yyl
2025-04-23 7c70617806d5a670ec1d910981e089bfa20b0354
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening; // DOTween 插件引用
 
public enum UILayer
{
    Static, // 静态UI 适合做 常驻用的如 主界面
    Bottom, // 最底层 适合做 主界面上面的 一级窗口 一级界面
    Mid,    // 适合做 二级窗口 二级界面
    Top,    // 适合做提示弹窗
    System  // 网络弹窗/其他重要弹窗/系统公告
}
 
public enum UIAnimationType
{
    None,       // 无动画
    FadeInOut,  // 淡入淡出
    ScaleInOut, // 缩放
    SlideFromTop, // 从顶部滑入
    SlideFromBottom, // 从底部滑入
    SlideFromLeft, // 从左侧滑入
    SlideFromRight // 从右侧滑入
}
 
public class UIBase : MonoBehaviour
{
    #region 属性和变量
 
    // UI基本属性
    [SerializeField] public UILayer uiLayer = UILayer.Mid;
    [SerializeField] public string uiName;
    [SerializeField] public bool isMainUI = false;
    
    // 持久化相关
    [SerializeField] public bool isPersistent = false;
    [SerializeField] public int maxIdleRounds = 20;
    
    // 动画相关
    [SerializeField] public UIAnimationType openAnimationType = UIAnimationType.FadeInOut;
    [SerializeField] public UIAnimationType closeAnimationType = UIAnimationType.FadeInOut;
    [SerializeField] public float animationDuration = 0.3f;
    [SerializeField] public Ease animationEase = Ease.OutQuad; // 确保使用 DG.Tweening.Ease
    
    // 运行时状态
    [HideInInspector] public int lastUsedRound = 0;
    [HideInInspector] public UIBase parentUI;
    
    // 子UI管理
    [HideInInspector] public List<UIBase> childrenUI = new List<UIBase>();
    
    // 内部状态
    protected bool isActive = false;
    protected bool isAnimating = false;
    
    // 组件引用
    protected Canvas canvas;
    protected CanvasGroup canvasGroup;
    protected RectTransform rectTransform;
    
    // 动画相关
    protected Vector3 originalScale;
    protected Vector3 originalPosition;
    protected Sequence currentAnimation;
 
    #endregion
 
    #region Unity生命周期
 
    protected virtual void Awake()
    {
        // 确保 DOTween 已初始化
        DOTween.SetTweensCapacity(500, 50);
        
        // 在Awake中进行基本初始化
        InitComponent();
        
        // 保存原始值用于动画
        if (rectTransform != null)
        {
            originalScale = rectTransform.localScale;
            originalPosition = rectTransform.anchoredPosition;
        }
    }
 
    protected virtual void Start()
    {
        // 子类可以重写此方法进行额外初始化
    }
    
    protected virtual void OnDestroy()
    {
        // 确保动画被正确清理
        if (currentAnimation != null)
        {
            currentAnimation.Kill();
            currentAnimation = null;
        }
    }
 
    #endregion
 
    #region 初始化方法
 
    // 获取必要的组件
    protected virtual void InitComponent()
    {
        // 获取或添加Canvas组件
        canvas = GetComponent<Canvas>();
        if (canvas == null)
        {
            canvas = gameObject.AddComponent<Canvas>();
        }
        
        // 设置Canvas属性
        canvas.overrideSorting = true;
        
        // 获取或添加CanvasGroup组件
        canvasGroup = GetComponent<CanvasGroup>();
        if (canvasGroup == null)
        {
            canvasGroup = gameObject.AddComponent<CanvasGroup>();
        }
        
        // 添加GraphicRaycaster组件(如果没有)
        if (GetComponent<UnityEngine.UI.GraphicRaycaster>() == null)
        {
            gameObject.AddComponent<UnityEngine.UI.GraphicRaycaster>();
        }
        
        // 获取RectTransform组件
        rectTransform = GetComponent<RectTransform>();
    }
    
    // 初始化UI
    public virtual void Init()
    {
        // 确保组件已初始化
        InitComponent();
    }
 
    #endregion
 
    #region UI操作方法
 
    // 设置UI层级
    public void SetSortingOrder(int order)
    {
        if (canvas != null)
        {
            canvas.sortingOrder = order;
        }
    }
    
    // 打开UI
    public virtual void Open()
    {
        // 如果正在播放动画,先停止
        StopCurrentAnimation();
        
        gameObject.SetActive(true);
        
        // 根据动画类型播放打开动画
        PlayOpenAnimation();
        
        isActive = true;
        OnOpen();
    }
    
    // 关闭UI
    public virtual void Close()
    {
        // 如果正在播放动画,先停止
        StopCurrentAnimation();
        
