Unity程序基础框架__UI管理模块

UI管理模块

泰课指路牌:https://www.taikr.com/course/1062/task/31006/show.


统一管理UI以及相关(UGUI),提高代码复用率,降低文件耦合性。

面板基类代码:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
/// <summary>
/// 面板基类
///找到所有自己面板下的控件对象
///提供显式/隐藏的行为
/// </summary>
public class BasePanel : MonoBehaviour
{
    //里氏转换原则,所有UI都会继承UIBehaviour
    private Dictionary<string, List<UIBehaviour>> uiDic = new Dictionary<string, List<UIBehaviour>>();

    private void Awake()
    {
        FindChildrenUIComponent<Button>();
        FindChildrenUIComponent<Image>();
        FindChildrenUIComponent<Text>();
        FindChildrenUIComponent<Toggle>();
        FindChildrenUIComponent<Slider>();
        FindChildrenUIComponent<ScrollRect>();
    }
    //让子类重写(覆盖)此方法,来实现UI的隐藏与出现
    public virtual void ShowMe()
    {

    }
    public virtual void HideMe()
    {

    }
    //得到对应名字的对应控件脚本
    protected T GetControl<T>(string name) where T : UIBehaviour
    {
        if (uiDic.ContainsKey(name))
        {
            for (int i = 0; i < uiDic[name].Count; i++)
            {
                if (uiDic[name][i] is T)
                    return uiDic[name][i] as T;
            }
        }
        return null;
    }
    //找到相对应的UI控件并记录到字典中
    private void FindChildrenUIComponent<T>() where T : UIBehaviour
    {
        T[] array = this.GetComponentsInChildren<T>();
        string objName;
        for (int i = 0; i < array.Length; i++)
        {
            objName = array[i].gameObject.name;
            if (uiDic.ContainsKey(objName))
                uiDic[objName].Add(array[i]);
            else
                uiDic.Add(objName, new List<UIBehaviour>() { array[i] });
        }
    }
}

在UI的Canvas上挂载一个脚本继承自这个BasePanel,这样这个Canvas下面所有的UI都可以被GetControl直接找到

面板基类的使用:

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

public class UITest : BasePanel
{
    private void Start()
    {
        GetControl<Button>("Button").onClick.AddListener(() =>
        {
            print("开始游戏");
        });
        GetControl<Button>("Button2").onClick.AddListener(() =>
        {
            print("设置");
        });
    }
}

在这里插入图片描述

UI管理器
在编写UI管理器,要确保分辨率问题,通过修改场景Canvas的属性来保证

主要是修改Canvas Scaler (画布定标器)
关于Canvas Scaler 的详解,下面两篇文章讲解
自适应神器------Canvas Scaler (画布定标器)
深入理解Canvas Scaler

UIManager:

using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public enum E_UI_Layer
{
    Bot,
    Mid,
    Top,
    System
}
public class UIManager : SignleBaseManager<UIManager>
{
    public Dictionary<string, BasePanel> panelDic = new Dictionary<string, BasePanel>();
    private Transform bot;//底部
    private Transform mid;//中层
    private Transform top;//顶部
    private Transform system;//系统

    public UIManager()
    {
        GameObject obj = ResManager.getInstance().Load<GameObject>("canvas");
        Transform canvas = obj.transform;
        GameObject.DontDestroyOnLoad(obj);

        bot = canvas.Find("Bot");
        mid = canvas.Find("Mid");
        top = canvas.Find("Top");
        system = canvas.Find("System");

        obj = ResManager.getInstance().Load<GameObject>("EventSystem");
        GameObject.DontDestroyOnLoad(obj);

    }

    public void ShowPanel<T>(string panelName, E_UI_Layer layer, Action<T> callback) where T : BasePanel
    {
        if (panelDic.ContainsKey(panelName))
        {
            panelDic[panelName].ShowMe();
            callback?.Invoke(panelDic[panelName] as T);
        }

        ResManager.getInstance().LoadAysnc<GameObject>("path" + panelName, (obj) =>
        {
            // 因为是UI所以需要拖到Canvas下的父对象
            Transform father = bot;
            switch (layer)
            {
                case E_UI_Layer.Bot:
                    father = bot;
                    break;
                case E_UI_Layer.Mid:
                    father = mid;
                    break;
                case E_UI_Layer.Top:
                    father = top;
                    break;
                case E_UI_Layer.System:
                    father = system;
                    break;
                default:
                    break;
            }
            // 设置父对象,相对位置和大小,因为涉及到屏幕坐标,as两行是为了消除偏差
            obj.transform.SetParent(father);
            obj.transform.localPosition = Vector3.one;
            obj.transform.localScale = Vector3.one;

            (obj.transform as RectTransform).offsetMax = Vector2.zero;
            (obj.transform as RectTransform).offsetMin = Vector2.zero;

            //得到预设体身上面板脚本
            T panel = obj.GetComponent<T>();
            callback?.Invoke(panel);

            panel.ShowMe();
            panelDic.Add(panelName, panel);
        });
    }

    public void HidePanel(string panelName)
    {
        if (panelDic.ContainsKey(panelName))
        {
            panelDic[panelName].HideMe();
            GameObject.Destroy(panelDic[panelName].gameObject);
            panelDic.Remove(panelName);
        }
    }
}

public class UItest :MonoBehaviour
{
    private void Start()
    {
        UIManager.GetInstance().ShowPanel<LoginPanel>("LoginPanel", 
            E_UI_Layer.Top,
            ShowPanelOver);
        //LoginPanel p=this.gameobject.GetComponent<LoginPanel>();
        //p.IninInfo();
    }
    private void ShowPanelOver(LoginPanel panel) {
        panel.InitInfo();
        Invoke("DelayHide", 6);
    }
    private void DelayHide() {
        UIManager.GetInstance().HidePanel("LoginPanel");
    }
}

相关链接
Unity程序基础框架__单例基类模块
Unity程序基础框架__缓存池模块
Unity程序基础框架__事件中心模块
Unity程序基础框架__公共Mono模块
Unity程序基础框架__场景切换模块
Unity程序基础框架__资源加载模块
Unity程序基础框架__输入控制模块
Unity程序基础框架__事件中心模块基类优化
Unity程序基础框架__音效管理模块
Unity程序基础框架__UI管理模块

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