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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using DG.Tweening;
using UnityEngine.UI; // DOTween 插件引用
using Cysharp.Threading.Tasks;
using System;
 
public enum UILayer
{
    Static, // 静态UI 适合做 战斗 主界面
    Bottom, // 主界面
    Mid,    // 功能窗口
    System,  // 网络弹窗/其他重要弹窗
    Loading,    // 加载界面
 
}
 
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
    ScaleOverInOut,// 缩放根据曲线
 
}
 
[RequireComponent(typeof(Canvas))]
[RequireComponent(typeof(CanvasGroup))]
[RequireComponent(typeof(CanvasScaler))]
public class UIBase : MonoBehaviour
{
    #region 属性和变量
 
    // UI基本属性
    [SerializeField] public UILayer uiLayer = UILayer.Mid;
    [SerializeField][HideInInspector] public string uiName;
    [SerializeField] public bool isMainUI = false;
    [SerializeField] public bool supportParentChildRelation = true; // 新增:是否支持父子关系
 
    // 持久化相关
    [SerializeField] public bool isPersistent = false;
    [SerializeField][HideInInspector] public int maxIdleRounds = 20;
 
    // 动画相关
    [SerializeField] public UIAnimationType openAnimationType = UIAnimationType.None;
    [SerializeField] public UIAnimationType closeAnimationType = UIAnimationType.None;
    [SerializeField] protected RectTransform _rectTransform; //界面默认添加根节点用于表现界面开启关闭动画,或者设置适配用
    
    [SerializeField]/*[HideInInspector]*/ public float animeDuration = 0.2f;
    [SerializeField]public TweenCurve scaleOverInOutCurve;
    [SerializeField][HideInInspector] 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>();
 
    //  打开遮罩
    [SerializeField] public bool openMask = false;
 
    //  点击空白区域关闭界面
    [SerializeField] public bool clickEmptySpaceClose = false;
 
    private GameObject screenMask = null;
 
    private Button btnClickEmptyClose;
 
    //  跟OneLevelWin联动 实际上是需要继承自OneLevelWin才能生效的值 使用需要注意
    int m_FunctionOrder = 0;
    public int functionOrder
    {
        get { return m_FunctionOrder; }
        set { m_FunctionOrder = value; }
    }
 
    // 内部状态
    protected bool isActive = false;
    protected bool isAnimating = false;
    protected bool isClosing = false; // 新增:标记是否正在关闭
 
    // 组件引用
    protected Canvas canvas;
    protected CanvasGroup canvasGroup;
 
    // 动画相关
    protected Vector3 originalPosition;
    protected Sequence currentAnimation;
 
    private CanvasScaler canvasScaler;
 
    #endregion
 
    #region Unity生命周期
 
    protected virtual void Awake()
    {
        //  防止有人不写base.InitComponent引发错误 所以拆分
        InitComponentInternal();
        // 在Awake中进行基本初始化
        InitComponent();
 
        // 保存原始值用于动画
        if (_rectTransform != null)
        {
            originalPosition = _rectTransform.anchoredPosition;
        }
 
        ApplySettings();
 
        if (openMask)
        {
            screenMask = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/ScreenMask"), transform);
            screenMask.transform.localScale = Vector3.one;
            screenMask.transform.localPosition = Vector3.zero;
            screenMask.transform.SetAsFirstSibling();
        }
    }
 
    protected virtual void Start()
    {
        // 子类可以重写此方法进行额外初始化
    }
 
    protected async UniTask ApplySettings()
    {
        if (clickEmptySpaceClose)
        {
            //延迟创建会导致层级在ScreenMask之上
            GameObject goBtnESC = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/ClickEmptyCloseMask"), transform);
            btnClickEmptyClose = goBtnESC.GetComponent<Button>();
            btnClickEmptyClose.AddListener(CloseWindow);
            btnClickEmptyClose.transform.SetAsFirstSibling();
            await UniTask.DelayFrame(5);
 
            btnClickEmptyClose = goBtnESC.GetComponent<Button>();
            btnClickEmptyClose.AddListener(CloseWindow);
        }
    }
 
 
    protected async void ExecuteNextFrame(Action _action)
    {
        await UniTask.DelayFrame(1);
        _action?.Invoke();
    }
 
    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
 
    private void InitComponentInternal()
    {
        // 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;
 
        canvas.worldCamera = CameraManager.uiCamera;
 
        // 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>();
        }
 
        canvasScaler = GetComponent<CanvasScaler>();
        canvasScaler.referenceResolution = Constants.DESIGN_RESOLUTION;
        canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
        canvasScaler.matchWidthOrHeight = 0;
    }
 
