
- /// 界面激活。
- /// </summary>
- /// <param name="userData">用户自定义数据。</param>
- public virtual void OnRefocus(object userData)
- {
- }
- /// <summary>
- /// 界面轮询。
- /// </summary>
- /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
- /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
- public virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
- {
- }
- /// <summary>
- /// 界面深度改变。
- /// </summary>
- /// <param name="uiGroupDepth">界面组深度。</param>
- /// <param name="depthInUIGroup">界面在界面组中的深度。</param>
- public virtual void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
- {
- }
- /// <summary>
- /// 设置界面的可见性。
- /// </summary>
- /// <param name="visible">界面的可见性。</param>
- public virtual void InternalSetVisible(bool visible)
- {
- gameObject.SetActive(visible);
- }
- }
- }
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