UIFormLogic.cs 5.4 KB

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  1. //------------------------------------------------------------
  2. // Game Framework
  3. // Copyright © 2013-2021 Jiang Yin. All rights reserved.
  4. // Homepage: https://gameframework.cn/
  5. // Feedback: mailto:ellan@gameframework.cn
  6. //------------------------------------------------------------
  7. using UnityEngine;
  8. namespace UnityGameFramework.Runtime
  9. {
  10. /// <summary>
  11. /// 界面逻辑基类。
  12. /// </summary>
  13. public abstract class UIFormLogic : MonoBehaviour
  14. {
  15. private bool m_Available = false;
  16. private bool m_Visible = false;
  17. private UIForm m_UIForm = null;
  18. private Transform m_CachedTransform = null;
  19. private int m_OriginalLayer = 0;
  20. /// <summary>
  21. /// 获取界面。
  22. /// </summary>
  23. public UIForm UIForm
  24. {
  25. get
  26. {
  27. return m_UIForm;
  28. }
  29. }
  30. /// <summary>
  31. /// 获取或设置界面名称。
  32. /// </summary>
  33. public string Name
  34. {
  35. get
  36. {
  37. return gameObject.name;
  38. }
  39. set
  40. {
  41. gameObject.name = value;
  42. }
  43. }
  44. /// <summary>
  45. /// 获取界面是否可用。
  46. /// </summary>
  47. public bool Available
  48. {
  49. get
  50. {
  51. return m_Available;
  52. }
  53. }
  54. /// <summary>
  55. /// 获取或设置界面是否可见。
  56. /// </summary>
  57. public bool Visible
  58. {
  59. get
  60. {
  61. return m_Available && m_Visible;
  62. }
  63. set
  64. {
  65. if (!m_Available)
  66. {
  67. Log.Warning("UI form '{0}' is not available.", Name);
  68. return;
  69. }
  70. if (m_Visible == value)
  71. {
  72. return;
  73. }
  74. m_Visible = value;
  75. InternalSetVisible(value);
  76. }
  77. }
  78. /// <summary>
  79. /// 获取已缓存的 Transform。
  80. /// </summary>
  81. public Transform CachedTransform
  82. {
  83. get
  84. {
  85. return m_CachedTransform;
  86. }
  87. }
  88. /// <summary>
  89. /// 界面初始化。
  90. /// </summary>
  91. /// <param name="userData">用户自定义数据。</param>
  92. protected internal virtual void OnInit(object userData)
  93. {
  94. if (m_CachedTransform == null)
  95. {
  96. m_CachedTransform = transform;
  97. }
  98. m_UIForm = GetComponent<UIForm>();
  99. m_OriginalLayer = gameObject.layer;
  100. m_CachedTransform.localPosition=Vector3.zero;
  101. }
  102. /// <summary>
  103. /// 界面回收。
  104. /// </summary>
  105. protected internal virtual void OnRecycle()
  106. {
  107. }
  108. /// <summary>
  109. /// 界面打开。
  110. /// </summary>
  111. /// <param name="userData">用户自定义数据。</param>
  112. protected internal virtual void OnOpen(object userData)
  113. {
  114. m_Available = true;
  115. Visible = true;
  116. }
  117. /// <summary>
  118. /// 界面关闭。
  119. /// </summary>
  120. /// <param name="isShutdown">是否是关闭界面管理器时触发。</param>
  121. /// <param name="userData">用户自定义数据。</param>
  122. protected internal virtual void OnClose(bool isShutdown, object userData)
  123. {
  124. gameObject.SetLayerRecursively(m_OriginalLayer);
  125. Visible = false;
  126. m_Available = false;
  127. }
  128. /// <summary>
  129. /// 界面暂停。
  130. /// </summary>
  131. protected internal virtual void OnPause()
  132. {
  133. Visible = false;
  134. }
  135. /// <summary>
  136. /// 界面暂停恢复。
  137. /// </summary>
  138. protected internal virtual void OnResume()
  139. {
  140. Visible = true;
  141. }
  142. /// <summary>
  143. /// 界面遮挡。
  144. /// </summary>
  145. protected internal virtual void OnCover()
  146. {
  147. }
  148. /// <summary>
  149. /// 界面遮挡恢复。
  150. /// </summary>
  151. protected internal virtual void OnReveal()
  152. {
  153. }
  154. /// <summary>
  155. /// 界面激活。
  156. /// </summary>
  157. /// <param name="userData">用户自定义数据。</param>
  158. protected internal virtual void OnRefocus(object userData)
  159. {
  160. }
  161. /// <summary>
  162. /// 界面轮询。
  163. /// </summary>
  164. /// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
  165. /// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
  166. protected internal virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
  167. {
  168. }
  169. /// <summary>
  170. /// 界面深度改变。
  171. /// </summary>
  172. /// <param name="uiGroupDepth">界面组深度。</param>
  173. /// <param name="depthInUIGroup">界面在界面组中的深度。</param>
  174. protected internal virtual void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
  175. {
  176. }
  177. /// <summary>
  178. /// 设置界面的可见性。
  179. /// </summary>
  180. /// <param name="visible">界面的可见性。</param>
  181. protected virtual void InternalSetVisible(bool visible)
  182. {
  183. gameObject.SetActive(visible);
  184. }
  185. }
  186. }