Base window
Inheritance: UnityEngine.MonoBehaviour
Esempio n. 1
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        private void ExecuteNavigationLogic(UIBaseWindow baseWindow, ShowWindowData showData)
        {
            WindowCoreData windowData = baseWindow.windowData;

            if (baseWindow.RefreshBackSeqData)
            {
                this.RefreshBackSequenceData(baseWindow, showData);
            }
            else if (windowData.showMode == UIWindowShowMode.HideOtherWindow)
            {
                HideAllShownWindow();
            }

            // If target window is mark as force clear all the navigation sequence data
            // Show data need force clear the back seq data
            if (baseWindow.windowData.forceClearNavigation || (showData != null && showData.forceClearBackSeqData))
            {
                Debuger.Log("<color=cyan>## [Enter the start window, reset the backSequenceData for the navigation system.]##</color>");
                ClearBackSequence();
            }
            else
            {
                if ((showData != null && showData.checkNavigation))
                {
                    CheckBackSequenceData(baseWindow);
                }
            }
        }
Esempio n. 2
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        /// <summary>
        /// Calculate right depth with windowType
        /// </summary>
        /// <param name="baseWindow"></param>
        private void AdjustBaseWindowDepth(UIBaseWindow baseWindow)
        {
            UIWindowType windowType = baseWindow.windowData.windowType;
            int          needDepth  = 1;

            if (windowType == UIWindowType.Normal)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.Normal] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            else if (windowType == UIWindowType.PopUp)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.PopUp] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            else if (windowType == UIWindowType.Fixed)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.Fixed] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            if (baseWindow.MinDepth != needDepth)
            {
                GameUtility.SetTargetMinPanelDepth(baseWindow.gameObject, needDepth);
            }

            // send window added message to game client
            if (baseWindow.windowData.windowType == UIWindowType.PopUp)
            {
                // trigger the window PopRoot added window event
                EventDispatcher.GetInstance().UIFrameWorkEventManager.TriggerEvent(EventSystemDefine.EventUIFrameWorkPopRootWindowAdded);
            }
            baseWindow.MinDepth = needDepth;
        }
Esempio n. 3
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        private void RefreshBackSequenceData(UIBaseWindow targetWindow, ShowWindowData showData)
        {
            WindowCoreData coreData         = targetWindow.windowData;
            bool           dealBackSequence = true;

            if (dicShownWindows.Count > 0 && dealBackSequence)
            {
                List <WindowID>     removedKey          = null;
                List <UIBaseWindow> sortedHiddenWindows = new List <UIBaseWindow>();

                BackWindowSequenceData backData = new BackWindowSequenceData();
                foreach (KeyValuePair <int, UIBaseWindow> window in dicShownWindows)
                {
                    if (coreData.showMode != UIWindowShowMode.DoNothing)
                    {
                        if (window.Value.windowData.windowType == UIWindowType.Fixed)
                        {
                            continue;
                        }
                        if (removedKey == null)
                        {
                            removedKey = new List <WindowID>();
                        }
                        removedKey.Add((WindowID)window.Key);
                        window.Value.HideWindowDirectly();
                    }

                    if (window.Value.windowData.windowType != UIWindowType.Fixed)
                    {
                        sortedHiddenWindows.Add(window.Value);
                    }
                }

                if (removedKey != null)
                {
                    for (int i = 0; i < removedKey.Count; i++)
                    {
                        dicShownWindows.Remove((int)removedKey[i]);
                    }
                }

                // Push new navigation data
                if (coreData.navigationMode == UIWindowNavigationMode.NormalNavigation &&
                    (showData == null || (!showData.ignoreAddNavData)))
                {
                    // Add to return show target list
                    sortedHiddenWindows.Sort(this.compareWindowFun);
                    List <WindowID> navHiddenWindows = new List <WindowID>();
                    for (int i = 0; i < sortedHiddenWindows.Count; i++)
                    {
                        WindowID pushWindowId = sortedHiddenWindows[i].ID;
                        navHiddenWindows.Add(pushWindowId);
                    }
                    backData.hideTargetWindow = targetWindow;
                    backData.backShowTargets  = navHiddenWindows;
                    backSequence.Push(backData);
                    Debuger.Log("<color=cyan>### !!!Push new Navigation data!!! ###</color>");
                }
            }
        }
Esempio n. 4
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        public void CloseWindow(WindowID wndId)
        {
            if (!IsWindowInControl(wndId))
            {
                Debuger.LogError("## Current UI Manager has no control power of " + wndId.ToString());
                return;
            }

            if (!dicShownWindows.ContainsKey((int)wndId))
            {
                return;
            }

            UIBaseWindow window = dicShownWindows[(int)wndId];

            if (this.backSequence.Count > 0)
            {
                BackWindowSequenceData seqData = this.backSequence.Peek();
                if (seqData != null && seqData.hideTargetWindow == window)
                {
                    PopNavigationWindow();
                    Debuger.Log("<color=magenta>## close window use PopNavigationWindow() ##</color>");
                    return;
                }
            }
            HideWindow(wndId);
            Debuger.Log("<color=magenta>## close window without PopNavigationWindow() ##</color>");
        }
Esempio n. 5
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        private void AdjustBaseWindowDepth(UIBaseWindow baseWindow)
        {
            UIWindowType windowType = baseWindow.windowData.windowType;
            int          needDepth  = 1;

