using System; using System.Collections; using System.Collections.Generic; using Godot; /// <summary> /// Ui 基类 /// </summary> [Tool] public abstract partial class UiBase : Control, IDestroy, ICoroutine { /// <summary> /// 当前 UI 所属层级 /// </summary> [Export] public UiLayer Layer = UiLayer.Middle; /// <summary> /// ui名称 /// </summary> public string UiName { get; } /// <summary> /// 是否已经打开ui /// </summary> public bool IsOpen { get; private set; } = false; public bool IsDestroyed { get; private set; } /// <summary> /// 负责记录上一个Ui /// </summary> public UiBase PrevUi { get; set; } //开启的协程 private List<CoroutineData> _coroutineList; //嵌套打开的Ui列表 private HashSet<UiBase> _nestedUiSet; //所属父级Ui, UiNode.RecordNestedUi() 嵌套打开的 Ui 将被赋予此值 private UiBase _targetUi; public UiBase(string uiName) { UiName = uiName; //记录ui打开 UiManager.RecordUi(this, UiManager.RecordType.Open); } /// <summary> /// 用于初始化打开的子Ui, 在 OnCreateUi() 之后调用 /// </summary> public virtual void OnInitNestedUi() { } /// <summary> /// 创建当前ui时调用 /// </summary> public virtual void OnCreateUi() { } /// <summary> /// 当前ui显示时调用 /// </summary> public virtual void OnShowUi() { } /// <summary> /// 当前ui隐藏时调用 /// </summary> public virtual void OnHideUi() { } /// <summary> /// 销毁当前ui时调用 /// </summary> public virtual void OnDestroyUi() { } /// <summary> /// 每帧调用一次 /// </summary> public virtual void Process(float delta) { } /// <summary> /// 显示ui /// </summary> public void ShowUi() { if (IsOpen) { return; } IsOpen = true; Visible = true; OnShowUi(); //子Ui调用显示 if (_nestedUiSet != null) { foreach (var uiBase in _nestedUiSet) { uiBase.ShowUi(); } } } /// <summary> /// 隐藏ui, 不会执行销毁 /// </summary> public void HideUi() { if (!IsOpen) { return; } IsOpen = false; Visible = false; OnHideUi(); //子Ui调用隐藏 if (_nestedUiSet != null) { foreach (var uiBase in _nestedUiSet) { uiBase.HideUi(); } } } /// <summary> /// 关闭并销毁ui /// </summary> public void Destroy() { if (IsDestroyed) { return; } //记录ui关闭 UiManager.RecordUi(this, UiManager.RecordType.Close); HideUi(); IsDestroyed = true; OnDestroyUi(); //子Ui调用销毁 if (_nestedUiSet != null) { foreach (var uiBase in _nestedUiSet) { uiBase._targetUi = null; uiBase.Destroy(); } _nestedUiSet.Clear(); } //在父Ui中移除当前Ui if (_targetUi != null) { _targetUi.RecordNestedUi(this, UiManager.RecordType.Close); } QueueFree(); } public sealed override void _Process(double delta) { if (!IsOpen) { return; } var newDelta = (float)delta; Process(newDelta); //协程更新 if (_coroutineList != null) { ProxyCoroutineHandler.ProxyUpdateCoroutine(ref _coroutineList, newDelta); } } /// <summary> /// 记录嵌套打开/关闭的UI /// </summary> public void RecordNestedUi(UiBase uiBase, UiManager.RecordType type) { if (type == UiManager.RecordType.Open) { if (uiBase._targetUi != null && uiBase._targetUi != this) { GD.PrintErr($"子Ui:'{uiBase.UiName}'已经被其他Ui:'{uiBase._targetUi.UiName}'嵌套打开!"); uiBase._targetUi.RecordNestedUi(uiBase, UiManager.RecordType.Close); } if (_nestedUiSet == null) { _nestedUiSet = new HashSet<UiBase>(); } uiBase._targetUi = this; _nestedUiSet.Add(uiBase); } else { if (uiBase._targetUi == this) { uiBase._targetUi = null; } else { GD.PrintErr($"当前Ui:'{UiName}'没有嵌套打开子Ui:'{uiBase.UiName}'!"); return; } if (_nestedUiSet == null) { return; } _nestedUiSet.Remove(uiBase); } } public long StartCoroutine(IEnumerator able) { return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able); } public void StopCoroutine(long coroutineId) { ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId); } public void StopAllCoroutine() { ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList); } }