using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using DG.Tweening;
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/// <summary>
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/// UI管理器 - 负责管理所有UI界面的显示、隐藏和层级
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/// </summary>
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public class UIManager : ManagerBase<UIManager>
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{
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#region 常量和枚举
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// 基础排序顺序
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private const int BASE_SORTING_ORDER = 10;
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#endregion
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#region 字段和属性
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// UI根节点
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private Transform uiRoot;
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// 各层级的Transform
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private Transform staticTrans;
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private Transform bottomTrans;
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private Transform midTrans;
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private Transform systemTrans;
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private Transform loadingTrans;
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// UI字典,存储所有已加载的UI,键为UI名称,值为UI实例
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private Dictionary<string, List<UIBase>> uiDict = new Dictionary<string, List<UIBase>>();
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// 存储关闭但未销毁的UI,键为UI名称,值为UI实例
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private Dictionary<string, List<UIBase>> closedUIDict = new Dictionary<string, List<UIBase>>();
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// UI栈,用于管理UI的显示顺序
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private Stack<UIBase> uiStack = new Stack<UIBase>();
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// 当前最高的排序顺序
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private int currentHighestSortingOrder = 0;
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// 当前回合数,用于记录UI的使用情况
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private int currentRound = 0;
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// 缓存层级对应的排序顺序
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private Dictionary<UILayer, int> layerSortingOrderCache = new Dictionary<UILayer, int>();
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// 缓存层级对应的Transform
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private Dictionary<UILayer, Transform> layerTransformCache = new Dictionary<UILayer, Transform>();
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// UI实例计数器,用于为同类型UI生成唯一标识
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private Dictionary<string, int> uiInstanceCounter = new Dictionary<string, int>();
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// 上次检查时间
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private float lastCheckTime = 0f;
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// 检查间隔(秒)
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private const float CHECK_INTERVAL = 5f;
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public Action<UIBase> OnOpenWindow;
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public Action<UIBase> OnCloseWindow;
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#endregion
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#region 初始化
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/// <summary>
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/// 初始化UI管理器
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/// </summary>
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public override void Init()
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{
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base.Init();
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// 初始化UI根节点
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InitUIRoot();
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// 初始化缓存
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layerSortingOrderCache.Clear();
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layerTransformCache.Clear();
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uiInstanceCounter.Clear();
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DOTween.SetTweensCapacity(500, 50);
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Debug.Log("UI管理器初始化完成");
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}
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/// <summary>
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/// 初始化UI根节点
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/// </summary>
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private void InitUIRoot()
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{
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// 查找UI根节点
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GameObject root = GameObject.Find("UIRoot");
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// 如果场景中没有UI根节点,则创建一个
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if (root == null)
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{
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root = GameObject.Instantiate(BuiltInLoader.LoadPrefab("UIRoot"));
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root.name = "UIRoot";
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if (root == null)
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{
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Debug.LogError("无法找到UI根节点");
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return;
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}
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// 添加DontDestroyOnLoad组件,确保UI根节点在场景切换时不被销毁
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GameObject.DontDestroyOnLoad(root);
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}
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uiRoot = root.transform;
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uiRoot.position = Vector3.zero;
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staticTrans = uiRoot.Find("Static");
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bottomTrans = uiRoot.Find("Bottom");
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midTrans = uiRoot.Find("Middle");
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loadingTrans = uiRoot.Find("Loading");
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systemTrans = uiRoot.Find("System");
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layerTransformCache.Clear();
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layerTransformCache.Add(UILayer.Static, staticTrans);
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layerTransformCache.Add(UILayer.Bottom, bottomTrans);
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layerTransformCache.Add(UILayer.Mid, midTrans);
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layerTransformCache.Add(UILayer.System, systemTrans);
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layerTransformCache.Add(UILayer.Loading, loadingTrans);
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}
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#endregion
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#region 辅助方法
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// 获取UI层级对应的基础排序顺序
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private int GetBaseSortingOrderForLayer(UILayer layer)
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{
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// 尝试从缓存中获取排序顺序
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if (layerSortingOrderCache.TryGetValue(layer, out int order))
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return order;
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// 如果缓存中没有,使用原来的方法计算并缓存结果
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int result;
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switch (layer)
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{
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case UILayer.Static:
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result = BASE_SORTING_ORDER;
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break;
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case UILayer.Bottom:
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result = BASE_SORTING_ORDER * 100;
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break;
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case UILayer.Mid:
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result = BASE_SORTING_ORDER * 1000;
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break;
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case UILayer.System:
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result = BASE_SORTING_ORDER * 10000;
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break;
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case UILayer.Loading:
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result = BASE_SORTING_ORDER * 100000;
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break;
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default:
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result = BASE_SORTING_ORDER * 10;
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break;
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}
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// 将结果存入缓存
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layerSortingOrderCache[layer] = result;
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return result;
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}
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// 获取层级对应的Transform
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private Transform GetTransForLayer(UILayer layer)
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{
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// 尝试从缓存中获取Transform
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if (layerTransformCache.TryGetValue(layer, out Transform trans))
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return trans;
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// 如果缓存中没有,使用原来的方法获取并缓存结果
