Unity GameFramework项目实战3 - UI框架搭建

接上篇



Unity GameFramework项目实战1 - 项目搭建_unity gameframework 教程-CSDN博客

以开启MenuForm为例

一.脚本搭建

1.UGuiForm脚本 继承 UIFormLogic

    public abstract class UGuiForm : UIFormLogic
    {
        public const int DepthFactor = 100;
        private const float FadeTime = 0.3f;

        private static Font s_MainFont = null;
        private Canvas m_CachedCanvas = null;
        private CanvasGroup m_CanvasGroup = null;
        private List<Canvas> m_CachedCanvasContainer = new List<Canvas>();

        public int OriginalDepth
        {
            get;
            private set;
        }

        public int Depth
        {
            get
            {
                return m_CachedCanvas.sortingOrder;
            }
        }

        public void Close()
        {
            Close(false);
        }

        public void Close(bool ignoreFade)
        {
            StopAllCoroutines();

            if (ignoreFade)
            {
                GameEntry.UI.CloseUIForm(this);
            }
            else
            {
                StartCoroutine(CloseCo(FadeTime));
            }
        }

        public void PlayUISound(int uiSoundId)
        {
            //GameEntry.Sound.PlayUISound(uiSoundId);
        }

        public static void SetMainFont(Font mainFont)
        {
            if (mainFont == null)
            {
                Log.Error("Main font is invalid.");
                return;
            }

            s_MainFont = mainFont;
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnInit(object userData)
#else
        protected internal override void OnInit(object userData)
#endif
        {
            base.OnInit(userData);

            m_CachedCanvas = gameObject.GetOrAddComponent<Canvas>();
            m_CachedCanvas.overrideSorting = true;
            OriginalDepth = m_CachedCanvas.sortingOrder;

            m_CanvasGroup = gameObject.GetOrAddComponent<CanvasGroup>();

            RectTransform transform = GetComponent<RectTransform>();
            transform.anchorMin = Vector2.zero;
            transform.anchorMax = Vector2.one;
            transform.anchoredPosition = Vector2.zero;
            transform.sizeDelta = Vector2.zero;

            gameObject.GetOrAddComponent<GraphicRaycaster>();

            Text[] texts = GetComponentsInChildren<Text>(true);
            for (int i = 0; i < texts.Length; i++)
            {
                //
                //texts[i].font = s_MainFont;
                if (!string.IsNullOrEmpty(texts[i].text))
                {
                    texts[i].text = GameEntry.Localization.GetString(texts[i].text);
                }
            }
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnRecycle()
#else
        protected internal override void OnRecycle()
#endif
        {
            base.OnRecycle();
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnOpen(object userData)
#else
        protected internal override void OnOpen(object userData)
#endif
        {
            base.OnOpen(userData);

            m_CanvasGroup.alpha = 0f;
            StopAllCoroutines();
            StartCoroutine(m_CanvasGroup.FadeToAlpha(1f, FadeTime));
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnClose(bool isShutdown, object userData)
#else
        protected internal override void OnClose(bool isShutdown, object userData)
#endif
        {
            base.OnClose(isShutdown, userData);
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnPause()
#else
        protected internal override void OnPause()
#endif
        {
            base.OnPause();
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnResume()
#else
        protected internal override void OnResume()
#endif
        {
            base.OnResume();

            m_CanvasGroup.alpha = 0f;
            StopAllCoroutines();
            StartCoroutine(m_CanvasGroup.FadeToAlpha(1f, FadeTime));
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnCover()
#else
        protected internal override void OnCover()
#endif
        {
            base.OnCover();
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnReveal()
#else
        protected internal override void OnReveal()
#endif
        {
            base.OnReveal();
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnRefocus(object userData)
#else
        protected internal override void OnRefocus(object userData)
#endif
        {
            base.OnRefocus(userData);
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#else
        protected internal override void OnUpdate(float elapseSeconds, float realElapseSeconds)
#endif
        {
            base.OnUpdate(elapseSeconds, realElapseSeconds);
        }

#if UNITY_2017_3_OR_NEWER
        protected override void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
#else
        protected internal override void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
#endif
        {
            int oldDepth = Depth;
            base.OnDepthChanged(uiGroupDepth, depthInUIGroup);
            int deltaDepth = UGuiGroupHelper.DepthFactor * uiGroupDepth + DepthFactor * depthInUIGroup - oldDepth + OriginalDepth;
            GetComponentsInChildren(true, m_CachedCanvasContainer);
            for (int i = 0; i < m_CachedCanvasContainer.Count; i++)
            {
                m_CachedCanvasContainer[i].sortingOrder += deltaDepth;
            }

            m_CachedCanvasContainer.Clear();
        }

        private IEnumerator CloseCo(float duration)
        {
            yield return m_CanvasGroup.FadeToAlpha(0f, duration);
            GameEntry.UI.CloseUIForm(this);
        }
    }

2.UIExtension

 public static class UIExtension
 {
     public static IEnumerator FadeToAlpha(this CanvasGroup canvasGroup, float alpha, float duration)
     {
         float time = 0f;
         float originalAlpha = canvasGroup.alpha;
         while (time < duration)
         {
             time += Time.deltaTime;
             canvasGroup.alpha = Mathf.Lerp(originalAlpha, alpha, time / duration);
             yield return new WaitForEndOfFrame();
         }

         canvasGroup.alpha = alpha;
     }

     public static IEnumerator SmoothValue(this Slider slider, float value, float duration)
     {
         float time = 0f;
         float originalValue = slider.value;
         while (time < duration)
         {
             time += Time.deltaTime;
             slider.value = Mathf.Lerp(originalValue, value, time / duration);
             yield return new WaitForEndOfFrame();
         }

         slider.value = value;
     }

     public static bool HasUIForm(this UIComponent uiComponent, UIFormId uiFormId, string uiGroupName = null)
     {
         return uiComponent.HasUIForm((int)uiFormId, uiGroupName);
     }

     public static bool HasUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
     {
         IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
         DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
         if (drUIForm == null)
         {
             return false;
         }

         string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
         if (string.IsNullOrEmpty(uiGroupName))
         {
             return uiComponent.HasUIForm(assetName);
         }

         IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
         if (uiGroup == null)
         {
             return false;
         }

         return uiGroup.HasUIForm(assetName);
     }

     public static UGuiForm GetUIForm(this UIComponent uiComponent, UIFormId uiFormId, string uiGroupName = null)
     {
         return uiComponent.GetUIForm((int)uiFormId, uiGroupName);
     }

     public static UGuiForm GetUIForm(this UIComponent uiComponent, int uiFormId, string uiGroupName = null)
     {
         IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
         DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
         if (drUIForm == null)
         {
             return null;
         }

         string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
         UIForm uiForm = null;
         if (string.IsNullOrEmpty(uiGroupName))
         {
             uiForm = uiComponent.GetUIForm(assetName);
             if (uiForm == null)
             {
                 return null;
             }

             return (UGuiForm)uiForm.Logic;
         }

         IUIGroup uiGroup = uiComponent.GetUIGroup(uiGroupName);
         if (uiGroup == null)
         {
             return null;
         }

         uiForm = (UIForm)uiGroup.GetUIForm(assetName);
         if (uiForm == null)
         {
             return null;
         }

         return (UGuiForm)uiForm.Logic;
     }

     public static void CloseUIForm(this UIComponent uiComponent, UGuiForm uiForm)
     {
         uiComponent.CloseUIForm(uiForm.UIForm);
     }

     public static int? OpenUIForm(this UIComponent uiComponent, UIFormId uiFormId, object userData = null)
     {
         return uiComponent.OpenUIForm((int)uiFormId, userData);
     }

     public static int? OpenUIForm(this UIComponent uiComponent, int uiFormId, object userData = null)
     {
         IDataTable<DRUIForm> dtUIForm = GameEntry.DataTable.GetDataTable<DRUIForm>();
         DRUIForm drUIForm = dtUIForm.GetDataRow(uiFormId);
         if (drUIForm == null)
         {
             Log.Warning("Can not load UI form '{0}' from data table.", uiFormId.ToString());
             return null;
         }
         string assetName = AssetUtility.GetUIFormAsset(drUIForm.AssetName);
         if (!drUIForm.AllowMultiInstance)
         {
             if (uiComponent.IsLoadingUIForm(assetName))
             {
                 return null;
             }

             if (uiComponent.HasUIForm(assetName))
             {
                 return null;
             }
         }

         return uiComponent.OpenUIForm(assetName, drUIForm.UIGroupName, Constant.AssetPriority.UIFormAsset, drUIForm.PauseCoveredUIForm, userData);
     }

     public static void OpenDialog(this UIComponent uiComponent, DialogParams dialogParams)
     {
         if (((ProcedureBase)GameEntry.Procedure.CurrentProcedure).UseNativeDialog)
         {
             OpenNativeDialog(dialogParams);
         }
         else
         {
             uiComponent.OpenUIForm(UIFormId.DialogForm, dialogParams);
         }
     }

     private static void OpenNativeDialog(DialogParams dialogParams)
     {
         // TODO:这里应该弹出原生对话框,先简化实现为直接按确认按钮
         if (dialogParams.OnClickConfirm != null)
         {
             dialogParams.OnClickConfirm(dialogParams.UserData);
         }
     }
 }

3.UGuiGroupHelper

 public class UGuiGroupHelper : UIGroupHelperBase
 {
     public const int DepthFactor = 10000;

     private int m_Depth = 0;
     private Canvas m_CachedCanvas = null;

     /// <summary>
     /// 设置界面组深度。
     /// </summary>
     /// <param name="depth">界面组深度。</param>
     public override void SetDepth(int depth)
     {
         m_Depth = depth;
         m_CachedCanvas.overrideSorting = true;
         m_CachedCanvas.sortingOrder = DepthFactor * depth;
     }

     private void Awake()
     {
         m_CachedCanvas = gameObject.GetOrAddComponent<Canvas>();
         gameObject.GetOrAddComponent<GraphicRaycaster>();
     }

     private void Start()
     {
         m_CachedCanvas.overrideSorting = true;
         m_CachedCanvas.sortingOrder = DepthFactor * m_Depth;

         RectTransform transform = GetComponent<RectTransform>();
         transform.anchorMin = Vector2.zero;
         transform.anchorMax = Vector2.one;
         transform.anchoredPosition = Vector2.zero;
         transform.sizeDelta = Vector2.zero;
     }
 }

4. MenuForm 脚本继承UGuiForm

 public class MenuForm : UGuiForm
 {

     private ProcedureMainMenu m_ProcedureMainMenu = null;


     protected override void OnInit(object userData)
     {
         base.OnInit(userData);
     }

     protected override void OnOpen(object userData)
     {
         base.OnOpen(userData);
         m_ProcedureMainMenu = (ProcedureMainMenu)userData;
     }

     protected override void OnClose(bool isShutdown, object userData)
     {
         base.OnClose(isShutdown, userData);
         m_ProcedureMainMenu = null;
     }
}

二,新建界面Menu设置预制体,挂载MenuForm脚本

三,在UI层级下新建UIFormInstances对象,并设置相应的参数如下图所示

四,在UI对象上设置相应参数,如下图所示

五,加载UI

在逻辑代码中加载

   GameEntry.UI.OpenUIForm("Assets/GameMain/UI/UIForms/MenuForm.prefab", "Default");

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