UIComponent.cs 25 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 loyalsoft. All rights reserved.
  4. // Homepage: http://www.game7000.com/
  5. // Feedback: http://www.game7000.com/
  6. //------------------------------------------------------------
  7. using GameFramework;
  8. using GameFramework.ObjectPool;
  9. using GameFramework.Resource;
  10. using GameFramework.UI;
  11. using System.Collections.Generic;
  12. using UnityEngine;
  13. namespace UnityGameFramework.Runtime
  14. {
  15. /// <summary>
  16. /// 界面组件。
  17. /// </summary>
  18. [DisallowMultipleComponent]
  19. [AddComponentMenu("Game Framework/UI")]
  20. public sealed partial class UIComponent : GameFrameworkComponent
  21. {
  22. private const int DefaultPriority = 0;
  23. private IUIManager m_UIManager = null;
  24. private EventComponent m_EventComponent = null;
  25. private readonly List<IUIForm> m_InternalUIFormResults = new List<IUIForm>();
  26. [SerializeField]
  27. private bool m_EnableOpenUIFormSuccessEvent = true;
  28. [SerializeField]
  29. private bool m_EnableOpenUIFormFailureEvent = true;
  30. [SerializeField]
  31. private bool m_EnableOpenUIFormUpdateEvent = false;
  32. [SerializeField]
  33. private bool m_EnableOpenUIFormDependencyAssetEvent = false;
  34. [SerializeField]
  35. private bool m_EnableCloseUIFormCompleteEvent = true;
  36. [SerializeField]
  37. private float m_InstanceAutoReleaseInterval = 60f;
  38. [SerializeField]
  39. private int m_InstanceCapacity = 16;
  40. [SerializeField]
  41. private float m_InstanceExpireTime = 60f;
  42. [SerializeField]
  43. private int m_InstancePriority = 0;
  44. [SerializeField]
  45. private Transform m_InstanceRoot = null;
  46. [SerializeField]
  47. private string m_UIFormHelperTypeName = "UnityGameFramework.Runtime.DefaultUIFormHelper";
  48. [SerializeField]
  49. private UIFormHelperBase m_CustomUIFormHelper = null;
  50. [SerializeField]
  51. private string m_UIGroupHelperTypeName = "UnityGameFramework.Runtime.DefaultUIGroupHelper";
  52. [SerializeField]
  53. private UIGroupHelperBase m_CustomUIGroupHelper = null;
  54. [SerializeField]
  55. private UIGroup[] m_UIGroups = null;
  56. /// <summary>
  57. /// 获取界面组数量。
  58. /// </summary>
  59. public int UIGroupCount
  60. {
  61. get
  62. {
  63. return m_UIManager.UIGroupCount;
  64. }
  65. }
  66. /// <summary>
  67. /// 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。
  68. /// </summary>
  69. public float InstanceAutoReleaseInterval
  70. {
  71. get
  72. {
  73. return m_UIManager.InstanceAutoReleaseInterval;
  74. }
  75. set
  76. {
  77. m_UIManager.InstanceAutoReleaseInterval = m_InstanceAutoReleaseInterval = value;
  78. }
  79. }
  80. /// <summary>
  81. /// 获取或设置界面实例对象池的容量。
  82. /// </summary>
  83. public int InstanceCapacity
  84. {
  85. get
  86. {
  87. return m_UIManager.InstanceCapacity;
  88. }
  89. set
  90. {
  91. m_UIManager.InstanceCapacity = m_InstanceCapacity = value;
  92. }
  93. }
  94. /// <summary>
  95. /// 获取或设置界面实例对象池对象过期秒数。
  96. /// </summary>
  97. public float InstanceExpireTime
  98. {
  99. get
  100. {
  101. return m_UIManager.InstanceExpireTime;
  102. }
  103. set
  104. {
  105. m_UIManager.InstanceExpireTime = m_InstanceExpireTime = value;
  106. }
  107. }
  108. /// <summary>
  109. /// 获取或设置界面实例对象池的优先级。
  110. /// </summary>
  111. public int InstancePriority
  112. {
  113. get
  114. {
  115. return m_UIManager.InstancePriority;
  116. }
  117. set
  118. {
  119. m_UIManager.InstancePriority = m_InstancePriority = value;
