Unity-UI基本搭建

本文档详细介绍了Unity中UGUI框架的搭建过程,包括创建UI Prefabs、编写UIPanelType脚本、JSON数据存储、UIManager脚本的实现、面板的实例化管理以及控制UI面板之间的跳转和状态管理。内容涵盖了UIPanelInfo、UIManager、BasePanel基类以及各种状态方法的实现,旨在帮助读者理解并构建自己的Unity UI系统。
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UGUI框架

 本套课程是学习的Siki学院的UI框架

1,新建一个工程 在Resource文件夹下的UIPanel文件夹下 创建几个UI的Prefab。 

2, 编写UIPanelType脚本 

using UnityEngine;
using System.Collections;
using System;

public enum UIPanelType  {
    ItemMessage,
    Knapsack,
    MainMenu,
    Shop,
    Skill,
    System,
    Task
}

3,编写json存储数据   Panel的存储路径和类型 

{
"infoList":
[
{"panelTypeString":"ItemMessage",
"path":"UIPanel/ItemMessagePanel"},

{"panelTypeString":"Knapsack",
"path":"UIPanel/KnapsackPanel"},

{"panelTypeString":"MainMenu",
"path":"UIPanel/MainMenuPanel"},

{"panelTypeString":"Shop",
"path":"UIPanel/ShopPanel"},

{"panelTypeString":"Skill",
"path":"UIPanel/SkillPanel"},

{"panelTypeString":"System",
"path":"UIPanel/SystemPanel"},

{"panelTypeString":"Task",
"path":"UIPanel/TaskPanel"}

]
}

4,然后新建一个UIPaneInfo 序列化类型

using UnityEngine;
using System.Collections;
using System;

[Serializable]
public class UIPanelInfo :ISerializationCallbackReceiver {
    [NonSerialized]
    public UIPanelType panelType;
    public string panelTypeString;
    //{
    //    get
    //    {
    //        return panelType.ToString();
    //    }
    //    set
    //    {
    //        UIPanelType type =(UIPanelType)System.Enum.Parse(typeof(UIPanelType), value);
    //        panelType = type;
    //    }
    //}
    public string path;

    // 反序列化   从文本信息 到对象
    public void OnAfterDeserialize()
    {
        UIPanelType type = (UIPanelType)System.Enum.Parse(typeof(UIPanelType), panelTypeString);
        panelType = type;
    }

    public void OnBeforeSerialize()
    {
        
    }
}

5,然后在新建UIManager脚本 

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

public class UIManager {

    /// 
    /// 单例模式的核心
    /// 1,定义一个静态的对象 在外界访问 在内部构造
    /// 2,构造方法私有化

    private static UIManager _instance;

    public static UIManager Instance
    {
        get
        {
            if (_instance == null)
            {
                _instance = new UIManager();
            }
            return _instance;
        }
    }

    private Transform canvasTransform;
    private Transform CanvasTransform
    {
        get
        {
            if (canvasTransform == null)
            {
                canvasTransform = GameObject.Find("Canvas").transform;
            }
            return canvasTransform;
        }
    }
    private Dictionary<UIPanelType, string> panelPathDict;//存储所有面板Prefab的路径
    private Dictionary<UIPanelType, BasePanel> panelDict;//保存所有实例化面板的游戏物体身上的BasePanel组件
    private Stack<BasePanel> panelStack;

    private UIManager()
    {
        ParseUIPanelTypeJson();
    }

    /// <summary>
    /// 把某个页面入栈,  把某个页面显示在界面上
    /// </summary>
    public void PushPanel(UIPanelType panelType)
    {
        if (panelStack == null)
            panelStack = new Stack<BasePanel>();

        //判断一下栈里面是否有页面
        if (panelStack.Count > 0)
        {
            BasePanel topPanel = panelStack.Peek();
            topPanel.OnPause();
        }

        BasePanel panel = GetPanel(panelType);
        panel.OnEnter();
        panelStack.Push(panel);
    }
    /// <summary>
    /// 出栈 ,把页面从界面上移除
    /// </summary>
    public void PopPanel()
    {
        if (panelStack == null)
            panelStack = new Stack<BasePanel>();

        if (panelStack.Count <= 0) return;

        //关闭栈顶页面的显示
        BasePanel topPanel = panelStack.Pop();
        topPanel.OnExit();

        if (panelStack.Count <= 0) return;
        BasePanel topPanel2 = panelStack.Peek();
        topPanel2.OnResume();

    }

    /// <summary>
    /// 根据面板类型 得到实例化的面板
    /// </summary>
    /// <returns></returns>
    private BasePanel GetPanel(UIPanelType panelType)
    {
        if (panelDict == null)
        {
            panelDict = new Dictionary<UIPanelType, BasePanel>();
        }

        //BasePanel panel;
        //panelDict.TryGetValue(panelType, out panel);//TODO

        BasePanel panel = panelDict.TryGet(panelType);

        if (panel == null)
        {
            //如果找不到,那么就找这个面板的prefab的路径,然后去根据prefab去实例化面板
            //string path;
            //panelPathDict.TryGetValue(panelType, out path);
            string path = panelPathDict.TryGet(panelType);
            GameObject instPanel = GameObject.Instantiate(Resources.Load(path)) as GameObject;
            instPanel.transform.SetParent(CanvasTransform,false);
            panelDict.Add(panelType, instPanel.GetComponent<BasePanel>());
            return instPanel.GetComponent<BasePanel>();
        }
        else
        {
            return panel;
        }

    }

    [Serializable]
    class UIPanelTypeJson
    {
        public List<UIPanelInfo> infoList;
    }
    private void ParseUIPanelTypeJson()
    {
        panelPathDict = new Dictionary<UIPanelType, string>();

        TextAsset ta = Resources.Load<TextAsset>("UIPanelType");

        UIPanelTypeJson jsonObject = JsonUtility.FromJson<UIPanelTypeJson>(ta.text);

        foreach (UIPanelInfo info in jsonObject.infoList) 
        {
            //Debug.Log(info.panelType);
            panelPathDict.Add(info.panelType, info.path);
        }
    }

    /// <summary>
    /// just for test
    /// </summary>
    public void Test()
    {
        string path ;
        panelPathDict.TryGetValue(UIPanelType.Knapsack,out path);
        Debug.Log(path);
    }
}

6测试 新建一个GameRoot脚本挂载在任何物体上

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
 
public class GameRoot : MonoBehaviour
{
 
    // Use this for initialization
    void Start()
    {
        UIManager.Instance.Test();
    }
 
    // Update is called once per frame
    void Update()
    {
 
    }
}

7.创建一个BasePanel Panel的公共基类 功能实现如图:


然后 新建一个BasePanel脚本  每个Panel上都要创建一个自己的脚本用来继承自BasePanel, 

8,控制UI面板的prefab的实例化创建和 管理! 在UIManager中创建新的一个字典用来存储 Panel的类型和Panel的BasePanel ,再增加一个getPanel 方法

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
public class UIManager  {  // UIManager  UI框架的核心管理类   1,解析保存所有面板信息(PanelPathDict)
     [Serializable]
    class UIPanelTypeJson{
 
        public List<UIPanelInfo> infoList;
    } 
    /// <summary>
    /// 单例模式的核心
    /// 1定义一个静态的对象 在外界访问 在内结构造
    /// 2构造方法私有化
    /// </summary>
    private static UIManager _instance;
 
    public static UIManager Instance
    {
        get
        {
  
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