using System.Collections; using System.Collections.Generic; using Godot; /// <summary> /// Ui 基类 /// </summary> 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; } /// <summary> /// 所属父级Ui, 仅当通过 UiNode.OpenNestedUi() 打开时才会赋值<br/> /// 注意: 如果是在预制体中放置的子 Ui, 那么子 Ui 的该属性会在 父 Ui 的 OnCreateUi() 之后赋值 /// </summary> public UiBase ParentUi { get; private set; } /// <summary> /// 所属父级节点, 仅当通过 UiNode.OpenNestedUi() 打开时才会赋值<br/> /// 注意: 如果是在预制体中放置的子 Ui, 那么子 Ui 的该属性会在 父 Ui 的 OnCreateUi() 之后赋值 /// </summary> public IUiNode ParentNode { get; private set; } //开启的协程 private List<CoroutineData> _coroutineList; //嵌套打开的Ui列表 private HashSet<UiBase> _nestedUiSet; //当前Ui包含的 IUiNodeScript 接口, 关闭Ui是需要调用 IUiNodeScript.OnDestroy() private HashSet<IUiNodeScript> _nodeScripts; public UiBase(string uiName) { UiName = uiName; //记录ui打开 UiManager.RecordUi(this, UiManager.RecordType.Open); } /// <summary> /// 创建当前ui时调用 /// </summary> public virtual void OnCreateUi() { } /// <summary> /// 用于初始化打开的子Ui, 在 OnCreateUi() 之后调用 /// </summary> public virtual void OnInitNestedUi() { } /// <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 (IsDestroyed) { GD.PrintErr($"当前Ui: {UiName}已经被销毁!"); return; } if (IsOpen) { return; } IsOpen = true; Visible = true; OnShowUi(); //子Ui调用显示 if (_nestedUiSet != null) { foreach (var uiBase in _nestedUiSet) { uiBase.ShowUi(); } } } /// <summary> /// 隐藏ui, 不会执行销毁 /// </summary> public void HideUi() { if (IsDestroyed) { GD.PrintErr($"当前Ui: {UiName}已经被销毁!"); return; } 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.ParentUi = null; uiBase.Destroy(); } _nestedUiSet.Clear(); } //销毁 IUiNodeScript if (_nodeScripts != null) { foreach (var uiNodeScript in _nodeScripts) { uiNodeScript.OnDestroy(); } } //在父Ui中移除当前Ui if (ParentUi != null) { ParentUi.RecordNestedUi(this, null, 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> /// 嵌套打开子ui /// </summary> public UiBase OpenNestedUi(string uiName, UiBase prevUi = null) { var packedScene = ResourceManager.Load<PackedScene>("res://" + GameConfig.UiPrefabDir + uiName + ".tscn"); var uiBase = packedScene.Instantiate<UiBase>(); uiBase.PrevUi = prevUi; AddChild(uiBase); RecordNestedUi(uiBase, null, UiManager.RecordType.Open); uiBase.OnCreateUi(); uiBase.OnInitNestedUi(); if (IsOpen) { uiBase.ShowUi(); } return uiBase; } /// <summary> /// 嵌套打开子ui /// </summary> public T OpenNestedUi<T>(string uiName, UiBase prevUi = null) where T : UiBase { return (T)OpenNestedUi(uiName, prevUi); } /// <summary> /// 记录嵌套打开/关闭的UI /// </summary> public void RecordNestedUi(UiBase uiBase, IUiNode node, UiManager.RecordType type) { if (type == UiManager.RecordType.Open) { if (uiBase.ParentUi != null && uiBase.ParentUi != this) { GD.PrintErr($"子Ui:'{uiBase.UiName}'已经被其他Ui:'{uiBase.ParentUi.UiName}'嵌套打开!"); uiBase.ParentUi.RecordNestedUi(uiBase, node, UiManager.RecordType.Close); } if (_nestedUiSet == null) { _nestedUiSet = new HashSet<UiBase>(); } uiBase.ParentUi = this; uiBase.ParentNode = node; _nestedUiSet.Add(uiBase); } else { if (uiBase.ParentUi == this) { uiBase.ParentUi = null; uiBase.ParentNode = null; } else { GD.PrintErr($"当前Ui:'{UiName}'没有嵌套打开子Ui:'{uiBase.UiName}'!"); return; } if (_nestedUiSet == null) { return; } _nestedUiSet.Remove(uiBase); } } /// <summary> /// 记录当前Ui包含的 IUiNodeScript 接口 /// </summary> public void RecordUiNodeScript(IUiNodeScript nodeScript) { if (_nodeScripts == null) { _nodeScripts = new HashSet<IUiNodeScript>(); } _nodeScripts.Add(nodeScript); } /// <summary> /// 打开下一级Ui, 当前Ui会被隐藏 /// </summary> /// <param name="uiName">下一级Ui的名称</param> public UiBase OpenNextUi(string uiName) { UiBase uiBase; if (ParentUi != null) //说明当前Ui是嵌套Ui { if (ParentNode != null) //子层级打开 { uiBase = ParentNode.OpenNestedUi(uiName, this); } else { uiBase = ParentUi.OpenNestedUi(uiName, this); } } else //正常打开 { uiBase = UiManager.OpenUi(uiName, this); } HideUi(); return uiBase; } /// <summary> /// 打开下一级Ui, 当前Ui会被隐藏 /// </summary> /// <param name="uiName">下一级Ui的名称</param> public T OpenNextUi<T>(string uiName) where T : UiBase { return (T)OpenNextUi(uiName); } /// <summary> /// 返回上一级Ui, 当前Ui会被销毁 /// </summary> public void OpenPrevUi() { Destroy(); if (PrevUi == null) { GD.PrintErr($"Ui: {UiName} 没有记录上一级Ui!"); } else { PrevUi.ShowUi(); } } public long StartCoroutine(IEnumerator able) { return ProxyCoroutineHandler.ProxyStartCoroutine(ref _coroutineList, able); } public void StopCoroutine(long coroutineId) { ProxyCoroutineHandler.ProxyStopCoroutine(ref _coroutineList, coroutineId); } public bool IsCoroutineOver(long coroutineId) { return ProxyCoroutineHandler.ProxyIsCoroutineOver(ref _coroutineList, coroutineId); } public void StopAllCoroutine() { ProxyCoroutineHandler.ProxyStopAllCoroutine(ref _coroutineList); } }