  120. }
  121. }
  122. /// <summary>
  123. /// 游戏框架组件初始化。
  124. /// </summary>
  125. protected override void Awake()
  126. {
  127. base.Awake();
  128. m_UIManager = GameFrameworkEntry.GetModule<IUIManager>();
  129. if (m_UIManager == null)
  130. {
  131. Log.Fatal("UI manager is invalid.");
  132. return;
  133. }
  134. if (m_EnableOpenUIFormSuccessEvent)
  135. {
  136. m_UIManager.OpenUIFormSuccess += OnOpenUIFormSuccess;
  137. }
  138. m_UIManager.OpenUIFormFailure += OnOpenUIFormFailure;
  139. if (m_EnableOpenUIFormUpdateEvent)
  140. {
  141. m_UIManager.OpenUIFormUpdate += OnOpenUIFormUpdate;
  142. }
  143. if (m_EnableOpenUIFormDependencyAssetEvent)
  144. {
  145. m_UIManager.OpenUIFormDependencyAsset += OnOpenUIFormDependencyAsset;
  146. }
  147. if (m_EnableCloseUIFormCompleteEvent)
  148. {
  149. m_UIManager.CloseUIFormComplete += OnCloseUIFormComplete;
  150. }
  151. }
  152. private void Start()
  153. {
  154. BaseComponent baseComponent = GameEntry.GetComponent<BaseComponent>();
  155. if (baseComponent == null)
  156. {
  157. Log.Fatal("Base component is invalid.");
  158. return;
  159. }
  160. m_EventComponent = GameEntry.GetComponent<EventComponent>();
  161. if (m_EventComponent == null)
  162. {
  163. Log.Fatal("Event component is invalid.");
  164. return;
  165. }
  166. if (baseComponent.EditorResourceMode)
  167. {
  168. m_UIManager.SetResourceManager(baseComponent.EditorResourceHelper);
  169. }
  170. else
  171. {
  172. m_UIManager.SetResourceManager(GameFrameworkEntry.GetModule<IResourceManager>());
  173. }
  174. m_UIManager.SetObjectPoolManager(GameFrameworkEntry.GetModule<IObjectPoolManager>());
  175. m_UIManager.InstanceAutoReleaseInterval = m_InstanceAutoReleaseInterval;
  176. m_UIManager.InstanceCapacity = m_InstanceCapacity;
  177. m_UIManager.InstanceExpireTime = m_InstanceExpireTime;
  178. m_UIManager.InstancePriority = m_InstancePriority;
  179. UIFormHelperBase uiFormHelper = Helper.CreateHelper(m_UIFormHelperTypeName, m_CustomUIFormHelper);
  180. if (uiFormHelper == null)
  181. {
  182. Log.Error("Can not create UI form helper.");
  183. return;
  184. }
  185. uiFormHelper.name = "UI Form Helper";
  186. Transform transform = uiFormHelper.transform;
  187. transform.SetParent(this.transform);
  188. transform.localScale = Vector3.one;
  189. m_UIManager.SetUIFormHelper(uiFormHelper);
  190. if (m_InstanceRoot == null)
  191. {
  192. m_InstanceRoot = new GameObject("UI Form Instances").transform;
  193. m_InstanceRoot.SetParent(gameObject.transform);
  194. m_InstanceRoot.localScale = Vector3.one;
  195. }
  196. m_InstanceRoot.gameObject.layer = LayerMask.NameToLayer("UI");
  197. for (int i = 0; i < m_UIGroups.Length; i++)
  198. {
  199. if (!AddUIGroup(m_UIGroups[i].Name, m_UIGroups[i].Depth))
  200. {
  201. Log.Warning("Add UI group '{0}' failure.", m_UIGroups[i].Name);
  202. continue;
  203. }
  204. }
  205. }
  206. /// <summary>
  207. /// 是否存在界面组。
  208. /// </summary>
  209. /// <param name="uiGroupName">界面组名称。</param>
  210. /// <returns>是否存在界面组。</returns>
  211. public bool HasUIGroup(string uiGroupName)
  212. {
  213. return m_UIManager.HasUIGroup(uiGroupName);
  214. }
  215. /// <summary>
  216. /// 获取界面组。
  217. /// </summary>
  218. /// <param name="uiGroupName">界面组名称。</param>
  219. /// <returns>要获取的界面组。</returns>
  220. public IUIGroup GetUIGroup(string uiGroupName)
  221. {
  222. return m_UIManager.GetUIGroup(uiGroupName);
  223. }
  224. /// <summary>