    // 获取必要的组件
    protected virtual void InitComponent()
    {
    }
 
    #endregion
 
    #region UI操作方法
 
    // 设置UI层级
    public void SetSortingOrder(int order)
    {
        canvas.sortingOrder = order;
    }
 
    protected virtual void OnPreOpen()
    {
        // 子类可以重写此方法进行额外的预打开操作
    }
 
    protected virtual void OnPreClose()
    {
        // 子类可以重写此方法进行额外的预关闭操作
    }
 
    // 打开UI
    public void HandleOpen()
    {
        if (_rectTransform == null)
        {
            Debug.LogError($"界面: {uiName} 需要设置根节点_rectTransform ");
            return;
        }
 
        OnPreOpen();
        // 如果正在播放动画,先停止
        StopCurrentAnimation();
 
        // 重置关闭标记
        isClosing = false;
        
        gameObject.SetActive(true);
        isActive = true;
 
        // 根据动画类型播放打开动画
        PlayOpenAnimation();
 
        OnOpen();
 
        ExecuteNextFrame(NextFrameAfterOpen);
    }
 
    protected virtual void NextFrameAfterOpen()
    {
 
    }
 
    // 关闭UI - 修改后的方法
    public void HandleClose()
    {
        // 如果已经在关闭过程中,直接返回
        if (isClosing) return;
        
        OnPreClose();
        
        // 如果正在播放动画,先停止
        StopCurrentAnimation();
 
        // 设置关闭标记
        isClosing = true;
        isActive = false;
        
        // 禁用交互但保持可见
        if (canvasGroup != null)
        {
            canvasGroup.blocksRaycasts = false;
        }
 
        // 根据动画类型播放关闭动画
        PlayCloseAnimation();
 
        // 调用关闭回调
        OnClose();
        
        // 如果没有关闭动画,直接禁用游戏对象
        if (closeAnimationType == UIAnimationType.None)
        {
            CompleteClose();
        }
        // 否则在动画完成后禁用游戏对象(在PlayCloseAnimation中处理)
    }
 
    // 完成关闭过程 - 新增方法
    protected virtual void CompleteClose()
    {
        gameObject.SetActive(false);
        isClosing = false;
    }
 
    public virtual void CloseWindow()
    {
        UIManager.Instance.CloseWindow(this, false);
    }
 
    // 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 特效相关
    
    /// <summary>
    /// 播放UI特效
    /// </summary>
    /// <param name="effectName">特效资源名称</param>
    /// <param name="parent">特效父节点,默认为当前UI</param>
    /// <param name="autoDestroy">是否自动销毁,默认为true</param>
    /// <param name="destroyDelay">自动销毁延迟时间,默认为5秒</param>
    /// <returns>特效游戏对象</returns>
    public EffectPlayer PlayUIEffect(int id, Transform parent = null, bool autoDestroy = true, float destroyDelay = 5f)
    {
        // 使用默认值
        if (parent == null) parent = transform;
        
        EffectPlayer player = parent.gameObject.AddComponent<EffectPlayer>();
 
        player.effectId = id;
        player.autoDestroy = autoDestroy;
        player.destroyDelay = destroyDelay;
        player.canvas = canvas;
 
        return player;
    }
    
    #endregion
 
    public bool raycastTarget
    {
        get;
        set;
    } = true;
 
    public bool IsRaycastLocationValid(Vector2 sp, Camera eventCamera)
    {
        return raycastTarget;
    }
 
    #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
            //  初始值设定好
            _ResetToBegin();
            return;
        }
 
        isAnimating = true;
 
        // 初始化动画前的状态
        switch (openAnimationType)
        {
            case UIAnimationType.FadeInOut:
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.blocksRaycasts = false;
                }
                if (_rectTransform != null)
                {
                    _rectTransform.localScale = Vector3.one;
                }
                break;
 
            case UIAnimationType.ScaleInOut:
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 1f;
                    canvasGroup.blocksRaycasts = false;
                }
                if (_rectTransform != null)
                {
                    _rectTransform.localScale = Vector3.one * 0.3f;
                }
                break;
 
            case UIAnimationType.SlideFromTop:
                _ResetToBegin();
                if (_rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.y = originalPosition.y + Screen.height;
                    _rectTransform.anchoredPosition = startPos;
                }
                break;
 
            case UIAnimationType.SlideFromBottom:
                _ResetToBegin();
                if (_rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.y = originalPosition.y-Screen.height;
                    _rectTransform.anchoredPosition = startPos;
                }
                break;
 
            case UIAnimationType.SlideFromLeft:
                _ResetToBegin();
                if (_rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.x = originalPosition.x-Screen.width;
                    _rectTransform.anchoredPosition = startPos;
                }
                break;
 
            case UIAnimationType.SlideFromRight:
                _ResetToBegin();
                if (_rectTransform != null)
                {
                    Vector2 startPos = originalPosition;
                    startPos.x = originalPosition.x+Screen.width;
                    _rectTransform.anchoredPosition = startPos;
                }
                break;
            case UIAnimationType.ScaleOverInOut:
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 1f;
                    canvasGroup.blocksRaycasts = false;
                }
                if (_rectTransform != null)
                {
                    _rectTransform.localScale = Vector3.one * 0.3f;
                }
                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, animeDuration).SetEase(animationEase));
                    }
                    break;
 
