窗体弹窗层级管理

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

public class UIWindowPop : MonoBehaviour
{
    private static UIWindowPop _instance;
    public static  UIWindowPop Instance
    {
        get {
            if (_instance==null)
            {
                _instance = new GameObject("UIWindowPop").AddComponent<UIWindowPop>();
            }
            return _instance;
        }
    }
    private Dictionary<string, Transform> cachWindow = new Dictionary<string, Transform>();
    private Stack<UIPackage> stackPackage = new Stack<UIPackage>();
    private Transform popRoot;
    private string PopName = "PopWindow";
    private Transform root;
    private Transform mask;
    private void Awake()
    {
        InitWindow();
    }
    void InitWindow()
    {
    //画布根节点
        root = GameObject.Find("UICanvas").transform;
        popRoot =Instantiate<Transform>(LoadWindow<Transform>("UI/"+PopName), root);
        popRoot.name = PopName;
        mask = popRoot.Find("mask");
        mask.gameObject.SetActive(false);
        RepairRootLayer();
        EventTriggerListener.GetEventListener(mask.gameObject).onClick = OnMaskClick;
    }

    private void OnMaskClick(GameObject go)
    {
        if (stackPackage.Count==0)
        {
            return;
        }
       UIPackage package= stackPackage.Pop();
        Transform curWindow = popRoot.Find(package._name);
        if (package.onPop!=null)
        {
            package.onPop(curWindow.name);
        }
        curWindow.gameObject.SetActive(false);
        Destroy(curWindow.gameObject);
        if (stackPackage.Count==0)
        {
            mask.gameObject.SetActive(false);
        }
    }

    void RepairRootLayer()
    {
        if (!mask.gameObject.activeSelf)
        {
            mask.gameObject.SetActive(true);
        }       
        popRoot.SetAsLastSibling();
        mask.SetAsLastSibling();
    }
    /// <summary>
    /// 弹窗
    /// </summary>
    /// <param name="windowName">窗体名称</param>
    /// <param name="path">窗体相对路径 </param>
    /// <param name="_onEnter">弹窗加载后返回 窗体对象</param>
    /// <param name="_OnPop">关闭弹窗 事件通知</param>
    public void EnterWindow(string windowName,string path="",Action<Transform> _onEnter=null,Action<object> _OnPop = null)
    {
        Transform cachTrans = null;
        Transform trans = null;
        cachWindow.TryGetValue(path+windowName, out cachTrans);
        if(cachTrans == null)
        {
            cachTrans= LoadWindow<Transform>(path + windowName);
            cachWindow[windowName] = cachTrans;
        }
        trans = Instantiate<Transform>(cachTrans, popRoot);
        trans.name = windowName;
        UIPackage package = new UIPackage(windowName, _OnPop);
        stackPackage.Push(package);
        RepairRootLayer();
        trans.SetAsLastSibling();
        if (_onEnter != null)
        {
            _onEnter(trans);
        }
        trans.gameObject.SetActive(true);
    }

    T LoadWindow<T>(string path) where T : UnityEngine.Object
    {
        T t = default(T);
        try
        {
         t=   Resources.Load<T>(path);
        }
        catch (System.Exception ex)
        {
            Debug.Log("UIWindowPop.LoadWindow path 加载失败");
        }
        return t;
    }
    private void OnDestroy()
    {
        _instance = null;
    }
    internal class UIPackage
    {
        public  string _name;
        public Action<object>  onPop ;
        public UIPackage(string str,Action<object> call)
        {
            _name = str;
            onPop = call;
        }
    }
}
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