  225. /// 获取所有界面组。
  226. /// </summary>
  227. /// <returns>所有界面组。</returns>
  228. public IUIGroup[] GetAllUIGroups()
  229. {
  230. return m_UIManager.GetAllUIGroups();
  231. }
  232. /// <summary>
  233. /// 获取所有界面组。
  234. /// </summary>
  235. /// <param name="results">所有界面组。</param>
  236. public void GetAllUIGroups(List<IUIGroup> results)
  237. {
  238. m_UIManager.GetAllUIGroups(results);
  239. }
  240. /// <summary>
  241. /// 增加界面组。
  242. /// </summary>
  243. /// <param name="uiGroupName">界面组名称。</param>
  244. /// <returns>是否增加界面组成功。</returns>
  245. public bool AddUIGroup(string uiGroupName)
  246. {
  247. return AddUIGroup(uiGroupName, 0);
  248. }
  249. /// <summary>
  250. /// 增加界面组。
  251. /// </summary>
  252. /// <param name="uiGroupName">界面组名称。</param>
  253. /// <param name="depth">界面组深度。</param>
  254. /// <returns>是否增加界面组成功。</returns>
  255. public bool AddUIGroup(string uiGroupName, int depth)
  256. {
  257. if (m_UIManager.HasUIGroup(uiGroupName))
  258. {
  259. return false;
  260. }
  261. UIGroupHelperBase uiGroupHelper = Helper.CreateHelper(m_UIGroupHelperTypeName, m_CustomUIGroupHelper, UIGroupCount);
  262. if (uiGroupHelper == null)
  263. {
  264. Log.Error("Can not create UI group helper.");
  265. return false;
  266. }
  267. uiGroupHelper.name = Utility.Text.Format("UI Group - {0}", uiGroupName);
  268. uiGroupHelper.gameObject.layer = LayerMask.NameToLayer("UI");
  269. Transform transform = uiGroupHelper.transform;
  270. transform.SetParent(m_InstanceRoot);
  271. transform.localScale = Vector3.one;
  272. return m_UIManager.AddUIGroup(uiGroupName, depth, uiGroupHelper);
  273. }
  274. /// <summary>
  275. /// 是否存在界面。
  276. /// </summary>
  277. /// <param name="serialId">界面序列编号。</param>
  278. /// <returns>是否存在界面。</returns>
  279. public bool HasUIForm(int serialId)
  280. {
  281. return m_UIManager.HasUIForm(serialId);
  282. }
  283. /// <summary>
  284. /// 是否存在界面。
  285. /// </summary>
  286. /// <param name="uiFormAssetName">界面资源名称。</param>
  287. /// <returns>是否存在界面。</returns>
  288. public bool HasUIForm(string uiFormAssetName)
  289. {
  290. return m_UIManager.HasUIForm(uiFormAssetName);
  291. }
  292. /// <summary>
  293. /// 获取界面。
  294. /// </summary>
  295. /// <param name="serialId">界面序列编号。</param>
  296. /// <returns>要获取的界面。</returns>
  297. public UIForm GetUIForm(int serialId)
  298. {
  299. return (UIForm)m_UIManager.GetUIForm(serialId);
  300. }
  301. /// <summary>
  302. /// 获取界面。
  303. /// </summary>
  304. /// <param name="uiFormAssetName">界面资源名称。</param>
  305. /// <returns>要获取的界面。</returns>
  306. public UIForm GetUIForm(string uiFormAssetName)
  307. {
  308. return (UIForm)m_UIManager.GetUIForm(uiFormAssetName);
  309. }
  310. /// <summary>
  311. /// 获取界面。
  312. /// </summary>
  313. /// <param name="uiFormAssetName">界面资源名称。</param>
  314. /// <returns>要获取的界面。</returns>
  315. public UIForm[] GetUIForms(string uiFormAssetName)
  316. {
  317. IUIForm[] uiForms = m_UIManager.GetUIForms(uiFormAssetName);
  318. UIForm[] uiFormImpls = new UIForm[uiForms.Length];
  319. for (int i = 0; i < uiForms.Length; i++)
  320. {
  321. uiFormImpls[i] = (UIForm)uiForms[i];
  322. }
  323. return uiFormImpls;
  324. }
  325. /// <summary>
  326. /// 获取界面。
  327. /// </summary>
  328. /// <param name="uiFormAssetName">界面资源名称。</param>
  329. /// <param name="results">要获取的界面。</param>
  330. public void GetUIForms(string uiFormAssetName, List<UIForm> results)
  331. {
  332. if (results == null)
  333. {