            if (windowType == UIWindowType.Normal)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue);
                Debug.Log("[UIWindowType.Normal] maxDepth is " + needDepth + baseWindow.GetID);
            }
            else if (windowType == UIWindowType.PopUp)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue);
                Debug.Log("[UIWindowType.PopUp] maxDepth is " + needDepth);
            }
            else if (windowType == UIWindowType.Fixed)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue);
                Debug.Log("[UIWindowType.Fixed] max depth is " + needDepth);
            }
            if (baseWindow.MinDepth != needDepth)
            {
                GameUtility.SetTargetMinPanel(baseWindow.gameObject, needDepth);
            }
            baseWindow.MinDepth = needDepth;
        }
Esempio n. 6
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 public override void ShowWindow(WindowID id, ShowWindowData showData)
 {
     if (!IsWindowInControl(id))
     {
         Debuger.Log("UIRankManager has no control power of " + id.ToString());
         return;
     }
     if (dicShownWindows.ContainsKey((int)id))
     {
         return;
     }
     if (dicAllWindows.ContainsKey((int)id))
     {
         UIBaseWindow baseWindow = dicAllWindows[(int)id];
         if (baseWindow.ID != id)
         {
             Debuger.LogError(string.Format("[UIRankManager BaseWindowId :{0} != shownWindowId :{1}]", baseWindow.ID, id));
             return;
         }
         if (baseWindow.windowData.navigationMode == UIWindowNavigationMode.NormalNavigation)
         {
             BackWindowSequenceData backData = new BackWindowSequenceData();
             backData.hideTargetWindow = baseWindow;
             backSequence.Push(backData);
         }
         this.RealShowWindow(baseWindow, baseWindow.ID, showData);
     }
 }
Esempio n. 7
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        public override void ShowWindow(WindowID id, ShowWindowData data)
        {
            if (!IsWindowInControl(id))
            {
                Debug.Log("UIRankManager has no control power of " + id.ToString());
                return;
            }
            if (shownWindows.ContainsKey(id))
            {
                return;
            }
            if (allWindows.ContainsKey(id))
            {
                UIBaseWindow baseWindow = allWindows[id];
                if (baseWindow.windowData.showMode == UIWindowShowMode.NeedBack)
                {
                    BackWindowSequenceData backData = new BackWindowSequenceData();
                    backData.hideTargetWindow = baseWindow;
                    backSequence.Push(backData);
                }
                allWindows[id].ShowWindow();
                shownWindows[id] = allWindows[id];

                this.lastShownNormalWindow = this.curShownNormalWindow;
                curShownNormalWindow       = baseWindow;
            }
        }
Esempio n. 8
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        protected override UIBaseWindow ReadyToShowBaseWindow(WindowID id, ShowWindowData showData = null)
        {
            // 检测控制权限
            if (!this.IsWindowInControl(id))
            {
                Debug.Log("UIManager has no control power of " + id.ToString());
                return(null);
            }
            if (shownWindows.ContainsKey(id))
            {
                return(null);
            }

            UIBaseWindow baseWindow = GetGameWindow(id);
            bool         newAdded   = false;

            if (!baseWindow)
            {
                newAdded = true;
                // 窗口不存在从内存进行加载
                if (UIResourceDefine.windowPrefabPath.ContainsKey(id))
                {
                    string     prefabPath = UIResourceDefine.UIPrefabPath + UIResourceDefine.windowPrefabPath[id];
                    GameObject prefab     = Resources.Load <GameObject>(prefabPath);
                    if (prefab != null)
                    {
                        GameObject uiObject = (GameObject)GameObject.Instantiate(prefab);
                        NGUITools.SetActive(uiObject, true);
                        baseWindow = uiObject.GetComponent <UIBaseWindow>();
                        // 需要动态添加对应的控制界面,prefab不用添加脚本
                        Transform targetRoot = GetTargetRoot(baseWindow.windowData.windowType);
                        GameUtility.AddChildToTarget(targetRoot, baseWindow.gameObject.transform);
                        allWindows[id] = baseWindow;
                    }
                }
            }

            if (baseWindow == null)
            {
                Debug.LogError("[window instance is null.]" + id.ToString());
            }

            // 重置界面(第一次添加,强制Reset)
            if (newAdded || (showData != null && showData.forceResetWindow))
            {
                baseWindow.ResetWindow();
            }

            // 显示界面固定内容


            // 导航系统数据更新
            RefreshBackSequenceData(baseWindow);
            // 调整层级depth
            AdjustBaseWindowDepth(baseWindow);
            // 添加背景Collider
            AddColliderBgForWindow(baseWindow);
            return(baseWindow);
        }
Esempio n. 9
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        public override void ShowWindow(WindowID id, ShowWindowData showData = null)
        {
            UIBaseWindow baseWindow = ReadyToShowBaseWindow(id, showData);

            if (baseWindow != null)
            {
                RealShowWindow(baseWindow, id, showData);
            }
        }
Esempio n. 10
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        public virtual T GetGameWindowScript <T>(WindowID id) where T : UIBaseWindow
        {
            UIBaseWindow baseWindow = GetGameWindow(id);

            if (baseWindow != null)
            {
                return((T)baseWindow);
            }
            return((T)((object)null));
        }
Esempio n. 11
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        /// <summary>
        /// MessageBox弹出
        /// </summary>
        ///
        public void ShowMessageBox(string msg)
        {
            UIBaseWindow msgWindow = ReadyToShowBaseWindow(WindowID.WindowID_MessageBox);

