yyl
2025-05-13 6208ed5ed833142a459d0dc8ad8622ca8047a80e
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System;
 
public class UIManager : Singleton<UIManager>
{
    // 单例实例
 
    #region 变量定义
    
    // UI根节点
    private Transform uiRoot;
    private Transform staticTrans;
    private Transform bottomTrans;
    private Transform midTrans;
    private Transform topTrans;
    private Transform systemTrans;  
    
    // 基础排序顺序
    private const int BASE_SORTING_ORDER = 10;
    private const int SORTING_ORDER_STEP = 10;
    
    // 已加载的UI字典
    private Dictionary<string, UIBase> uiDict = new Dictionary<string, UIBase>();
    
    // 当前打开的UI栈
    private Stack<UIBase> uiStack = new Stack<UIBase>();
    
    // 当前最高的排序顺序
    private int currentHighestSortingOrder = 0;
    
    // 当前回合数
    private int currentRound = 0;
    
    #endregion
 
    #region 初始化方法
    
 
    #region 缓存变量
    
    // 缓存Transform查找结果
    private Dictionary<UILayer, Transform> layerTransformCache = new Dictionary<UILayer, Transform>();
    
    // 缓存层级对应的基础排序顺序
    private Dictionary<UILayer, int> layerSortingOrderCache = new Dictionary<UILayer, int>();
    
    #endregion
    
    // 初始化缓存
    private void InitCache()
    {
        // 初始化层级Transform缓存
        layerTransformCache.Clear();
        layerTransformCache[UILayer.Static] = staticTrans;
        layerTransformCache[UILayer.Bottom] = bottomTrans;
        layerTransformCache[UILayer.Mid] = midTrans;
        layerTransformCache[UILayer.Top] = topTrans;
        layerTransformCache[UILayer.System] = systemTrans;
        
        // 初始化层级排序顺序缓存
        layerSortingOrderCache.Clear();
        layerSortingOrderCache[UILayer.Static] = BASE_SORTING_ORDER;
        layerSortingOrderCache[UILayer.Bottom] = BASE_SORTING_ORDER * 10;
        layerSortingOrderCache[UILayer.Mid] = BASE_SORTING_ORDER * 100;
        layerSortingOrderCache[UILayer.Top] = BASE_SORTING_ORDER * 1000;
        layerSortingOrderCache[UILayer.System] = BASE_SORTING_ORDER * 10000;
    }
 
 
    // 初始化
    public void Init()
    {
        InitUIRoot();
    }
    
    // 创建UI根节点
    private void InitUIRoot()
    {
        GameObject root = GameObject.Find("UIRoot");
        if (root == null)
        {
            root = GameObject.Instantiate(Resources.Load<GameObject>("UI/UIRoot"));
 
            if (root == null)
            {
                Debug.LogError("无法找到UI根节点");
                return;
            }
        }
 
        uiRoot = root.transform;
        uiRoot.position = Vector3.zero;
 
        // 初始化各层级的Transform
        staticTrans = uiRoot.Find("Static");
        bottomTrans = uiRoot.Find("Bottom");
        midTrans = uiRoot.Find("Mid");
        topTrans = uiRoot.Find("Top");
        systemTrans = uiRoot.Find("System");
 
        // // 添加基础Canvas
        // Canvas rootCanvas = root.AddComponent<Canvas>();
        // rootCanvas.renderMode = RenderMode.ScreenSpaceOverlay;
        // rootCanvas.sortingOrder = 0;
 
        // // 添加CanvasScaler
        // UnityEngine.UI.CanvasScaler scaler = root.AddComponent<UnityEngine.UI.CanvasScaler>();
        // scaler.uiScaleMode = UnityEngine.UI.CanvasScaler.ScaleMode.ScaleWithScreenSize;
        // scaler.referenceResolution = new Vector2(1920, 1080);
        // scaler.screenMatchMode = UnityEngine.UI.CanvasScaler.ScreenMatchMode.MatchWidthOrHeight;
        // scaler.matchWidthOrHeight = 1.0f;
 
        // // 添加GraphicRaycaster
        // root.AddComponent<UnityEngine.UI.GraphicRaycaster>();
    }
    
    #endregion
 
    #region 辅助方法
    
    // 获取UI层级对应的基础排序顺序
    private int GetBaseSortingOrderForLayer(UILayer layer)
    {
        if (layerSortingOrderCache.TryGetValue(layer, out int order))
            return order;
            
