/// <summary> /// 从当前UI列表缓存中卸载UI窗体 /// </summary> /// <param name="uiName"></param> private void UnLoadParallelUI(string uiName, bool isDestroy = false) { BaseUI baseUI; //当前UI显示列表中没有记录或者总表中没有记录则直接返回 _dictCurrentShowUIs.TryGetValue(uiName, out baseUI); if (baseUI == null) { _dictLoadedAllUIs.TryGetValue(uiName, out baseUI); if (baseUI == null) { return; } } else { //隐藏窗口并从列表中移除 _dictCurrentShowUIs.Remove(uiName); } baseUI.Close(isDestroy: isDestroy); //如果需要清空已有 popup 窗口 if (baseUI.CurrentUIType.isClearPopUp) { ClearPopUpStackArray(); } if (baseUI.CurrentUIType.uiNodeType == UINodeTypeEnum.PopUp) { //正在显示的窗口和栈缓存的窗口再次进行显示处理 //判断栈里是否有窗口,有则冻结响应 if (_stackCurrentUI.Count > 0) { BaseUI topUI = _stackCurrentUI.Peek(); if (!topUI.AssetsName.Equals(uiName)) { topUI.OnEnabled(true); if (!topUI.IsShowing) { topUI.OnShow(); } topUI.CheckMask(); } } } }
/// <summary> /// 加载当前窗体到当前窗体集合 /// </summary> /// <param name="uiName"></param> private void LoadParallelUI(string uiName) { BaseUI baseUI; //判断栈里是否有窗口,有则冻结响应 if (_stackCurrentUI.Count > 0) { BaseUI topUI = _stackCurrentUI.Peek(); if (!topUI.AssetsName.Equals(uiName)) { topUI.OnDisabled(true); } } _dictCurrentShowUIs.TryGetValue(uiName, out baseUI); if (baseUI != null) { if (baseUI.IsShowing) { baseUI.OnShow(); } else { if (baseUI.IsInitOver) { baseUI.OnEnabled(false); } baseUI.Show(); } return; } //加载当前窗体到当前显示集合 _dictLoadedAllUIs.TryGetValue(uiName, out baseUI); if (baseUI != null) { _dictCurrentShowUIs.Add(uiName, baseUI); if (baseUI.IsInitOver) { baseUI.OnEnabled(false); } baseUI.Show(); } }
public void Uninstall() { while (_stackCurrentUI.Count > 0) { BaseUI ui = _stackCurrentUI.Pop(); ui.Close(true); } if (_dictLoadedAllUIs != null) { var list = _dictLoadedAllUIs.ToList(); for (int i = list.Count - 1; i >= 0; i--) { Close(list[i].Key, true); } list = null; } _allRegisterUIList.Clear(); _stackCurrentUI.Clear(); _dictCurrentShowUIs.Clear(); TransFixed = null; TransPopUp = null; TransRoot = null; TransNormal = null; TransGlobal = null; RectransGlobal = null; RectransFixed = null; RectransNormal = null; RectransPopUp = null; RectransRoot = null; _stackCurrentUI = null; _allRegisterUIList = null; _dictLoadedAllUIs = null; _dictCurrentShowUIs = null; DelHideCallBack = null; LoadResourceFunc = null; Resources.UnloadUnusedAssets(); }
/// <summary> /// 弹出窗口,出栈 /// </summary> /// <param name="uiName"></param> private void UnLoadStackUI(string uiName, bool isDestroy = false) { //有两个以上弹窗出现时 if (_stackCurrentUI.Count >= 2) { //第一个出栈 BaseUI topUI = _stackCurrentUI.Pop(); topUI.Close(isDestroy: isDestroy); //第二个重新显示 BaseUI nextUI = _stackCurrentUI.Peek(); nextUI.Show(true); } //当前只有一个弹窗 else if (_stackCurrentUI.Count == 1) { //出栈的窗体进行隐藏 BaseUI topUI = _stackCurrentUI.Pop(); topUI.Close(isDestroy: isDestroy); } }