            if (msgWindow != null)
            {
                ((UIMessageBox)msgWindow).SetMsg(msg);
                ((UIMessageBox)msgWindow).ResetWindow();
                RealShowWindow(msgWindow, WindowID.WindowID_MessageBox);
            }
        }
Esempio n. 12
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 /// <summary>
 /// 显示界面,方面在现实之前做其他操作
 /// </summary>
 protected virtual void RealShowWindow(UIBaseWindow baseWindow, WindowID id)
 {
     baseWindow.ShowWindow();
     shownWindows[id] = baseWindow;
     if (baseWindow.windowData.windowType == UIWindowType.Normal)
     {
         // 改变当前显示Normal窗口
         lastShownNormalWindow = curShownNormalWindow;
         curShownNormalWindow  = baseWindow;
     }
 }
Esempio n. 13
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        private bool ReturnWindowManager(UIBaseWindow baseWindow)
        {
            // 退出当前界面子界面
            UIManagerBase baseWindowManager = baseWindow.GetWindowManager;
            bool          isValid           = false;

            if (baseWindowManager != null)
            {
                isValid = baseWindowManager.ReturnWindow();
            }
            return(isValid);
        }
Esempio n. 14
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        private bool PopUpWindowManager(UIBaseWindow baseWindow)
        {
            // Recursion call to return windowManager
            // if the current window has windowManager just call current's windowManager PopUpWindowManager
            UIManagerBase baseWindowManager = baseWindow.GetWindowManager;
            bool          isValid           = false;

            if (baseWindowManager != null)
            {
                isValid = baseWindowManager.PopNavigationWindow();
            }
            return(isValid);
        }
Esempio n. 15
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        //
        // Depth Helper Functions
        //

        // Push target GameObject to top depth
        // Case: when you open multi PopWindow
        // You want one of these PopWindow stay at the Top
        // You can register the EventSystemDefine.EventUIFrameWorkPopRootWindowAdded
        // Call this method to push window to top
        public static void AdjustTargetWindowDepthToTop(UIBaseWindow targetWindow)
        {
            if (targetWindow == null)
            {
                return;
            }

            Transform windowRoot = UICenterMasterManager.Instance.GetTargetRoot(targetWindow.windowData.windowType);
            int       needDepth  = Mathf.Clamp(GameUtility.GetMaxTargetDepth(windowRoot.gameObject, true) + 1, popUpWindowDepth, int.MaxValue);

            GameUtility.SetTargetMinPanelDepth(targetWindow.gameObject, needDepth);
            targetWindow.MinDepth = needDepth;
        }
Esempio n. 16
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        public void ShowMessageBox(string msg, string centerStr, UIEventListener.VoidDelegate callBack)
        {
            UIBaseWindow msgWindow = ReadyToShowBaseWindow(WindowID.WindowID_MessageBox);

            if (msgWindow != null)
            {
                UIMessageBox messageBoxWindow = ((UIMessageBox)msgWindow);
                ((UIMessageBox)msgWindow).ResetWindow();
                messageBoxWindow.SetMsg(msg);
                messageBoxWindow.SetCenterBtnCallBack(centerStr, callBack);
                RealShowWindow(msgWindow, WindowID.WindowID_MessageBox);
            }
        }
Esempio n. 17
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        protected virtual void RealShowWindow(UIBaseWindow baseWindow, WindowID id, ShowWindowData showData = null)
        {
            BaseWindowContextData contextData = showData == null ? null : showData.contextData;

            baseWindow.ShowWindow(contextData);
            dicShownWindows[(int)id] = baseWindow;
            if (baseWindow.windowData.navigationMode == UIWindowNavigationMode.NormalNavigation)
            {
                lastNavigationWindow = curNavigationWindow;
                curNavigationWindow  = baseWindow;
                Debuger.Log("<color=magenta>### current Navigation window </color>" + baseWindow.ID.ToString());
            }
        }
Esempio n. 18
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 /// <summary>
 /// Destroy all window
 /// </summary>
 public virtual void ClearAllWindow()
 {
     if (dicAllWindows != null)
     {
         foreach (KeyValuePair <int, UIBaseWindow> window in dicAllWindows)
         {
             UIBaseWindow baseWindow = window.Value;
             baseWindow.DestroyWindow();
         }
         dicAllWindows.Clear();
         dicShownWindows.Clear();
         backSequence.Clear();
     }
 }
Esempio n. 19
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        private void CheckBackSequenceData(UIBaseWindow baseWindow)
        {
            // 如果当前存在BackSequence数据
            // 1.栈顶界面不是当前要显示的界面需要清空BackSequence(导航被重置)
            // 2.栈顶界面是当前显示界面,如果类型为(NeedBack)则需要显示所有backShowTargets界面
            WindowData windowData = baseWindow.windowData;

            if (baseWindow.RefreshBackSeqData)
            {
                if (backSequence.Count > 0)
                {
                    BackWindowSequenceData backData = backSequence.Peek();
                    if (backData.hideTargetWindow != null)
                    {
                        // 栈顶不是即将显示界面(导航序列被打断)
                        if (backData.hideTargetWindow.GetID != baseWindow.GetID)
                        {
                            Debuger.Log("[**Need to clear all back window sequence data**].");
                            Debuger.Log("[hide target window and show window id is " + backData.hideTargetWindow.GetID + " != " + baseWindow.GetID);
                            backSequence.Clear();
                        }
                        else
                        {
                            // NeedBack类型要将backShowTargets界面显示
                            if (windowData.showMode == UIWindowShowMode.NeedBack &&
                                backData.backShowTargets != null)
                            {
                                for (int i = 0; i < backData.backShowTargets.Count; i++)
                                {
                                    WindowID backId = backData.backShowTargets[i];
                                    // 保证最上面为currentShownWindow
                                    if (i == backData.backShowTargets.Count - 1)
                                    {
                                        Debug.Log("change currentShownNormalWindow : " + backId);
                                        // 改变当前活跃Normal窗口
                                        this.lastShownNormalWindow = this.curShownNormalWindow;
                                        this.curShownNormalWindow  = GetGameWindow(backId);
                                    }
                                    ShowWindowForBack(backId);
                                }
                            }
                        }
                    }
                    else
                    {
                        Debug.LogError("Back data hide target window is null!");
                    }
                }
            }
        }
Esempio n. 20
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        public void ShowMessageBox(string msg, string leftStr, UIEventListener.VoidDelegate leftCallBack, string rightStr, UIEventListener.VoidDelegate rightCallBack)
        {
            UIBaseWindow msgWindow = ReadyToShowBaseWindow(WindowID.WindowID_MessageBox);