        // 如果缓存中没有,使用原来的方法计算并缓存结果
        int result;
        switch (layer)
        {
            case UILayer.Static:
                result = BASE_SORTING_ORDER;
                break;
            case UILayer.Bottom:
                result = BASE_SORTING_ORDER * 10;
                break;
            case UILayer.Mid:
                result = BASE_SORTING_ORDER * 100;
                break;
            case UILayer.Top:
                result = BASE_SORTING_ORDER * 1000;
                break;
            case UILayer.System:
                result = BASE_SORTING_ORDER * 10000;
                break;
            default:
                result = BASE_SORTING_ORDER * 10;
                break;
        }
        
        layerSortingOrderCache[layer] = result;
        return result;
    }
 
    // 获取层级对应的Transform
    private Transform GetTransForLayer(UILayer layer)
    {
        if (layerTransformCache.TryGetValue(layer, out Transform trans))
            return trans;
            
        // 如果缓存中没有,使用原来的方法获取并缓存结果
        Transform result;
        switch (layer)
        {
            case UILayer.Static:
                result = staticTrans;
                break;
            case UILayer.Bottom:
                result = bottomTrans;
                break;
            case UILayer.Mid:
                result = midTrans;
                break;
            case UILayer.Top:
                result = topTrans;
                break;
            case UILayer.System:
                result = systemTrans;
                break;
            default:
                result = bottomTrans;
                break;
        }
        
        layerTransformCache[layer] = result;
        return result;
    }
    
    // 获取UI实例,如果不存在则返回null
    public T GetUI<T>() where T : UIBase
    {
        string uiName = typeof(T).Name;
        if (string.IsNullOrEmpty(uiName))
        {
            Debug.LogError("UI名称为空");
            return null;
        }
 
        UIBase ui;
        if (uiDict.TryGetValue(uiName, out ui))
        {
            return ui as T;
        }
 
        return null;
    }
    
    // 更新父级UI的回合数
    private void UpdateParentUIRounds(UIBase ui)
    {
        if (ui == null)
            return;
            
        UIBase parentUI = ui.parentUI;
        while (parentUI != null)
        {
            parentUI.lastUsedRound = currentRound;
            parentUI = parentUI.parentUI;
        }
    }
    
    // 递归收集所有子UI
    private void CollectChildrenUI(UIBase ui, List<UIBase> result)
    {
        if (ui == null || ui.childrenUI == null || ui.childrenUI.Count == 0)
            return;
        
        foreach (var childUI in ui.childrenUI)
        {
            if (!result.Contains(childUI))
            {
                result.Add(childUI);
                // 递归收集子UI的子UI
                CollectChildrenUI(childUI, result);
            }
        }
    }
    
    #endregion
 
    #region UI资源管理
    
    // 加载UI预制体
    private T LoadUIResource<T>(string uiName) where T : UIBase
 
    {
        GameObject prefab = ResManager.Instance.LoadUI(uiName);
 
        if (prefab == null)
        {
            Debug.LogError($"加载UI预制体失败: {uiName}");
            return null;
        }
 
        GameObject uiObject = GameObject.Instantiate(prefab);
        uiObject.name = uiName;
        T uiBase = uiObject.GetComponent<T>();
 
        if (uiBase == null)
        {
            Debug.LogError($"UI预制体 {uiName} 没有 UIBase 组件");
            return null;
        }
 
        uiBase.uiName = uiName;
 
        // 设置父节点为UI根节点
        uiObject.transform.SetParent(GetTransForLayer(uiBase.uiLayer), false);
 
 
        // 设置排序顺序
        int baseSortingOrder = GetBaseSortingOrderForLayer(uiBase.uiLayer);
        uiBase.SetSortingOrder(baseSortingOrder);
 
        return uiBase;
    }
    
    #endregion
 
    #region UI排序管理
    
    // 更新UI排序顺序
    private void UpdateUISortingOrder()
    {
        currentHighestSortingOrder = 0;
        
        // 遍历UI栈,设置排序顺序
        UIBase[] uiArray = new UIBase[uiStack.Count];
        uiStack.CopyTo(uiArray, 0);
        
        // 先按照UILayer进行排序,然后再按照栈顺序排序
        Array.Sort(uiArray, (a, b) => {
            int layerCompare = a.uiLayer.CompareTo(b.uiLayer);
            if (layerCompare != 0)
                return layerCompare;
                