        // 根据动画类型播放关闭动画
        PlayCloseAnimation();
        
        isActive = false;
        OnClose();
        
        // 关闭所有子UI
        for (int i = childrenUI.Count - 1; i >= 0; i--)
        {
            if (childrenUI[i] != null && childrenUI[i].isActive)
            {
                childrenUI[i].Close();
            }
        }
    }
    
    // 刷新UI
    public virtual void Refresh()
    {
        // 子类可以重写此方法实现UI刷新逻辑
    }
    
    // 销毁UI
    public virtual void Destroy()
    {
        // 停止所有动画
        StopCurrentAnimation();
        
        ClearChildrenUI();
        
        if (parentUI != null)
        {
            parentUI.RemoveChildUI(this);
        }
        
        Destroy(gameObject);
    }
 
    #endregion
 
    #region 动画方法
 
    // 停止当前正在播放的动画
    protected void StopCurrentAnimation()
    {
        if (currentAnimation != null && currentAnimation.IsActive() && !currentAnimation.IsComplete())
        {
            currentAnimation.Kill(false); // 不要完成动画,直接停止
            currentAnimation = null;
        }
        isAnimating = false;
    }
    
    // 播放打开动画
    protected virtual void PlayOpenAnimation()
    {
        if (openAnimationType == UIAnimationType.None)
        {
            // 无动画,直接启用交互
            if (canvasGroup != null)
            {
                canvasGroup.alpha = 1f;
                canvasGroup.interactable = true;
                canvasGroup.blocksRaycasts = true;
            }
            return;
        }
        
        isAnimating = true;
        
        // 初始化动画前的状态
        switch (openAnimationType)
        {
            case UIAnimationType.FadeInOut:
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                break;
                
            case UIAnimationType.ScaleInOut:
                if (rectTransform != null)
                {
                    rectTransform.localScale = Vector3.zero;
                }
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                break;
                
            case UIAnimationType.SlideFromTop:
                if (rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.y = Screen.height;
                    rectTransform.anchoredPosition = startPos;
                }
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                break;
                
            case UIAnimationType.SlideFromBottom:
                if (rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.y = -Screen.height;
                    rectTransform.anchoredPosition = startPos;
                }
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                break;
                
            case UIAnimationType.SlideFromLeft:
                if (rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.x = -Screen.width;
                    rectTransform.anchoredPosition = startPos;
                }
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                break;
                
            case UIAnimationType.SlideFromRight:
                if (rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.x = Screen.width;
                    rectTransform.anchoredPosition = startPos;
                }
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                break;
        }
        
        try
        {
            // 创建动画序列
            currentAnimation = DOTween.Sequence();
            
            // 添加动画
            switch (openAnimationType)
            {
                case UIAnimationType.FadeInOut:
                    if (canvasGroup != null)
                    {
                        currentAnimation.Append(canvasGroup.DOFade(1f, animationDuration).SetEase(animationEase));
                    }
                    break;
                    
                case UIAnimationType.ScaleInOut:
                    if (rectTransform != null)
                    {
                        currentAnimation.Append(rectTransform.DOScale(originalScale, animationDuration).SetEase(animationEase));
                    }
                    if (canvasGroup != null)
                    {
                        currentAnimation.Join(canvasGroup.DOFade(1f, animationDuration).SetEase(animationEase));
                    }
                    break;
                    
                case UIAnimationType.SlideFromTop:
                case UIAnimationType.SlideFromBottom:
                case UIAnimationType.SlideFromLeft:
                case UIAnimationType.SlideFromRight:
                    if (rectTransform != null)
                    {
                        currentAnimation.Append(rectTransform.DOAnchorPos(originalPosition, animationDuration).SetEase(animationEase));
                    }
                    if (canvasGroup != null)
                    {
                        currentAnimation.Join(canvasGroup.DOFade(1f, animationDuration).SetEase(animationEase));
                    }
                    break;
            }
            
            // 动画完成后的回调
            currentAnimation.OnComplete(() => {
                isAnimating = false;
                
                // 启用交互
                if (canvasGroup != null)
                {
                    canvasGroup.interactable = true;
                    canvasGroup.blocksRaycasts = true;
                }
            });
        }
        catch (System.Exception e)
        {
            Debug.LogError($"播放打开动画时出错: {e.Message}");
            
            // 出错时确保UI可见并可交互
            if (canvasGroup != null)
            {
                canvasGroup.alpha = 1f;
                canvasGroup.interactable = true;
                canvasGroup.blocksRaycasts = true;
            }
            isAnimating = false;
        }
    }
    
    // 播放关闭动画
    protected virtual void PlayCloseAnimation()
    {
        if (closeAnimationType == UIAnimationType.None)
        {
            // 无动画,直接禁用交互
            if (canvasGroup != null)
            {
                canvasGroup.alpha = 0f;
                canvasGroup.interactable = false;
                canvasGroup.blocksRaycasts = false;
            }
            return;
        }
        
        isAnimating = true;
        