            if (msgWindow != null)
            {
                UIMessageBox messageBoxWindow = ((UIMessageBox)msgWindow);
                ((UIMessageBox)msgWindow).ResetWindow();
                messageBoxWindow.SetMsg(msg);
                messageBoxWindow.SetRightBtnCallBack(rightStr, rightCallBack);
                messageBoxWindow.SetLeftBtnCallBack(leftStr, leftCallBack);
                RealShowWindow(msgWindow, WindowID.WindowID_MessageBox);
            }
        }
Esempio n. 21
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 /// <summary>
 /// 清空所有界面
 /// </summary>
 public virtual void ClearAllWindow()
 {
     if (allWindows != null)
     {
         foreach (KeyValuePair <WindowID, UIBaseWindow> window in allWindows)
         {
             UIBaseWindow baseWindow = window.Value;
             baseWindow.DestroyWindow();
         }
         allWindows.Clear();
         shownWindows.Clear();
         backSequence.Clear();
     }
 }
Esempio n. 22
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        /// <summary>
        /// Navigation reShow target windows
        /// </summary>
        protected void ShowWindowForNavigation(WindowID id)
        {
            if (!this.IsWindowInControl(id))
            {
                Debuger.Log("## Current UI Manager has no control power of " + id.ToString());
                return;
            }
            if (dicShownWindows.ContainsKey((int)id))
            {
                return;
            }

            UIBaseWindow baseWindow = GetGameWindow(id);

            baseWindow.ShowWindow();
            dicShownWindows[(int)baseWindow.ID] = baseWindow;
        }
Esempio n. 23
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        /// <summary>
        /// 窗口背景碰撞体处理
        /// </summary>
        private void AddColliderBgForWindow(UIBaseWindow baseWindow)
        {
            UIWindowColliderMode colliderMode = baseWindow.windowData.colliderMode;

            if (colliderMode == UIWindowColliderMode.None)
            {
                return;
            }

            if (colliderMode == UIWindowColliderMode.Normal)
            {
                GameUtility.AddColliderBgToTarget(baseWindow.gameObject, "Mask02", maskAtlas, true);
            }
            if (colliderMode == UIWindowColliderMode.WithBg)
            {
                GameUtility.AddColliderBgToTarget(baseWindow.gameObject, "Mask02", maskAtlas, false);
            }
        }
Esempio n. 24
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        // 直接打开窗口
        protected void ShowWindowForBack(WindowID id)
        {
            // 检测控制权限
            if (!this.IsWindowInControl(id))
            {
                Debug.Log("UIManager has no control power of " + id.ToString());
                return;
            }
            if (shownWindows.ContainsKey(id))
            {
                return;
            }

            UIBaseWindow baseWindow = GetGameWindow(id);

            baseWindow.ShowWindow();
            shownWindows[baseWindow.GetID] = baseWindow;
        }
Esempio n. 25
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        public override void ShowWindow(WindowID id, ShowWindowData data = null)
        {
            UIBaseWindow baseWindow = ReadyToShowBaseWindow(id, data);

            if (baseWindow != null)
            {
                RealShowWindow(baseWindow, id);

                // 是否清空当前导航信息(回到主菜单)
                if (baseWindow.windowData.isStartWindow)
                {
                    Debuger.Log("[Enter the start window, reset the backSequenceData for the navigation system.]");
                    ClearBackSequence();
                }

                if (data != null && data.forceClearBackSeqData)
                {
                    ClearBackSequence();
                }
            }
        }
Esempio n. 26
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        public override void InitWindowOnAwake()
        {
            base.InitWindowOnAwake();
            InitWindowCoreData();

            btnWin  = GameUtility.FindDeepChild(this.gameObject, "BtnWin").gameObject;
            btnLose = GameUtility.FindDeepChild(this.gameObject, "BtnLose").gameObject;
            btnShop = GameUtility.FindDeepChild(this.gameObject, "BtnShop").gameObject;

            // win the game
            // load new scene to show target window
            UIEventListener.Get(btnWin).onClick = delegate
            {
                GameMonoHelper.GetInstance().LoadGameScene("RealGame-EmptyScene", false, delegate
                {
                    UICenterMasterManager.Instance.ShowWindow(WindowID.WindowID_MatchResult);
                    UIBaseWindow baseWindow = UICenterMasterManager.Instance.GetGameWindow(WindowID.WindowID_MatchResult);
                    ((UIMatchResult)baseWindow).SetMatchResult(true, targetBackWindowId);
                });
            };

            // lose the game
            // load new scene to show target window
            UIEventListener.Get(btnLose).onClick = delegate
            {
                GameMonoHelper.GetInstance().LoadGameScene("RealGame-EmptyScene", false, delegate
                {
                    UICenterMasterManager.Instance.ShowWindow(WindowID.WindowID_MatchResult);
                    UIBaseWindow baseWindow = UICenterMasterManager.Instance.GetGameWindow(WindowID.WindowID_MatchResult);
                    ((UIMatchResult)baseWindow).SetMatchResult(false, targetBackWindowId);
                });
            };