            // 同层级内,按照栈中的顺序排序
            int aIndex = Array.IndexOf(uiArray, a);
            int bIndex = Array.IndexOf(uiArray, b);
            return aIndex.CompareTo(bIndex);
        });
        
        for (int i = 0; i < uiArray.Length; i++)
        {
            UIBase ui = uiArray[i];
            int baseSortingOrder = GetBaseSortingOrderForLayer(ui.uiLayer);
            int sortingOrder = baseSortingOrder + i * SORTING_ORDER_STEP;
            
            ui.SetSortingOrder(sortingOrder);
            
            if (sortingOrder > currentHighestSortingOrder)
            {
                currentHighestSortingOrder = sortingOrder;
            }
        }
    }
    
    #endregion
 
    #region UI栈管理
    
    // 从UI栈中移除指定UI
    private void RemoveFromUIStack(UIBase ui)
    {
        if (ui == null || !uiStack.Contains(ui))
            return;
            
        RemoveFromUIStack(new List<UIBase> { ui });
    }
 
    // 从UI栈中移除多个UI
    private void RemoveFromUIStack(List<UIBase> uisToRemove)
    {
        if (uisToRemove == null || uisToRemove.Count == 0)
            return;
            
        Stack<UIBase> tempStack = new Stack<UIBase>();
        while (uiStack.Count > 0)
        {
            UIBase topUI = uiStack.Pop();
            if (!uisToRemove.Contains(topUI))
            {
                tempStack.Push(topUI);
            }
        }
        
        // 恢复UI栈
        while (tempStack.Count > 0)
        {
            uiStack.Push(tempStack.Pop());
        }
        
        // 更新排序顺序
        UpdateUISortingOrder();
    }
    
    #endregion
 
    #region 公共接口方法
    
    // 打开单个UI窗口
    public T OpenWindow<T>() where T : UIBase
    {
        string uiName = typeof(T).Name;
        if (string.IsNullOrEmpty(uiName))
        {
            Debug.LogError("尝试打开空名称的UI窗口");
            return null;
        }
        
        // 增加回合数
        currentRound++;
        
        // 先尝试获取已加载的UI
        T ui = GetUI<T>();
        
        // 如果UI不存在,则加载
        if (ui == null)
        {
            ui = LoadUIResource<T>(uiName);
            if (ui == null)
                return null;
                
            // 将新加载的UI添加到字典中
            uiDict[uiName] = ui;
        }
        
        // 更新UI的最后使用回合数
        ui.lastUsedRound = currentRound;
        
        // 更新所有父级UI的回合数
        UpdateParentUIRounds(ui);
        
        if (ui.uiLayer != UILayer.System && !ui.isMainUI)
        {
            if (uiStack.Contains(ui))
            {
                // 在OpenWindow方法中修改关闭UI的逻辑
                // 找到UI在栈中的位置
                List<UIBase> uiList = new List<UIBase>(uiStack);
                int index = uiList.IndexOf(ui);
 
                // 关闭该UI之后的相关UI,但保留System层级的UI
                Stack<UIBase> tempStack = new Stack<UIBase>();
                while (uiStack.Count > index)
                {
                    UIBase topUI = uiStack.Pop();
 
                    // 如果是System层级的UI,保留它
                    if (topUI.uiLayer == UILayer.System || topUI.isMainUI)
                    {
                        tempStack.Push(topUI);
                        continue;
                    }
 
                    // 如果不是当前UI链上的UI,也保留它
                    // 判断是否属于当前UI链的逻辑:检查是否有父子关系
                    bool isInCurrentChain = false;
                    UIBase parent = ui;
                    while (parent != null)
                    {
                        if (parent == topUI || parent.childrenUI.Contains(topUI))
                        {
                            isInCurrentChain = true;
                            break;
                        }
                        parent = parent.parentUI;
                    }
 
                    if (!isInCurrentChain)
                    {
                        tempStack.Push(topUI);
                        continue;
                    }
 
                    // 关闭当前UI链上的非System层UI
                    topUI.HandleClose();
 
                    // 清理父子关系
                    if (topUI.parentUI != null)
                    {
                        topUI.parentUI.RemoveChildUI(topUI);
                        topUI.parentUI = null; // 清理自己对父UI的引用
                    }
                    topUI.ClearChildrenUI();
                }
 
                // 恢复保留的UI到栈中
                while (tempStack.Count > 0)
                {
                    uiStack.Push(tempStack.Pop());
                }
            }
        }
 
        ui.HandleOpen();
        