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Transform result;
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switch (layer)
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{
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case UILayer.Static:
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result = staticTrans;
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break;
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case UILayer.Bottom:
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result = bottomTrans;
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break;
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case UILayer.Mid:
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result = midTrans;
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break;
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case UILayer.System:
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result = systemTrans;
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break;
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case UILayer.Loading:
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result = loadingTrans;
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break;
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default:
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result = bottomTrans;
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break;
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}
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// 将结果存入缓存
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layerTransformCache[layer] = result;
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return result;
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}
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// 获取UI实例,如果不存在则返回null
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public T GetUI<T>() where T : UIBase
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{
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// 获取UI类型名称
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string uiName = typeof(T).Name;
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if (string.IsNullOrEmpty(uiName))
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{
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// 记录错误日志
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Debug.LogError("UI名称为空");
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return null;
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}
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// 尝试从字典中获取UI实例列表
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if (uiDict.TryGetValue(uiName, out List<UIBase> uiList) && uiList.Count > 0)
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{
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// 返回第一个实例
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return uiList[0] as T;
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}
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// 如果不存在,返回null
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return null;
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}
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public List<T> GetUIList<T>() where T : UIBase
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{
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List<T> uiList = new List<T>();
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// 获取UI类型名称
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string uiName = typeof(T).Name;
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if (string.IsNullOrEmpty(uiName))
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{
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// 记录错误日志
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Debug.LogError("UI名称为空");
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return uiList;
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}
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// 尝试从字典中获取UI实例列表
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List<UIBase> tempList = null;
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uiDict.TryGetValue(uiName, out tempList);
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if (tempList != null)
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{
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for (int i = 0; i < tempList.Count; i++)
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{
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UIBase ui = tempList[i];
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if (null != ui)
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{
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uiList.Add(ui as T);
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}
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}
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}
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return uiList;
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}
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public bool IsOpenedInList<T>() where T : UIBase
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{
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List<T> uiList = GetUIList<T>();
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foreach (T ui in uiList)
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{
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if (ui.IsActive())
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{
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return true;
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}
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}
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return false;
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}
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public bool IsOpened<T>() where T : UIBase
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{
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T ui = GetUI<T>();
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if (null != ui)
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{
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return ui.IsActive();
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}
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return false;
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}
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// 获取指定类型的所有UI实例
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public List<T> GetAllUI<T>() where T : UIBase
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{
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// 获取UI类型名称
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string uiName = typeof(T).Name;
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if (string.IsNullOrEmpty(uiName))
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{
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// 记录错误日志
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Debug.LogError("UI名称为空");
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return new List<T>();
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}
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// 尝试从字典中获取UI实例列表
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if (uiDict.TryGetValue(uiName, out List<UIBase> uiList) && uiList.Count > 0)
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{
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// 将列表中的所有实例转换为指定类型并返回
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return uiList.Cast<T>().ToList();
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}
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// 如果不存在,返回空列表
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return new List<T>();
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}
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// 更新父级UI的回合数
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private void UpdateParentUIRounds(UIBase ui)
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{
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// 如果UI为空或不支持父子关系,直接返回
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if (ui == null || !ui.supportParentChildRelation)
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return;
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// 获取父级UI
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UIBase parentUI = ui.parentUI;
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// 遍历所有父级UI,更新回合数
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while (parentUI != null)
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{
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// 更新父级UI的最后使用回合数
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parentUI.lastUsedRound = currentRound;
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// 继续向上查找父级UI
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parentUI = parentUI.parentUI;
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}
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}
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// 递归收集所有子UI
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private void CollectChildrenUI(UIBase ui, List<UIBase> result)
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{
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// 如果UI为空或没有子UI或不支持父子关系,直接返回
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if (ui == null || !ui.supportParentChildRelation || ui.childrenUI == null || ui.childrenUI.Count == 0)
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return;
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// 遍历所有子UI
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foreach (var childUI in ui.childrenUI)
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{
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// 如果结果列表中不包含当前子UI,则添加
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if (!result.Contains(childUI))
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{
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// 添加到结果列表
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result.Add(childUI);
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// 递归收集子UI的子UI
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CollectChildrenUI(childUI, result);
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}
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}
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}