            // show navigation window shop
            UIEventListener.Get(btnShop).onClick = delegate
            {
                UICenterMasterManager.Instance.ShowWindow(WindowID.WindowID_Shop);
            };
        }
Esempio n. 27
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 private void ExectuteBackSeqData(BackWindowSequenceData backData)
 {
     if (backData.backShowTargets != null)
     {
         for (int i = 0; i < backData.backShowTargets.Count; i++)
         {
             WindowID backId = backData.backShowTargets[i];
             ShowWindowForNavigation(backId);
             if (i == backData.backShowTargets.Count - 1)
             {
                 UIBaseWindow window = GetGameWindow(backId);
                 if (window.windowData.navigationMode == UIWindowNavigationMode.NormalNavigation)
                 {
                     this.lastNavigationWindow = this.curNavigationWindow;
                     this.curNavigationWindow  = window;
                     Debuger.Log("<color=magenta>##[UIManagerBase return window]##</color> Change currentShownNormalWindow : " + backId);
                 }
             }
         }
     }
     backSequence.Pop();
 }
Esempio n. 28
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        // 如果当前存在BackSequence数据
        // 1.栈顶界面不是当前要显示的界面需要清空BackSequence(导航被重置)
        // 2.栈顶界面是当前显示界面,如果类型为(NeedBack)则需要显示所有backShowTargets界面

        // 栈顶不是即将显示界面(导航序列被打断)
        // 如果当前导航队列顶部元素和当前显示的界面一致,表示和当前的导航数衔接上,后续导航直接使用导航数据
        // 不一致则表示,导航已经失效,下次点击返回按钮,我们直接根据window的preWindowId确定跳转到哪一个界面

        // 如果测试:进入到demo的 关卡详情,点击失败按钮,然后你可以选择从游戏中跳转到哪一个界面,查看导航输出信息
        // 可以知道是否破坏了导航数据

        // if the navigation stack top window not equals to current show window just clear the navigation stack
        // check whether the navigation is broken

        // Example:(we from mainmenu to uilevelwindow to uileveldetailwindow)
        // UILevelDetailWindow <- UILevelWindow <- UIMainMenu   (current navigation stack top element is UILevelDetailWindow)

        // click the GotoGame in UILevelDetailWindow to enter the real Game

        // 1. Exit game we want to enter UILevelDetailWindow(OK, the same as navigation stack top UILevelDetailWindow) so we not break the navigation
        // when we enter the UILevelDetailWindow our system will follow the navigation system

        // 2. Exit game we want to enter UISkillWindow(OK, not the same as navigation stack top UILevelDetailWindow)so we break the navigation
        // reset the navigation data
        // when we click return Button in the UISkillWindow we will find UISkillWindow's preWindowId to navigation because our navigation data is empty
        // we should use preWindowId for navigating to next window

        // HOW to Test
        // when you in the MatchResultWindow , you need click the lose button choose to different window and check the ConsoleLog find something useful
        private void CheckBackSequenceData(UIBaseWindow baseWindow)
        {
            if (baseWindow.RefreshBackSeqData)
            {
                if (backSequence.Count > 0)
                {
                    BackWindowSequenceData backData = backSequence.Peek();
                    if (backData.hideTargetWindow != null)
                    {
                        if (backData.hideTargetWindow.ID != baseWindow.ID)
                        {
                            Debuger.Log("<color=cyan>## UICenterMasterManager : clear sequence data ##</color>");
                            Debuger.Log("## UICenterMasterManager : Hide target window and show window id is " + backData.hideTargetWindow.ID + " != " + baseWindow.ID);
                            ClearBackSequence();
                        }
                    }
                    else
                    {
                        Debuger.LogError("Back data hide target window is null!");
                    }
                }
            }
        }
Esempio n. 29
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        public override void InitWindowOnAwake()
        {
            this.windowID = WindowID.WindowID_Matching;
            base.InitWindowOnAwake();

            InitWindowData();

            btnWin  = GameUtility.FindDeepChild(this.gameObject, "BtnWin").gameObject;
            btnLose = GameUtility.FindDeepChild(this.gameObject, "BtnLose").gameObject;

            // win the game
            UIEventListener.Get(btnWin).onClick = delegate
            {
                GameMonoHelper.GetInstance().LoadGameScene("TestEmptyScene", delegate
                {
                    // 是否需要一个退出比赛单独接口?
                    // UIManager.GetInstance().ShowWindow(WindowID.WindowID_TopBar);
                    // UIManager.GetInstance().ShowWindow(WindowID.WindowID_LevelDetail);

                    UIManager.GetInstance().ShowWindow(WindowID.WindowID_MatchResult);
                    UIBaseWindow baseWindow = UIManager.GetInstance().GetGameWindow(WindowID.WindowID_MatchResult);
                    ((UIMatchResult)baseWindow).SetMatchResult(true, targetBackWindowId);
                });
            };