                case UIAnimationType.ScaleInOut:
                    if (_rectTransform != null)
                    {
                        currentAnimation.Append(DOVirtual.Float(0.3f, 1f, animeDuration, (value) => {_rectTransform.localScale = Vector3.one * value;}).SetEase(animationEase));
                    }
                    break;
 
                case UIAnimationType.SlideFromTop:
                case UIAnimationType.SlideFromBottom:
                case UIAnimationType.SlideFromLeft:
                case UIAnimationType.SlideFromRight:
                    if (_rectTransform != null)
                    {
                        currentAnimation.Append(_rectTransform.DOAnchorPos(originalPosition, animeDuration).SetEase(animationEase));
                    }
                    break;
                case UIAnimationType.ScaleOverInOut:
                    if (_rectTransform != null)
                    {
                        float startScale = scaleOverInOutCurve.curve.Evaluate(0f);
                        _rectTransform.localScale = Vector3.one * startScale;
                        currentAnimation.Append(
                            DOTween.To(
                                () => _rectTransform.localScale.x,
                                (value) => _rectTransform.localScale = Vector3.one * value,
                                1f, 
                                animeDuration
                            )
                            .SetEase(scaleOverInOutCurve.curve)
                            .OnComplete(() => _rectTransform.localScale = Vector3.one) // 确保最终值1正确
                        );
                        
                    }
                    break;
            }
 
            // 动画完成后的回调
            currentAnimation.OnComplete(() =>
            {
                isAnimating = false;
                _ResetToBegin();
                OnOpenAnimationComplete();
 
                // 启用交互
                if (canvasGroup != null)
                {
                    canvasGroup.blocksRaycasts = true;
                }
 
            });
 
            // currentAnimation.ingoreTimeScale = true;
 
            currentAnimation.Play();
        }
        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.blocksRaycasts = true;
            }
            isAnimating = false;
        }
    }
 
    // private void Update()
    // {
    //     Debug.LogError(_rectTransform.parent.name + ":" + _rectTransform.anchoredPosition);
    // }
 
    private void _ResetToBegin()
    {
        if (canvasGroup != null)
        {
            canvasGroup.alpha = 1f;
            canvasGroup.blocksRaycasts = true;
        }
        if (_rectTransform != null)
        {
            _rectTransform.localScale = Vector3.one;
        }
 
        if (_rectTransform != null)
        {
            _rectTransform.anchoredPosition = originalPosition;
        }
    }
 
    protected virtual void OnOpenAnimationComplete()
    {
 
    }
 
    // 播放关闭动画 - 修改后的方法
    protected virtual void PlayCloseAnimation()
    {
        if (closeAnimationType == UIAnimationType.None)
        {
            // 无动画,直接返回,让HandleClose方法处理
            return;
        }
 
        isAnimating = true;
 
        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(0.1f, animeDuration).SetEase(animationEase));
                    }
                    break;
 
                case UIAnimationType.ScaleInOut:
                case UIAnimationType.ScaleOverInOut:
                    if (_rectTransform != null)
                    {
                        currentAnimation.Append(DOVirtual.Float(1f, 0.3f, animeDuration, (value) => {_rectTransform.localScale = Vector3.one * value;}).SetEase(animationEase));
                    }
                    break;
 
                case UIAnimationType.SlideFromTop:
                    if (_rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.y = Screen.height;
                        currentAnimation.Append(_rectTransform.DOAnchorPos(endPos, animeDuration).SetEase(animationEase));
                    }
                    break;
 
                case UIAnimationType.SlideFromBottom:
                    if (_rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.y = -Screen.height;
                        currentAnimation.Append(_rectTransform.DOAnchorPos(endPos, animeDuration).SetEase(animationEase));
                    }
                    break;
 
                case UIAnimationType.SlideFromLeft:
                    if (_rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.x = -Screen.width;
                        currentAnimation.Append(_rectTransform.DOAnchorPos(endPos, animeDuration).SetEase(animationEase));
                    }
                    break;
 
                case UIAnimationType.SlideFromRight:
                    if (_rectTransform != null)
                    {
                        Vector2 endPos = originalPosition;
                        endPos.x = Screen.width;
                        currentAnimation.Append(_rectTransform.DOAnchorPos(endPos, animeDuration).SetEase(animationEase));
                    }
                    break;
            }
 
            // 动画完成后的回调 - 修改为调用CompleteClose
            currentAnimation.OnComplete(() =>
            {
                isAnimating = false;
                
                // 动画完成后,完成关闭过程
                if (isClosing)
                {
                    CompleteClose();
                }
            });
 
            currentAnimation.Play();
        }
        catch (System.Exception e)
        {
            Debug.LogError($"播放关闭动画时出错: {e.Message}");
            
            // 出错时直接完成关闭
            isAnimating = false;
            CompleteClose();
        }
    }
 
    #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();
    }
 
    public bool IsActive()
    {
        return isActive;
    }
 
    #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
}