UnityUI

目前使用的框架:

1.ui类

(1)每一个ui都放在一个panel里面,panel当中要加入CanvesGroup组件以便控制其子物件与ui的交互

(2)BasePanel为所有自定义Panel的父类,每一个自定义的Panel要继承BasePanel并实现抽象方法

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class BasePanel 
{
    /// <summary>
    /// 储存uiPanel的名字和加载路径信息
    /// </summary>
    public UIType uIType;
    /// <summary>
    /// 当前ui在场景中绑定的物体
    /// </summary>
    public GameObject activeObj;

    public BasePanel(UIType _uIType)
    {
        uIType = _uIType;
    }
    public virtual void onStart()
    {
        UIMethod.AddOrGetComponent<CanvasGroup>(activeObj).interactable = true;
    }
    public virtual void onEnable()
    {
        UIMethod.AddOrGetComponent<CanvasGroup>(activeObj).interactable = true;
    }

    public virtual void onDisable()
    {
        UIMethod.AddOrGetComponent<CanvasGroup>(activeObj).interactable = false;
    }
    public virtual void onDestory()
    {
        UIMethod.AddOrGetComponent<CanvasGroup>(activeObj).interactable = false;

    }
}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class UIType 
{
    
    private string _name;
    private string _path;

    public UIType(string uIType,string objPath)
    {
        _name = uIType;
        _path = objPath;
    }

    public string Name { get => _name; }
    public string Path { get => _path; }

}

 实现示例:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class StartPanel : BasePanel
{
    private static string _name = "StartPanel";
    private static string _path = @"Panel\StartPanel";
    public static UIType uiType = new UIType(_name, _path);
    public StartPanel() : base(uiType)
    {

    }

    public override void onStart()
    {
        base.onStart();
        UIMethod.AddOrGetComponentInChildren<Button>(activeObj, "CloseDD").onClick.AddListener(closeDD);
        UIMethod.AddOrGetComponentInChildren<Button>(activeObj, "Load").onClick.AddListener(changeScene);
        UIMethod.AddOrGetComponentInChildren<Button>(activeObj, "Load0").onClick.AddListener(changeScene0);

    }
    private void closeDD()
    {
        GameObject.DestroyImmediate(UIMethod.findObjInChildren(activeObj, "Dropdown"));
        //UIMethod.findObjInChildren(activeObj, "Dropdown").SetActive(false);
    }
    private void changeScene()
    {
        Scene1 scene1 = new Scene1();
        SceneControl.getInstance().Load(Scene1.nameScene, scene1);
    }
    private void changeScene0()
    {
        Scene0 scene0 = new Scene0();
        SceneControl.getInstance().Load(Scene0.nameScene, scene0);
    }
    public override void onEnable()
    {
        base.onEnable();
    }

    public override void onDisable()
    {
        base.onDisable();
    }

    public override void onDestory()
    {
        base.onDestory();
    }
}

2.UI工具类

(1)从当前物体的子物体获得组件

public static T AddOrGetComponentInChildren<T>(GameObject panel,string nameChildren) where T:Component

(2)从当前物体获取组件

public static T AddOrGetComponent<T> (GameObject panel) where T:Component

(3)寻找在这个物体下面的子物体

public static GameObject findObjInChildren(GameObject panel,string nameChildren)

(4)获取当前场景下的画布

public static GameObject getCanves()

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public static class UIMethod 
{
    /// <summary>
    /// 获取当前场景下的画布
    /// </summary>
    /// <returns></returns>
    public static GameObject getCanves()
    {
        GameObject canves = GameObject.FindObjectOfType<Canvas>().gameObject;
        if(canves==null)
        {
            Debug.LogError("Cannot find Canves");
        }
        return canves;
    }
    /// <summary>
    /// 寻找在这个物体下面的子物体
    /// </summary>
    /// <param name="panel"></param>
    /// <param name="nameChildren">子物体的名字</param>
    /// <returns></returns>
    public static GameObject findObjInChildren(GameObject panel,string nameChildren)
    {
        Transform[] ts = panel.GetComponentsInChildren<Transform>();
        foreach (var item in ts)
        {
            if(item.gameObject.name==nameChildren)
            {
                return item.gameObject;
            }
        }
        Debug.LogError($"NotFindChildren:{nameChildren}");
        return null;
    }
    /// <summary>
    /// 从当前物体获取组件
    /// </summary>
    /// <typeparam name="T">组件名字</typeparam>
    /// <param name="panel">父物体</param>
    /// <returns></returns>
    public static T AddOrGetComponent<T> (GameObject panel) where T:Component
    {
        T target = panel.GetComponent<T>();
        
        if(target==null)
        {
            Debug.LogError($"NotFindConponent:{panel.name}");
            target=panel.AddComponent<T>();
        }
        return target;
    }
    /// <summary>
    /// 从当前物体的子物体获得组件
    /// </summary>
    /// <typeparam name="T">组件类型</typeparam>
    /// <param name="panel">父物体</param>
    /// <param name="nameChildren"></param>
    /// <returns></returns>
    public static T AddOrGetComponentInChildren<T>(GameObject panel,string nameChildren) where T:Component
    {
        GameObject obj = findObjInChildren(panel,nameChildren);
        T target = obj.GetComponent<T>();
        if (target == null)
        {
            Debug.LogError($"NotFindConponent:{obj.name}");
            target = obj.AddComponent<T>();
        }
        return target;
    }
}

