UIFormLogic.cs 5.4 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 UnityEngine;
  8. namespace UnityGameFramework.Runtime
  9. {
  10. /// <summary>
  11. /// 界面逻辑基类。
  12. /// </summary>
  13. public abstract class UIFormLogic : MonoBehaviour
  14. {
  15. private bool m_Available = false;
  16. private bool m_Visible = false;
  17. private UIForm m_UIForm = null;
  18. private Transform m_CachedTransform = null;
  19. private int m_OriginalLayer = 0;
  20. /// <summary>
  21. /// 获取界面。
  22. /// </summary>
  23. public UIForm UIForm
  24. {
  25. get
  26. {
  27. return m_UIForm;
  28. }
  29. }
  30. /// <summary>
  31. /// 获取或设置界面名称。
  32. /// </summary>
  33. public string Name
  34. {
  35. get
  36. {
  37. return gameObject.name;
  38. }
  39. set
  40. {
  41. gameObject.name = value;
  42. }
  43. }
  44. /// <summary>
  45. /// 获取界面是否可用。
  46. /// </summary>
  47. public bool Available
  48. {
  49. get
  50. {
  51. return m_Available;
  52. }
  53. }
  54. /// <summary>
  55. /// 获取或设置界面是否可见。
  56. /// </summary>
  57. public bool Visible
  58. {
  59. get
  60. {
  61. return m_Available && m_Visible;
  62. }
  63. set
  64. {
  65. if (!m_Available)
  66. {
  67. Log.Warning("UI form '{0}' is not available.", Name);
  68. return;
  69. }
  70. if (m_Visible == value)
  71. {
  72. return;
  73. }
  74. m_Visible = value;
  75. InternalSetVisible(value);
  76. }
  77. }
  78. /// <summary>
  79. /// 获取已缓存的 Transform。
  80. /// </summary>
  81. public Transform CachedTransform
  82. {
  83. get
  84. {
  85. return m_CachedTransform;
  86. }
  87. }
  88. /// <summary>
  89. /// 界面初始化。
  90. /// </summary>
  91. /// <param name="userData">用户自定义数据。</param>
  92. public virtual void OnInit(object userData)
  93. {
  94. if (m_CachedTransform == null)
  95. {
  96. m_CachedTransform = transform;
  97. }
  98. m_UIForm = GetComponent<UIForm>();
  99. m_OriginalLayer = gameObject.layer;
  100. }
  101. /// <summary>
  102. /// 界面回收。
  103. /// </summary>
  104. public virtual void OnRecycle()
  105. {
  106. }
  107. /// <summary>
  108. /// 界面打开。
  109. /// </summary>
  110. /// <param name="userData">用户自定义数据。</param>
  111. public virtual void OnOpen(object userData)
  112. {
  113. m_Available = true;
  114. Visible = true;
  115. }
  116. /// <summary>
  117. /// 界面关闭。
  118. /// </summary>
  119. /// <param name="isShutdown">是否是关闭界面管理器时触发。</param>
  120. /// <param name="userData">用户自定义数据。</param>
  121. public virtual void OnClose(bool isShutdown, object userData)
  122. {
  123. gameObject.SetLayerRecursively(m_OriginalLayer);
  124. Visible = false;
  125. m_Available = false;
  126. }
  127. /// <summary>
  128. /// 界面暂停。
  129. /// </summary>
  130. public virtual void OnPause()
  131. {
  132. Visible = false;
  133. }
  134. /// <summary>
  135. /// 界面暂停恢复。
  136. /// </summary>
  137. public virtual void OnResume()
  138. {
  139. Visible = true;
  140. }
  141. /// <summary>
  142. /// 界面遮挡。
  143. /// </summary>
  144. public virtual void OnCover()
  145. {
  146. }
  147. /// <summary>
  148. /// 界面遮挡恢复。
  149. /// </summary>
  150. public virtual void OnReveal()
  151. {
  152. }
  153. /// <summary>
  154. /// 界面激活。
  155. /// </summary>
  156. /// <param name="userData">用户自定义数据。</param>
  157. public virtual void OnRefocus(object userData)
  158. {
  159. }
  160. /// <summary>
  161. /// 界面轮询。
  162. /// </summary>
  163. /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
  164. /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
  165. public virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
  166. {
  167. }
  168. /// <summary>
  169. /// 界面深度改变。
  170. /// </summary>
  171. /// <param name="uiGroupDepth">界面组深度。</param>
  172. /// <param name="depthInUIGroup">界面在界面组中的深度。</param>
  173. public virtual void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
  174. {
  175. }
  176. /// <summary>
  177. /// 设置界面的可见性。
  178. /// </summary>
  179. /// <param name="visible">界面的可见性。</param>
  180. public virtual void InternalSetVisible(bool visible)
  181. {
  182. gameObject.SetActive(visible);
  183. }
  184. }
  185. }