            // lose the game
            UIEventListener.Get(btnLose).onClick = delegate
            {
                GameMonoHelper.GetInstance().LoadGameScene("TestEmptyScene", delegate
                {
                    UIManager.GetInstance().ShowWindow(WindowID.WindowID_MatchResult);
                    UIBaseWindow baseWindow = UIManager.GetInstance().GetGameWindow(WindowID.WindowID_MatchResult);
                    ((UIMatchResult)baseWindow).SetMatchResult(false, targetBackWindowId);
                });
            };
        }
        /// <summary>
        /// Calculate right depth with windowType
        /// </summary>
        /// <param name="baseWindow"></param>
        private void AdjustBaseWindowDepth(UIBaseWindow baseWindow)
        {
            UIWindowType windowType = baseWindow.windowData.windowType;
            int needDepth = 1;
            if (windowType == UIWindowType.Normal)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.Normal] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            else if (windowType == UIWindowType.PopUp)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.PopUp] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            else if (windowType == UIWindowType.Fixed)
            {
                needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue);
                Debuger.Log(string.Format("<color=cyan>[UIWindowType.Fixed] maxDepth is {0} , {1}.</color>", needDepth.ToString(), baseWindow.ID.ToString()));
            }
            if (baseWindow.MinDepth != needDepth)
                GameUtility.SetTargetMinPanelDepth(baseWindow.gameObject, needDepth);

            // send window added message to game client
            if (baseWindow.windowData.windowType == UIWindowType.PopUp)
            {
                // trigger the window PopRoot added window event
                EventDispatcher.GetInstance().UIFrameWorkEventManager.TriggerEvent(EventSystemDefine.EventUIFrameWorkPopRootWindowAdded);
            }
            baseWindow.MinDepth = needDepth;
        }
Esempio n. 31
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        public void RefreshBackSequenceData(UIBaseWindow baseWindow)
        {
            WindowData windowData = baseWindow.windowData;

            if (baseWindow.RefreshBackSeqData)
            {
                bool dealBackSequence = true;
                if (curShownNormalWindow != null)
                {
                    if (curShownNormalWindow.windowData.showMode == UIWindowShowMode.NoNeedBack)
                    {
                        dealBackSequence = false;
                        HideWindow(curShownNormalWindow.GetID, null);
                    }
                    Debug.Log("* current shown Normal Window is " + curShownNormalWindow.GetID);
                }

                if (shownWindows.Count > 0 && dealBackSequence)
                {
                    List <WindowID>     removedKey     = null;
                    List <WindowID>     newPushList    = new List <WindowID>();
                    List <UIBaseWindow> sortByMinDepth = new List <UIBaseWindow>();

                    BackWindowSequenceData backData = new BackWindowSequenceData();

                    foreach (KeyValuePair <WindowID, UIBaseWindow> window in shownWindows)
                    {
                        bool needToHide = true;
                        if (windowData.showMode == UIWindowShowMode.NeedBack ||
                            window.Value.windowData.windowType == UIWindowType.Fixed)
                        {
                            needToHide = false;
                        }

                        if (needToHide)
                        {
                            if (removedKey == null)
                            {
                                removedKey = new List <WindowID>();
                            }
                            removedKey.Add(window.Key);

                            // HideOther类型 直接隐藏其他窗口
                            window.Value.HideWindowDirectly();
                        }

                        // 将Window添加到BackSequence中
                        if (window.Value.CanAddedToBackSeq)
                        {
                            sortByMinDepth.Add(window.Value);
                        }
                    }

                    if (removedKey != null)
                    {
                        for (int i = 0; i < removedKey.Count; i++)
                        {
                            shownWindows.Remove(removedKey[i]);
                        }
                    }

                    // push to backToShowWindows stack
                    if (sortByMinDepth.Count > 0)
                    {
                        // 按照层级顺序存入显示List中
                        sortByMinDepth.Sort(new CompareBaseWindow());
                        for (int i = 0; i < sortByMinDepth.Count; i++)
                        {
                            WindowID pushWindowId = sortByMinDepth[i].GetID;
                            newPushList.Add(pushWindowId);
                        }

                        backData.hideTargetWindow = baseWindow;
                        backData.backShowTargets  = newPushList;
                        backSequence.Push(backData);
                    }
                }
            }
            else if (windowData.showMode == UIWindowShowMode.NoNeedBack)
            {
                HideAllShownWindow(true);
            }

            CheckBackSequenceData(baseWindow);
        }
        // 如果当前存在BackSequence数据
        // 1.栈顶界面不是当前要显示的界面需要清空BackSequence(导航被重置)
        // 2.栈顶界面是当前显示界面,如果类型为(NeedBack)则需要显示所有backShowTargets界面

        // 栈顶不是即将显示界面(导航序列被打断)
        // 如果当前导航队列顶部元素和当前显示的界面一致,表示和当前的导航数衔接上,后续导航直接使用导航数据
        // 不一致则表示,导航已经失效,下次点击返回按钮,我们直接根据window的preWindowId确定跳转到哪一个界面

        // 如果测试:进入到demo的 关卡详情,点击失败按钮,然后你可以选择从游戏中跳转到哪一个界面,查看导航输出信息
        // 可以知道是否破坏了导航数据

        // if the navigation stack top window not equals to current show window just clear the navigation stack
        // check whether the navigation is broken

        // Example:(we from mainmenu to uilevelwindow to uileveldetailwindow)
        // UILevelDetailWindow <- UILevelWindow <- UIMainMenu   (current navigation stack top element is UILevelDetailWindow)

        // click the GotoGame in UILevelDetailWindow to enter the real Game

        // 1. Exit game we want to enter UILevelDetailWindow(OK, the same as navigation stack top UILevelDetailWindow) so we not break the navigation
        // when we enter the UILevelDetailWindow our system will follow the navigation system

        // 2. Exit game we want to enter UISkillWindow(OK, not the same as navigation stack top UILevelDetailWindow)so we break the navigation
        // reset the navigation data 
        // when we click return Button in the UISkillWindow we will find UISkillWindow's preWindowId to navigation because our navigation data is empty
        // we should use preWindowId for navigating to next window

