简单UI管理器测试(文章来源于网络)

简单测试待改进

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.Events;

public class UIManager 
{
    /// <summary>
    /// 单例
    /// </summary>
    private static UIManager instance = null    ;

    /// <summary>
    /// 单例用于访问
    /// </summary>
    public static UIManager Instance
    {
        get
        {
            if (instance == null) 
                instance = new UIManager();
            return instance;
        }
    }

    private UIManager()
    {
        //第一波初始化
        GameObject mainCanvas = GameObject.FindWithTag("MainCanvas");
        if (mainCanvas == null)
            return;
        Transform[] transforms = mainCanvas.GetComponentsInChildren<Transform>();
        for (int i = 0; i < transforms.Length; i++)
        {
            if (transforms[i].name.EndsWith("_Panel"))
            {
                //挂脚本
                AddScript(transforms[i].name.Substring(0, transforms[i].name.Length - 2),transforms[i].gameObject);
                //添加panel及其有用控件
                AddPanel(transforms[i].name, transforms[i].gameObject);
            }
        }
    }
    
    /// <summary>
    /// 存储UI 控件
    /// </summary>
    private Dictionary<string, Dictionary<string, GameObject>> widgets = new Dictionary<string, Dictionary<string, GameObject>>();

    /// <summary>
    /// 存储UI panel
    /// </summary>
    private Dictionary<string, GameObject> panels = new Dictionary<string, GameObject>(); 
    
    /// <summary>
    /// 添加Panel
    /// </summary>
    /// <param name="panelName"></param>
    /// <param name="gameObj"></param>
    public void AddPanel(string panelName,GameObject gameObj)
    {
        if (panels.ContainsKey(panelName))
        {
            panels[panelName] = gameObj;
            Transform[] transforms = gameObj.GetComponentsInChildren<Transform>();
            for (int i = 0; i < transforms.Length; i++)
            {
                //添加控件
                if (transforms[i].name.EndsWith("_Widget"))
                {
                    AddWidget(gameObj.name, transforms[i].name, transforms[i].gameObject);
                }
                //子panel添加panel
                if (transforms[i].name.EndsWith("_Panel"))
                {
                    AddPanel(transforms[i].name, transforms[i].gameObject);
                }
            }
        }
    }

    /// <summary>
    /// 添加控件
    /// </summary>
    /// <param name="panelName"></param>
    /// <param name="widgetName"></param>
    /// <param name="gameObj"></param>
    public void AddWidget(string panelName,string widgetName,GameObject gameObj)
    {
        if (!widgets.ContainsKey(panelName))
            widgets[panelName] = new Dictionary<string, GameObject>();
        if (!widgets[panelName].ContainsKey(widgetName))
            widgets[panelName][widgetName] = gameObj;
    }

    /// <summary>
    /// 获取控件
    /// </summary>
    /// <param name="panelName"></param>
    /// <param name="widgetName"></param>
    /// <returns></returns>
    public GameObject GetWidget(string panelName,string widgetName)
    {
        if (!widgets.ContainsKey(panelName))
            return null;
        if (!widgets[panelName].ContainsKey(widgetName))
            return null;
        return widgets[panelName][widgetName];
    }

    /// <summary>
    /// 获取panel
    /// </summary>
    /// <param name="panelName"></param>
    /// <returns></returns>
    public GameObject GetPanel(string panelName)
    {
        if (panels.ContainsKey(panelName))
            return panels[panelName];
        return null;
    }

    /// <summary>
    /// 移除panel
    /// </summary>
    /// <param name="panelName"></param>
    public void RemovePanel(string panelName)
    {
        if (panels.ContainsKey(panelName))
            panels.Remove(panelName);
        if (widgets.ContainsKey(panelName))
            widgets.Remove(panelName);
    }
    
    /// <summary>
    /// 移除控件
    /// </summary>
    /// <param name="panelName"></param>
    /// <param name="widgetName"></param>
    public void RemoveWidget(string panelName,string widgetName)
    {
        if (!widgets.ContainsKey(panelName))
            return;
        if (widgets[panelName].ContainsKey(widgetName))
            widgets[panelName].Remove(widgetName);
    }

    /// <summary>
    /// 清空所有控件panel
    /// </summary>
    public void ClearWidget()
    {
        panels.Clear();
        widgets.Clear();
    }

    /// <summary>
    /// 挂载脚本
    /// </summary>
    /// <param name="name"></param>
    /// <param name="gameObj"></param>
    public void AddScript(string name,GameObject gameObj)
    {
        System.Type type = System.Type.GetType(name);
        gameObj.AddComponent(type);
    }

    /// <summary>
    /// 获取对象指定类型组件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="panelName"></param>
    /// <param name="widgetName"></param>
    /// <returns></returns>
    public T GetNeedType<T>(string panelName, string widgetName)
    {
        return GetWidget(panelName, widgetName).GetComponent<T>();
    }
    
    /// <summary>
    /// UI 添加事件方法
    /// </summary>
    /// <param name="widgetName"></param>
    /// <param name="eventTriggerType"></param>
    /// <param name="action"></param>
    public void AddEvent(string panelName, string widgetName, EventTriggerType eventTriggerType, UnityAction<BaseEventData> action)
    {
        AddEvent(GetWidget(panelName, widgetName), eventTriggerType, action);
    }

    /// <summary>
    /// UI 添加事件方法
    /// </summary>
    /// <param name="gameObject"></param>
    /// <param name="eventTriggerType"></param>
    /// <param name="action"></param>
    public void AddEvent(GameObject gameObject, EventTriggerType eventTriggerType, UnityAction<BaseEventData> action)
    {

        //获取EventTrigger
        EventTrigger trigger = gameObject.GetComponent<EventTrigger>();
        //没有则添加
        if (trigger == null)
        {
            trigger = gameObject.AddComponent<EventTrigger>();
            // 实例化triggers
            trigger.triggers = new List<EventTrigger.Entry>();
        }
        // 定义需要绑定的事件类型。并设置回调函数
        EventTrigger.Entry entry = new EventTrigger.Entry();
        // 设置 事件类型
        entry.eventID = eventTriggerType;
        // 设置回调函数
        entry.callback = new EventTrigger.TriggerEvent();
        UnityAction<BaseEventData> callback = new UnityAction<BaseEventData>(action);
        entry.callback.AddListener(callback);
        // 添加事件触发记录到GameObject的事件触发组件
        trigger.triggers.Add(entry);
    }
    
}

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