/// <summary> /// 弹出窗口,入栈 /// 先冻结栈中窗口,再将此窗口入栈 /// </summary> /// <param name="uiName"></param> private void LoadStackUI(string uiName) { BaseUI baseUI; //判断栈里是否有窗口,有则冻结响应 if (_stackCurrentUI.Count > 0) { BaseUI topUI = _stackCurrentUI.Peek(); if (!topUI.AssetsName.Equals(uiName)) { topUI.Close(freeze: true); } } //获取当前UI,进行展示处理 _dictLoadedAllUIs.TryGetValue(uiName, out baseUI); if (baseUI != null) { if (baseUI.IsShowing) { baseUI.OnShow(); } else { if (baseUI.IsInitOver) { baseUI.OnEnabled(false); } baseUI.Show(); } if (!_stackCurrentUI.Contains(baseUI)) { //该弹出UI入栈 _stackCurrentUI.Push(baseUI); } else //对于栈内存在,则将其提升至栈顶 { while (_stackCurrentUI.Count > 0) { var ui = _stackCurrentUI.Pop(); if (ui != baseUI) { _backStack.Push(ui); } } while (_backStack.Count > 0) { _stackCurrentUI.Push(_backStack.Pop()); } _stackCurrentUI.Push(baseUI); } } else { throw new Exception("UIManager catch an error"); } }
/// <summary> /// 加载指定名称UI /// 功能: /// 1、根据名称加载预制体 /// 2、根据UI类型加载到不同节点下 /// 3、隐藏创建的UI克隆体 /// 4、把克隆体加入到所有窗体列表 /// </summary> /// <param name="uiName">窗体名称</param> /// <returns></returns> private BaseUI LoadUI(string uiName) { //加载的UI预制体 BaseUI baseUI = null; GameObject prefClone = null; //加载预制体 if (!string.IsNullOrEmpty(uiName)) { prefClone = LoadResourceFunc != null?LoadResourceFunc(uiName) : null; } if (prefClone == null) { throw new Exception("未指定UI预制件加载方法或UI预制件路径指定错误 ==>" + uiName); } prefClone = GameObject.Instantiate(prefClone); //设置父节点 if (TransRoot != null && prefClone != null) { baseUI = prefClone.GetComponent <BaseUI>(); if (prefClone == null) { throw new Exception(string.Format("UI预制件 {0} 未挂载方法 {1} ", prefClone.name, uiName)); } baseUI.AssetsName = uiName; baseUI.IsInitOver = true; if (baseUI == null) { Debug.LogError(uiName + "UI 脚本加载失败"); return(null); } switch (baseUI.CurrentUIType.uiNodeType) { case UINodeTypeEnum.Normal: prefClone.transform.SetParent(TransNormal, false); break; case UINodeTypeEnum.Fixed: prefClone.transform.SetParent(TransFixed, false); break; case UINodeTypeEnum.PopUp: prefClone.transform.SetParent(TransPopUp, false); break; case UINodeTypeEnum.Global: prefClone.transform.SetParent(TransGlobal, false); break; default: throw new Exception("未登记的UI类型--" + baseUI.CurrentUIType.uiShowMode); } //加入到所有窗体缓存中 _dictLoadedAllUIs.Add(uiName, baseUI); return(baseUI); } return(null); }
/// <summary> /// 显示(打开)UI窗口 /// 功能: /// 1、根据UI窗体的名称,加载到UI窗口缓存列表 /// 2、根据不同UI显示模式,做不同的加载处理 /// </summary> /// <param name="uiName">UI窗体预制件名称</param> public IBaseUI Show(string uiName) { BaseUI baseUI = null; if (string.IsNullOrEmpty(uiName)) { throw new Exception("UI--uiName 为 Null"); } //根据名称加载窗体到UI窗体缓存中 baseUI = LoadUIToAndFromAllList(uiName); if (baseUI == null) { throw new Exception("UI--baseUI 加载失败"); } var modelType = UIModelBehavior.Instance.GetBehavior(uiName); UIType targetUIType = modelType != null ? modelType : baseUI.CurrentUIType; //判断是否清空“栈”结构体集合 if (targetUIType.isClearPopUp) { ClearPopUpStackArray(); } //只针对pop up 类型窗口适用 uiShowMode 功能 if (targetUIType.uiNodeType == UINodeTypeEnum.PopUp) { switch (targetUIType.uiShowMode) { case UIShowModeEnum.Parallel: LoadParallelUI(uiName); break; case UIShowModeEnum.Stack: LoadStackUI(uiName); break; case UIShowModeEnum.Unique: LoadUniqueUI(uiName); break; default: throw new Exception("未登记的UI类型--" + targetUIType.uiShowMode); } } else { //获取当前UI,进行展示处理 _dictLoadedAllUIs.TryGetValue(uiName, out baseUI); if (baseUI != null) { if (baseUI.IsShowing) { baseUI.OnShow(); } else { if (baseUI.IsInitOver) { baseUI.OnEnabled(false); } baseUI.Show(); } } } return(baseUI); }