        // HOW to Test
        // when you in the MatchResultWindow , you need click the lose button choose to different window and check the ConsoleLog find something useful
        private void CheckBackSequenceData(UIBaseWindow baseWindow)
        {
            if (baseWindow.RefreshBackSeqData)
            {
                if (backSequence.Count > 0)
                {
                    BackWindowSequenceData backData = backSequence.Peek();
                    if (backData.hideTargetWindow != null)
                    {
                        if (backData.hideTargetWindow.ID != baseWindow.ID)
                        {
                            Debuger.Log("<color=cyan>## UICenterMasterManager : clear sequence data ##</color>");
                            Debuger.Log("## UICenterMasterManager : Hide target window and show window id is " + backData.hideTargetWindow.ID + " != " + baseWindow.ID);
                            ClearBackSequence();
                        }
                    }
                    else
                        Debuger.LogError("Back data hide target window is null!");
                }
            }
        }
 /// <summary>
 /// Add Collider and BgTexture for target window
 /// </summary>
 private void AddColliderBgForWindow(UIBaseWindow baseWindow)
 {
     UIWindowColliderMode colliderMode = baseWindow.windowData.colliderMode;
     if (colliderMode == UIWindowColliderMode.None)
         return;
     GameObject bgObj = null;
     if (colliderMode == UIWindowColliderMode.Normal)
         bgObj = GameUtility.AddColliderBgToTarget(baseWindow.gameObject, "Mask02", maskAtlas, true);
     if (colliderMode == UIWindowColliderMode.WithBg)
         bgObj = GameUtility.AddColliderBgToTarget(baseWindow.gameObject, "Mask02", maskAtlas, false);
     baseWindow.OnAddColliderBg(bgObj);
 }
        private void ExecuteNavigationLogic(UIBaseWindow baseWindow, ShowWindowData showData)
        {
            WindowCoreData windowData = baseWindow.windowData;
            if (baseWindow.RefreshBackSeqData)
            {
                this.RefreshBackSequenceData(baseWindow, showData);
            }
            else if (windowData.showMode == UIWindowShowMode.HideOtherWindow)
            {
                HideAllShownWindow();
            }

            // If target window is mark as force clear all the navigation sequence data
            // Show data need force clear the back seq data
            if (baseWindow.windowData.forceClearNavigation || (showData != null && showData.forceClearBackSeqData))
            {
                Debuger.Log("<color=cyan>## [Enter the start window, reset the backSequenceData for the navigation system.]##</color>");
                ClearBackSequence();
            }
            else
            {
                if ((showData != null && showData.checkNavigation))
                    CheckBackSequenceData(baseWindow);
            }
        }
Esempio n. 35
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 private void AdjustBaseWindowDepth(UIBaseWindow baseWindow)
 {
     UIWindowType windowType = baseWindow.windowData.windowType;
     int needDepth = 1;
     if (windowType == UIWindowType.Normal)
     {
         needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UINormalWindowRoot.gameObject, false) + 1, normalWindowDepth, int.MaxValue);
         Debug.Log("[UIWindowType.Normal] maxDepth is " + needDepth + baseWindow.GetID);
     }
     else if (windowType == UIWindowType.PopUp)
     {
         needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIPopUpWindowRoot.gameObject) + 1, popUpWindowDepth, int.MaxValue);
         Debug.Log("[UIWindowType.PopUp] maxDepth is " + needDepth);
     }
     else if (windowType == UIWindowType.Fixed)
     {
         needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(UIFixedWidowRoot.gameObject) + 1, fixedWindowDepth, int.MaxValue);
         Debug.Log("[UIWindowType.Fixed] max depth is " + needDepth);
     }
     if(baseWindow.MinDepth != needDepth)
         GameUtility.SetTargetMinPanel(baseWindow.gameObject, needDepth);
     baseWindow.MinDepth = needDepth;
 }
Esempio n. 36
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 private void CheckBackSequenceData(UIBaseWindow baseWindow)
 {
     // 如果当前存在BackSequence数据
     // 1.栈顶界面不是当前要显示的界面需要清空BackSequence(导航被重置)
     // 2.栈顶界面是当前显示界面,如果类型为(NeedBack)则需要显示所有backShowTargets界面
     WindowData windowData = baseWindow.windowData;
     if (baseWindow.RefreshBackSeqData)
     {
         if (backSequence.Count > 0)
         {
             BackWindowSequenceData backData = backSequence.Peek();
             if (backData.hideTargetWindow != null)
             {
                 // 栈顶不是即将显示界面(导航序列被打断)
                 if (backData.hideTargetWindow.GetID != baseWindow.GetID)
                 {
                     Debuger.Log("[**Need to clear all back window sequence data**].");
                     Debuger.Log("[hide target window and show window id is " + backData.hideTargetWindow.GetID + " != " + baseWindow.GetID);
                     backSequence.Clear();
                 }
                 else
                 {
                     // NeedBack类型要将backShowTargets界面显示
                     if (windowData.showMode == UIWindowShowMode.NeedBack
                         && backData.backShowTargets != null)
                     {
                             for (int i = 0; i < backData.backShowTargets.Count; i++)
                             {
                                 WindowID backId = backData.backShowTargets[i];
                                 // 保证最上面为currentShownWindow
                                 if (i == backData.backShowTargets.Count - 1)
                                 {
                                     Debug.Log("change currentShownNormalWindow : " + backId);
                                     // 改变当前活跃Normal窗口
                                     this.lastShownNormalWindow = this.curShownNormalWindow;
                                     this.curShownNormalWindow = GetGameWindow(backId);                                            
                                 }
                                 ShowWindowForBack(backId);
                             }
                     }
                 }
             }
             else
                 Debug.LogError("Back data hide target window is null!");
         }
     }
 }
Esempio n. 37
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        public void RefreshBackSequenceData(UIBaseWindow baseWindow)
        {
            WindowData windowData = baseWindow.windowData;
            if (baseWindow.RefreshBackSeqData)
            {
                bool dealBackSequence = true;
                if (curShownNormalWindow != null)
                {
                    if (curShownNormalWindow.windowData.showMode == UIWindowShowMode.NoNeedBack)
                    {
                        dealBackSequence = false;
                        HideWindow(curShownNormalWindow.GetID, null);
                    }
                    Debug.Log("* current shown Normal Window is " + curShownNormalWindow.GetID);
                }