        // 禁用交互,但保持可见
        if (canvasGroup != null)
        {
            canvasGroup.interactable = false;
            canvasGroup.blocksRaycasts = false;
        }
        
        try
        {
            // 创建动画序列
            currentAnimation = DOTween.Sequence();
            
            // 添加动画
            switch (closeAnimationType)
            {
                case UIAnimationType.FadeInOut:
                    if (canvasGroup != null)
                    {
                        currentAnimation.Append(canvasGroup.DOFade(0f, animationDuration).SetEase(animationEase));
                    }
                    break;
                    
                case UIAnimationType.ScaleInOut:
                    if (rectTransform != null)
                    {
                        currentAnimation.Append(rectTransform.DOScale(Vector3.zero, animationDuration).SetEase(animationEase));
                    }
                    if (canvasGroup != null)
                    {
                        currentAnimation.Join(canvasGroup.DOFade(0f, animationDuration).SetEase(animationEase));
                    }
                    break;
                    
                case UIAnimationType.SlideFromTop:
                    if (rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.y = Screen.height;
                        currentAnimation.Append(rectTransform.DOAnchorPos(endPos, animationDuration).SetEase(animationEase));
                    }
                    if (canvasGroup != null)
                    {
                        currentAnimation.Join(canvasGroup.DOFade(0f, animationDuration).SetEase(animationEase));
                    }
                    break;
                    
                case UIAnimationType.SlideFromBottom:
                    if (rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.y = -Screen.height;
                        currentAnimation.Append(rectTransform.DOAnchorPos(endPos, animationDuration).SetEase(animationEase));
                    }
                    if (canvasGroup != null)
                    {
                        currentAnimation.Join(canvasGroup.DOFade(0f, animationDuration).SetEase(animationEase));
                    }
                    break;
                    
                case UIAnimationType.SlideFromLeft:
                    if (rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.x = -Screen.width;
                        currentAnimation.Append(rectTransform.DOAnchorPos(endPos, animationDuration).SetEase(animationEase));
                    }
                    if (canvasGroup != null)
                    {
                        currentAnimation.Join(canvasGroup.DOFade(0f, animationDuration).SetEase(animationEase));
                    }
                    break;
                    
                case UIAnimationType.SlideFromRight:
                    if (rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.x = Screen.width;
                        currentAnimation.Append(rectTransform.DOAnchorPos(endPos, animationDuration).SetEase(animationEase));
                    }
                    if (canvasGroup != null)
                    {
                        currentAnimation.Join(canvasGroup.DOFade(0f, animationDuration).SetEase(animationEase));
                    }
                    break;
            }
            
            // 动画完成后的回调
            currentAnimation.OnComplete(() => {
                isAnimating = false;
                
                // 确保UI不可见且不可交互
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                
                // 延迟禁用GameObject,避免频繁的Enable/Disable操作
                // 如果需要立即释放资源,可以取消注释下面的代码
                // gameObject.SetActive(false);
            });
        }
        catch (System.Exception e)
        {
            Debug.LogError($"播放关闭动画时出错: {e.Message}");
            
            // 出错时确保UI不可见且不可交互
            if (canvasGroup != null)
            {
                canvasGroup.alpha = 0f;
                canvasGroup.interactable = false;
                canvasGroup.blocksRaycasts = false;
            }
            isAnimating = false;
        }
    }
    
    #endregion
 
    #region 子UI管理
 
    // 添加子UI
    public void AddChildUI(UIBase childUI)
    {
        if (childUI != null && !childrenUI.Contains(childUI))
        {
            childrenUI.Add(childUI);
            childUI.parentUI = this;
        }
    }
    
    // 移除子UI
    public void RemoveChildUI(UIBase childUI)
    {
        if (childUI != null && childrenUI.Contains(childUI))
        {
            childrenUI.Remove(childUI);
            childUI.parentUI = null;
        }
    }
    
    // 清空所有子UI
    public void ClearChildrenUI()
    {
        for (int i = childrenUI.Count - 1; i >= 0; i--)
        {
            if (childrenUI[i] != null)
            {
                childrenUI[i].parentUI = null;
            }
        }
        
        childrenUI.Clear();
    }
 
    #endregion
 
    #region 回调方法
 
    // UI打开时的回调
    protected virtual void OnOpen()
    {
        // 子类可以重写此方法实现打开UI时的逻辑
    }
    
    // UI关闭时的回调
    protected virtual void OnClose()
    {
        // 子类可以重写此方法实现关闭UI时的逻辑
    }
 
    #endregion
}