        // 如果栈中有其他UI,则将栈顶UI设为父UI
        if (!ui.isMainUI && ui.uiLayer != UILayer.System && uiStack.Count > 0)
        {
            UIBase topUI = uiStack.Peek();
            
            if (topUI != null)
            {
                // System层级UI不应该成为其他UI的父UI,也不应该成为其他UI的子UI
                if (topUI.uiLayer != UILayer.System)
                {
                    // 清理旧的父子关系
                    if (ui.parentUI != null && ui.parentUI != topUI)
                    {
                        ui.parentUI.RemoveChildUI(ui);
                    }
                    
                    // 设置新的父子关系
                    topUI.AddChildUI(ui);
                }
            }
        }
        
        // 添加到UI栈
        uiStack.Push(ui);
        
        // 更新排序顺序
        UpdateUISortingOrder();
        
        // 在打开界面后检查UI生命周期
        CheckUILifecycle();
        
        return ui;
    }
 
    // 按顺序打开多级UI窗口
    public UIBase OpenWindow(params string[] uiNames)
    {
        if (uiNames == null || uiNames.Length == 0)
            return null;
 
        UIBase ui = null;
 
        for (int i = 0; i < uiNames.Length; i++)
        {
            string uiName = uiNames[i];
            ui = OpenWindow(uiName);
        }
 
        return ui;
    }
    
    // 关闭指定UI窗口
    public void CloseWindow(UIBase ui)
    {
        if (ui == null)
            return;
        
        // 创建一个列表来存储需要关闭的UI
        List<UIBase> uisToClose = new List<UIBase>
        {
            ui
        };
        
        // 递归收集所有子UI
        CollectChildrenUI(ui, uisToClose);
        
        // 更新父级UI的回合数
        if (ui.parentUI != null)
        {
            UpdateParentUIRounds(ui.parentUI);
        }
        
        // 关闭所有收集到的UI
        foreach (var uiToClose in uisToClose)
        {
            // 关闭UI
            uiToClose.HandleClose();
            
            // 清理父子关系
            if (uiToClose.parentUI != null)
            {
                uiToClose.parentUI.RemoveChildUI(uiToClose);
                uiToClose.parentUI = null;
            }
            
            // 检查是否需要立即销毁
            // 如果是非持久化UI且超过了最大空闲回合数,立即销毁
            if (!uiToClose.isPersistent && (currentRound - uiToClose.lastUsedRound) > uiToClose.maxIdleRounds)
            {
                DestroyUI(uiToClose);
            }
        }
        
        // 使用公共方法从UI栈中移除所有关闭的UI
        RemoveFromUIStack(uisToClose);
    }
    
 
    // 返回上一级UI
    public void GoBack()
    {
        if (uiStack.Count <= 1)
            return;
        
        // 关闭当前UI
        UIBase currentUI = uiStack.Pop();
 
        CloseWindow(currentUI);
        
        // 更新排序顺序
        UpdateUISortingOrder();
    }
    
    // 销毁指定UI对象
    public void DestroyUI(UIBase ui)
    {
        if (ui == null)
            return;
    
        // 关闭UI
        ui.Destroy();
    
        uiDict.Remove(ui.uiName);
        
        // 使用公共方法从UI栈中移除UI
        RemoveFromUIStack(ui);
    }
 
    // 销毁指定名称的UI
    public void DestroyUI(string uiName)
    {
        if (string.IsNullOrEmpty(uiName))
            return;
 
        UIBase ui;
        if (uiDict.TryGetValue(uiName, out ui))
        {
            DestroyUI(ui);
        }
    }
 
    // 销毁所有UI
    public void DestroyAllUI()
    {
        List<string> uiNames = new List<string>(uiDict.Keys);
 
        foreach (var ui in uiNames)
        {
            if (ui != null)
            {
                DestroyUI(ui);
            }
        }
        
        uiDict.Clear();
        uiStack.Clear();
    }
    
    #endregion
 
    #region 生命周期管理
    
    // 检查UI生命周期
    private void CheckUILifecycle()
    {
        // 使用临时列表存储需要销毁的UI名称,避免在迭代过程中修改字典
        List<string> uiToDestroy = new List<string>();
        
        foreach (var pair in uiDict)
        {
            if (!pair.Value.isPersistent && !uiStack.Contains(pair.Value) && 
                (currentRound - pair.Value.lastUsedRound) > pair.Value.maxIdleRounds)
            {
                uiToDestroy.Add(pair.Key);
            }
        }
        
        foreach (var uiName in uiToDestroy)
        {
            DestroyUI(uiName);
        }
    }
    
    #endregion
}