  334. Log.Error("Results is invalid.");
  335. return;
  336. }
  337. results.Clear();
  338. m_UIManager.GetUIForms(uiFormAssetName, m_InternalUIFormResults);
  339. foreach (IUIForm uiForm in m_InternalUIFormResults)
  340. {
  341. results.Add((UIForm)uiForm);
  342. }
  343. }
  344. /// <summary>
  345. /// 获取所有已加载的界面。
  346. /// </summary>
  347. /// <returns>所有已加载的界面。</returns>
  348. public UIForm[] GetAllLoadedUIForms()
  349. {
  350. IUIForm[] uiForms = m_UIManager.GetAllLoadedUIForms();
  351. UIForm[] uiFormImpls = new UIForm[uiForms.Length];
  352. for (int i = 0; i < uiForms.Length; i++)
  353. {
  354. uiFormImpls[i] = (UIForm)uiForms[i];
  355. }
  356. return uiFormImpls;
  357. }
  358. /// <summary>
  359. /// 获取所有已加载的界面。
  360. /// </summary>
  361. /// <param name="results">所有已加载的界面。</param>
  362. public void GetAllLoadedUIForms(List<UIForm> results)
  363. {
  364. if (results == null)
  365. {
  366. Log.Error("Results is invalid.");
  367. return;
  368. }
  369. results.Clear();
  370. m_UIManager.GetAllLoadedUIForms(m_InternalUIFormResults);
  371. foreach (IUIForm uiForm in m_InternalUIFormResults)
  372. {
  373. results.Add((UIForm)uiForm);
  374. }
  375. }
  376. /// <summary>
  377. /// 获取所有正在加载界面的序列编号。
  378. /// </summary>
  379. /// <returns>所有正在加载界面的序列编号。</returns>
  380. public int[] GetAllLoadingUIFormSerialIds()
  381. {
  382. return m_UIManager.GetAllLoadingUIFormSerialIds();
  383. }
  384. /// <summary>
  385. /// 获取所有正在加载界面的序列编号。
  386. /// </summary>
  387. /// <param name="results">所有正在加载界面的序列编号。</param>
  388. public void GetAllLoadingUIFormSerialIds(List<int> results)
  389. {
  390. m_UIManager.GetAllLoadingUIFormSerialIds(results);
  391. }
  392. /// <summary>
  393. /// 是否正在加载界面。
  394. /// </summary>
  395. /// <param name="serialId">界面序列编号。</param>
  396. /// <returns>是否正在加载界面。</returns>
  397. public bool IsLoadingUIForm(int serialId)
  398. {
  399. return m_UIManager.IsLoadingUIForm(serialId);
  400. }
  401. /// <summary>
  402. /// 是否正在加载界面。
  403. /// </summary>
  404. /// <param name="uiFormAssetName">界面资源名称。</param>
  405. /// <returns>是否正在加载界面。</returns>
  406. public bool IsLoadingUIForm(string uiFormAssetName)
  407. {
  408. return m_UIManager.IsLoadingUIForm(uiFormAssetName);
  409. }
  410. /// <summary>
  411. /// 是否是合法的界面。
  412. /// </summary>
  413. /// <param name="uiForm">界面。</param>
  414. /// <returns>界面是否合法。</returns>
  415. public bool IsValidUIForm(UIForm uiForm)
  416. {
  417. return m_UIManager.IsValidUIForm(uiForm);
  418. }
  419. /// <summary>
  420. /// 打开界面。
  421. /// </summary>
  422. /// <param name="uiFormAssetName">界面资源名称。</param>
  423. /// <param name="uiGroupName">界面组名称。</param>
  424. /// <returns>界面的序列编号。</returns>
  425. public int OpenUIForm(string uiFormAssetName, string uiGroupName)
  426. {
  427. return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, false, null);
  428. }
  429. /// <summary>
  430. /// 打开界面。
  431. /// </summary>
  432. /// <param name="uiFormAssetName">界面资源名称。</param>
  433. /// <param name="uiGroupName">界面组名称。</param>
  434. /// <param name="priority">加载界面资源的优先级。</param>
  435. /// <returns>界面的序列编号。</returns>
  436. public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority)
  437. {
  438. return OpenUIForm(uiFormAssetName, uiGroupName, priority, false, null);
  439. }
  440. /// <summary>
  441. /// 打开界面。
  442. /// </summary>
  443. /// <param name="uiFormAssetName">界面资源名称。</param>
  444. /// <param name="uiGroupName">界面组名称。</param>