                if (shownWindows.Count > 0 && dealBackSequence)
                {
                    List<WindowID> removedKey = null;
                    List<WindowID> newPushList = new List<WindowID>();
                    List<UIBaseWindow> sortByMinDepth = new List<UIBaseWindow>();

                    BackWindowSequenceData backData = new BackWindowSequenceData();

                    foreach (KeyValuePair<WindowID, UIBaseWindow> window in shownWindows)
                    {
                        bool needToHide = true;
                        if (windowData.showMode == UIWindowShowMode.NeedBack
                            || window.Value.windowData.windowType == UIWindowType.Fixed)
                            needToHide = false;

                        if (needToHide)
                        {
                            if (removedKey == null)
                                removedKey = new List<WindowID>();
                            removedKey.Add(window.Key);

                            // HideOther类型 直接隐藏其他窗口
                            window.Value.HideWindowDirectly();
                        }

                        // 将Window添加到BackSequence中
                        if (window.Value.CanAddedToBackSeq)
                            sortByMinDepth.Add(window.Value);
                    }

                    if (removedKey != null)
                    {
                        for (int i = 0; i < removedKey.Count; i++)
                            shownWindows.Remove(removedKey[i]);
                    }

                    // push to backToShowWindows stack
                    if (sortByMinDepth.Count > 0)
                    {
                        // 按照层级顺序存入显示List中 
                        sortByMinDepth.Sort(new CompareBaseWindow());
                        for (int i = 0; i < sortByMinDepth.Count;i++ )
                        {
                            WindowID pushWindowId = sortByMinDepth[i].GetID;
                            newPushList.Add(pushWindowId);
                        }

                        backData.hideTargetWindow = baseWindow;
                        backData.backShowTargets = newPushList;
                        backSequence.Push(backData);
                    }
                }
            }
            else if (windowData.showMode == UIWindowShowMode.NoNeedBack)
                HideAllShownWindow(true);

            CheckBackSequenceData(baseWindow);
        }
        private void RefreshBackSequenceData(UIBaseWindow targetWindow, ShowWindowData showData)
        {
            WindowCoreData coreData = targetWindow.windowData;
            bool dealBackSequence = true;
            if (dicShownWindows.Count > 0 && dealBackSequence)
            {
                List<WindowID> removedKey = null;
                List<UIBaseWindow> sortedHiddenWindows = new List<UIBaseWindow>();

                BackWindowSequenceData backData = new BackWindowSequenceData();
                foreach (KeyValuePair<int, UIBaseWindow> window in dicShownWindows)
                {
                    if (coreData.showMode != UIWindowShowMode.DoNothing)
                    {
                        if (window.Value.windowData.windowType == UIWindowType.Fixed)
                            continue;
                        if (removedKey == null)
                            removedKey = new List<WindowID>();
                        removedKey.Add((WindowID)window.Key);
                        window.Value.HideWindowDirectly();
                    }

                    if (window.Value.windowData.windowType != UIWindowType.Fixed)
                        sortedHiddenWindows.Add(window.Value);
                }

                if (removedKey != null)
                {
                    for (int i = 0; i < removedKey.Count; i++)
                        dicShownWindows.Remove((int)removedKey[i]);
                }

                // Push new navigation data
                if (coreData.navigationMode == UIWindowNavigationMode.NormalNavigation &&
                    (showData == null || (!showData.ignoreAddNavData)))
                {
                    // Add to return show target list
                    sortedHiddenWindows.Sort(this.compareWindowFun);
                    List<WindowID> navHiddenWindows = new List<WindowID>();
                    for (int i = 0; i < sortedHiddenWindows.Count; i++)
                    {
                        WindowID pushWindowId = sortedHiddenWindows[i].ID;
                        navHiddenWindows.Add(pushWindowId);
                    }
                    backData.hideTargetWindow = targetWindow;
                    backData.backShowTargets = navHiddenWindows;
                    backSequence.Push(backData);
                    Debuger.Log("<color=cyan>### !!!Push new Navigation data!!! ###</color>");
                }
            }
        }
        // 
        // Depth Helper Functions
        // 

        // Push target GameObject to top depth
        // Case: when you open multi PopWindow
        // You want one of these PopWindow stay at the Top 
        // You can register the EventSystemDefine.EventUIFrameWorkPopRootWindowAdded 
        // Call this method to push window to top
        public static void AdjustTargetWindowDepthToTop(UIBaseWindow targetWindow)
        {
            if (targetWindow == null)
                return;

            Transform windowRoot = UICenterMasterManager.Instance.GetTargetRoot(targetWindow.windowData.windowType);
            int needDepth = Mathf.Clamp(GameUtility.GetMaxTargetDepth(windowRoot.gameObject, true) + 1, popUpWindowDepth, int.MaxValue);
            GameUtility.SetTargetMinPanelDepth(targetWindow.gameObject, needDepth);
            targetWindow.MinDepth = needDepth;
        }