 3.UIManager

使用其中的push和pop方法来加入ui和弹出当前ui

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class UIManager 
{
    private Dictionary<string, GameObject> dic_ui;
    private Stack<BasePanel> sta_ui;
    /// <summary>
    /// 场景下的画布
    /// </summary>
    public GameObject canvesObj;
    private static UIManager instance;

    public static UIManager getInstance()
    {
        if(instance==null)
        {
            Debug.LogError("NotFoundInstance");
            return null;
        }
        return instance;
    }

    public UIManager()
    {
        dic_ui = new Dictionary<string, GameObject>();
        sta_ui = new Stack<BasePanel>();
        instance = this;
    }
    public GameObject getSingleObj(UIType uIType)
    {
        if(dic_ui.ContainsKey(uIType.Name))
        {
            return dic_ui[uIType.Name];
        }
        if(canvesObj==null)
        {
            canvesObj = UIMethod.getCanves();
        }
        GameObject uiObj = GameObject.Instantiate<GameObject>(Resources.Load<GameObject>(uIType.Path), canvesObj.transform);
        dic_ui.Add(uIType.Name, uiObj);
        return uiObj;
    }
    public void push(BasePanel uiPanel)
    {
        
        if(sta_ui.Count==0)
        {
            GameObject uiObj = getSingleObj(uiPanel.uIType);
            uiPanel.activeObj = uiObj;
            uiObj.name = uiPanel.uIType.Name;
            sta_ui.Push(uiPanel);
        }
        else
        {
            if(sta_ui.Peek().uIType.Name!=uiPanel.uIType.Name)
            {
                sta_ui.Peek().onDisable();
                
                GameObject uiObj = getSingleObj(uiPanel.uIType);
                uiPanel.activeObj = uiObj;
                uiObj.name = uiPanel.uIType.Name;
                sta_ui.Push(uiPanel);
            }
        }
        
        uiPanel.onStart();
    }
    public void pop(bool isLoad)
    {

        if(isLoad)
        {
            if(sta_ui.Count>0)
            {
                dic_ui.Remove(sta_ui.Peek().uIType.Name);
                sta_ui.Peek().onDisable();
                sta_ui.Peek().onDestory();
                GameObject.DestroyImmediate(sta_ui.Peek().activeObj);
                sta_ui.Pop();
                
                pop(true);
            }
        }
        else
        {
            if (sta_ui.Count > 0)
            {

                dic_ui.Remove(sta_ui.Peek().uIType.Name);
                sta_ui.Peek().onDisable();
                sta_ui.Peek().onDestory();
                GameObject.DestroyImmediate(sta_ui.Peek().activeObj);
                sta_ui.Pop();

                if(sta_ui.Count>0)
                {
                    sta_ui.Peek().onEnable();
                }
            }
        }
        
    }
}

4.场景加载基类

所有自定义场景类都要继承这个基类,并且定义场景名字

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public abstract class SceneBase 
{
    public abstract void enterScene();
    public abstract void exitScene();
    
}

场景类示例:

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class Scene0 : SceneBase
{
    public static string nameScene = "Scene0";
    public override void enterScene()
    {
        UIManager.getInstance().push(new StartPanel());
        //Debug.Log($"Load{SceneManager.GetActiveScene().name}");
    }

    public override void exitScene()
    {
        //UIManager.getInstance().pop(true);
    }
}

5.场景控制类

切换场景在事件或者GM当中调用方法场景控制类当中的load即可

注意:每一次创建新场景,在创建场景类之后,记得在这里进行注册

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class SceneControl 
{
    private Dictionary<string, SceneBase> dic_scene = new Dictionary<string, SceneBase>
    {
        [Scene0.nameScene] = new Scene0(),
        [Scene1.nameScene]=new Scene1(),
        [SceneLaucher.nameScene]=new SceneLaucher()
    };

    private static SceneControl instance;
    
    public static SceneControl getInstance()
    {
        if(instance==null)
        {
            Debug.Log("NotFindSceneInstance");
        }
        return instance;
    }

    public SceneControl()
    {
        instance = this;

    }

    
    public void Load(string nameScene,SceneBase sceneBase)
    {
        if(!dic_scene.ContainsKey(nameScene))
        {
            dic_scene.Add(nameScene, sceneBase);
        }
        
        dic_scene[SceneManager.GetActiveScene().name].exitScene();

        #region popAllUI
        UIManager.getInstance().pop(true);
        #endregion

        SceneManager.LoadScene(nameScene);
        sceneBase.enterScene();
    }
}

6.GameManeger

用以初始化SceneControl和UIManager

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class GameManager : MonoBehaviour
{
    
    public static GameManager _instance;
    public static GameManager getInstance()
    {
        if(_instance==null)
        {
            Debug.LogError("NotHaveInstance");

        }
        return _instance;
    }
    private UIManager _uIManager;
    public UIManager uIManager { get => _uIManager; }

    private SceneControl _sceneControl;
    public SceneControl sceneControl { get => _sceneControl; }

    private void Awake()
    {
        if(_instance==null)
        {
            _instance = this;
        }
        else
        {
            GameManager.Destroy(this.gameObject);
        }
        _uIManager = new UIManager();
        _sceneControl = new SceneControl();
    }
    private void Start()
    {
        DontDestroyOnLoad(this);
        uIManager.push(new StartPanel());
        //SceneControl.getInstance().Load(Scene0.nameScene, new Scene0());
    }

}

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