  445. /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
  446. /// <returns>界面的序列编号。</returns>
  447. public int OpenUIForm(string uiFormAssetName, string uiGroupName, bool pauseCoveredUIForm)
  448. {
  449. return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, pauseCoveredUIForm, null);
  450. }
  451. /// <summary>
  452. /// 打开界面。
  453. /// </summary>
  454. /// <param name="uiFormAssetName">界面资源名称。</param>
  455. /// <param name="uiGroupName">界面组名称。</param>
  456. /// <param name="userData">用户自定义数据。</param>
  457. /// <returns>界面的序列编号。</returns>
  458. public int OpenUIForm(string uiFormAssetName, string uiGroupName, object userData)
  459. {
  460. return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, false, userData);
  461. }
  462. /// <summary>
  463. /// 打开界面。
  464. /// </summary>
  465. /// <param name="uiFormAssetName">界面资源名称。</param>
  466. /// <param name="uiGroupName">界面组名称。</param>
  467. /// <param name="priority">加载界面资源的优先级。</param>
  468. /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
  469. /// <returns>界面的序列编号。</returns>
  470. public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority, bool pauseCoveredUIForm)
  471. {
  472. return OpenUIForm(uiFormAssetName, uiGroupName, priority, pauseCoveredUIForm, null);
  473. }
  474. /// <summary>
  475. /// 打开界面。
  476. /// </summary>
  477. /// <param name="uiFormAssetName">界面资源名称。</param>
  478. /// <param name="uiGroupName">界面组名称。</param>
  479. /// <param name="priority">加载界面资源的优先级。</param>
  480. /// <param name="userData">用户自定义数据。</param>
  481. /// <returns>界面的序列编号。</returns>
  482. public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority, object userData)
  483. {
  484. return OpenUIForm(uiFormAssetName, uiGroupName, priority, false, userData);
  485. }
  486. /// <summary>
  487. /// 打开界面。
  488. /// </summary>
  489. /// <param name="uiFormAssetName">界面资源名称。</param>
  490. /// <param name="uiGroupName">界面组名称。</param>
  491. /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
  492. /// <param name="userData">用户自定义数据。</param>
  493. /// <returns>界面的序列编号。</returns>
  494. public int OpenUIForm(string uiFormAssetName, string uiGroupName, bool pauseCoveredUIForm, object userData)
  495. {
  496. return OpenUIForm(uiFormAssetName, uiGroupName, DefaultPriority, pauseCoveredUIForm, userData);
  497. }
  498. /// <summary>
  499. /// 打开界面。
  500. /// </summary>
  501. /// <param name="uiFormAssetName">界面资源名称。</param>
  502. /// <param name="uiGroupName">界面组名称。</param>
  503. /// <param name="priority">加载界面资源的优先级。</param>
  504. /// <param name="pauseCoveredUIForm">是否暂停被覆盖的界面。</param>
  505. /// <param name="userData">用户自定义数据。</param>
  506. /// <returns>界面的序列编号。</returns>
  507. public int OpenUIForm(string uiFormAssetName, string uiGroupName, int priority, bool pauseCoveredUIForm, object userData)
  508. {
  509. return m_UIManager.OpenUIForm(uiFormAssetName, uiGroupName, priority, pauseCoveredUIForm, userData);
  510. }
  511. /// <summary>
  512. /// 关闭界面。
  513. /// </summary>
  514. /// <param name="serialId">要关闭界面的序列编号。</param>
  515. public void CloseUIForm(int serialId)
  516. {
  517. m_UIManager.CloseUIForm(serialId);
  518. }
  519. /// <summary>
  520. /// 关闭界面。
  521. /// </summary>
  522. /// <param name="serialId">要关闭界面的序列编号。</param>
  523. /// <param name="userData">用户自定义数据。</param>
  524. public void CloseUIForm(int serialId, object userData)
  525. {
  526. m_UIManager.CloseUIForm(serialId, userData);
  527. }
  528. /// <summary>
  529. /// 关闭界面。
  530. /// </summary>
  531. /// <param name="uiForm">要关闭的界面。</param>
  532. public void CloseUIForm(UIForm uiForm)
  533. {
  534. m_UIManager.CloseUIForm(uiForm);
  535. }
  536. /// <summary>
  537. /// 关闭界面。
  538. /// </summary>
  539. /// <param name="uiForm">要关闭的界面。</param>
  540. /// <param name="userData">用户自定义数据。</param>
  541. public void CloseUIForm(UIForm uiForm, object userData)
  542. {
  543. m_UIManager.CloseUIForm(uiForm, userData);
  544. }
  545. /// <summary>
  546. /// 关闭所有已加载的界面。
  547. /// </summary>
  548. public void CloseAllLoadedUIForms()
  549. {
  550. m_UIManager.CloseAllLoadedUIForms();
  551. }
  552. /// <summary>
  553. /// 关闭所有已加载的界面。
  554. /// </summary>
  555. /// <param name="userData">用户自定义数据。</param>
  556. public void CloseAllLoadedUIForms(object userData)
  557. {
  558. m_UIManager.CloseAllLoadedUIForms(userData);
  559. }
  560. /// <summary>
  561. /// 关闭所有正在加载的界面。
  562. /// </summary>
  563. public void CloseAllLoadingUIForms()
  564. {
  565. m_UIManager.CloseAllLoadingUIForms();
  566. }
  567. /// <summary>
  568. /// 激活界面。
  569. /// </summary>
  570. /// <param name="uiForm">要激活的界面。</param>
  571. public void RefocusUIForm(UIForm uiForm)
  572. {
  573. m_UIManager.RefocusUIForm(uiForm);
  574. }
  575. /// <summary>
  576. /// 激活界面。
  577. /// </summary>
  578. /// <param name="uiForm">要激活的界面。</param>
  579. /// <param name="userData">用户自定义数据。</param>
  580. public void RefocusUIForm(UIForm uiForm, object userData)
  581. {
  582. m_UIManager.RefocusUIForm(uiForm, userData);
  583. }
  584. /// <summary>
  585. /// 设置界面是否被加锁。
  586. /// </summary>
  587. /// <param name="uiForm">要设置是否被加锁的界面。</param>
  588. /// <param name="locked">界面是否被加锁。</param>
  589. public void SetUIFormInstanceLocked(UIForm uiForm, bool locked)
  590. {
  591. if (uiForm == null)
  592. {
  593. Log.Warning("UI form is invalid.");
  594. return;
  595. }
  596. m_UIManager.SetUIFormInstanceLocked(uiForm.gameObject, locked);
  597. }
  598. /// <summary>
  599. /// 设置界面的优先级。
  600. /// </summary>
  601. /// <param name="uiForm">要设置优先级的界面。</param>
  602. /// <param name="priority">界面优先级。</param>
  603. public void SetUIFormInstancePriority(UIForm uiForm, int priority)
  604. {
  605. if (uiForm == null)
  606. {
  607. Log.Warning("UI form is invalid.");
  608. return;
  609. }
  610. m_UIManager.SetUIFormInstancePriority(uiForm.gameObject, priority);
  611. }
  612. private void OnOpenUIFormSuccess(object sender, GameFramework.UI.OpenUIFormSuccessEventArgs e)
  613. {
  614. m_EventComponent.Fire(this, OpenUIFormSuccessEventArgs.Create(e));
  615. }
  616. private void OnOpenUIFormFailure(object sender, GameFramework.UI.OpenUIFormFailureEventArgs e)
  617. {
  618. 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);
  619. if (m_EnableOpenUIFormFailureEvent)
  620. {
  621. m_EventComponent.Fire(this, OpenUIFormFailureEventArgs.Create(e));
  622. }
  623. }
  624. private void OnOpenUIFormUpdate(object sender, GameFramework.UI.OpenUIFormUpdateEventArgs e)
  625. {
  626. m_EventComponent.Fire(this, OpenUIFormUpdateEventArgs.Create(e));
  627. }
  628. private void OnOpenUIFormDependencyAsset(object sender, GameFramework.UI.OpenUIFormDependencyAssetEventArgs e)
  629. {
  630. m_EventComponent.Fire(this, OpenUIFormDependencyAssetEventArgs.Create(e));
  631. }
  632. private void OnCloseUIFormComplete(object sender, GameFramework.UI.CloseUIFormCompleteEventArgs e)
  633. {
  634. m_EventComponent.Fire(this, CloseUIFormCompleteEventArgs.Create(e));
  635. }
  636. }
  637. }