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/// <summary>
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/// 检查并关闭长时间未使用的UI
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/// </summary>
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public void CheckAndCloseIdleUI()
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{
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// 如果没有UI,直接返回
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if (uiDict.Count == 0 && closedUIDict.Count == 0)
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return;
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// 创建需要关闭的UI列表
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List<UIBase> uiToClose = new List<UIBase>();
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// 遍历所有活跃UI
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foreach (var uiList in uiDict.Values)
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{
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foreach (var ui in uiList)
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{
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// 如果UI是持久化的,跳过
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if (ui.isPersistent)
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continue;
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if (ui.IsActive())
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continue;
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// 计算UI空闲的回合数
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int idleRounds = currentRound - ui.lastUsedRound;
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// 如果空闲回合数超过最大空闲回合数,添加到关闭列表
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if (idleRounds > ui.maxIdleRounds)
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{
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uiToClose.Add(ui);
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}
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}
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}
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// 遍历所有关闭的UI
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List<string> emptyKeys = new List<string>();
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foreach (var kvp in closedUIDict)
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{
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string uiName = kvp.Key;
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List<UIBase> uiList = kvp.Value;
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List<UIBase> uiToRemove = new List<UIBase>();
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foreach (var ui in uiList)
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{
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// 计算UI空闲的回合数
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int idleRounds = currentRound - ui.lastUsedRound;
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// 如果空闲回合数超过最大空闲回合数,添加到关闭列表
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if (idleRounds > ui.maxIdleRounds)
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{
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uiToClose.Add(ui);
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uiToRemove.Add(ui);
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}
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}
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// 从关闭列表中移除需要销毁的UI
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foreach (var ui in uiToRemove)
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{
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uiList.Remove(ui);
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}
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// 如果列表为空,记录需要从字典中移除的键
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if (uiList.Count == 0)
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{
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emptyKeys.Add(uiName);
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}
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}
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// 从字典中移除空列表
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foreach (var key in emptyKeys)
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{
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closedUIDict.Remove(key);
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}
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// 销毁所有需要关闭的UI
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foreach (var ui in uiToClose)
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{
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// 记录日志
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Debug.Log($"销毁长时间未使用的UI: {ui.uiName}, 空闲回合数: {currentRound - ui.lastUsedRound}");
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// 销毁UI对象
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GameObject.Destroy(ui.gameObject);
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}
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}
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// // 生成UI实例的唯一标识
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// private string GenerateUIInstanceID(string uiName)
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// {
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// // 如果计数器中不存在该UI类型,初始化为0
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// if (!uiInstanceCounter.ContainsKey(uiName))
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// {
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// uiInstanceCounter[uiName] = 0;
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// }
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// // 递增计数器
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// uiInstanceCounter[uiName]++;
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// // 返回带有计数的唯一标识
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// return $"{uiName}_{uiInstanceCounter[uiName]}";
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// }
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#endregion
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#region UI资源管理
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private UIBase LoadUIResource(string uiName)
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{
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// 从资源管理器加载UI预制体
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GameObject prefab = ResManager.Instance.LoadAsset<GameObject>("UI", uiName);
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// 检查预制体是否加载成功
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if (prefab == null)
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{
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// 记录错误日志
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Debug.LogError($"加载UI预制体失败: {uiName}");
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return null;
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}
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// 实例化UI对象
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GameObject uiObject = GameObject.Instantiate(prefab);
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// 设置对象名称
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uiObject.name = uiName;
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// 通过uiName映射Type
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Type uiType = Type.GetType(uiName);
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if (uiType == null)
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{
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Debug.LogError($"找不到UI类型: {uiName}");
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return null;
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}
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// 获取UI基类组件
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UIBase uiBase = uiObject.GetComponent(uiType) as UIBase;
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// 检查UI基类组件是否存在
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if (uiBase == null)
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{
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// 记录错误日志
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Debug.LogError($"UI预制体 {uiName} 没有 UIBase 组件或类型不匹配");
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return null;
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}
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// 设置UI名称
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uiBase.uiName = uiName;
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// 设置父节点为UI根节点
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Transform parentTrans = GetTransForLayer(uiBase.uiLayer);
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uiObject.transform.SetParent(parentTrans, false);
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// 设置排序顺序
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int baseSortingOrder = GetBaseSortingOrderForLayer(uiBase.uiLayer);
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uiBase.SetSortingOrder(baseSortingOrder);
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return uiBase;
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}
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// 加载UI预制体
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private T LoadUIResource<T>(string uiName) where T : UIBase
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{
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return LoadUIResource(uiName) as T;
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}
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#endregion
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#region UI排序管理
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// 更新UI排序顺序
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private void UpdateUISortingOrder()
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{
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// 重置当前最高排序顺序
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currentHighestSortingOrder = 0;
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// 遍历UI栈,设置排序顺序
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UIBase[] uiArray = new UIBase[uiStack.Count];
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uiStack.CopyTo(uiArray, 0);
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// 先按照UILayer进行排序,然后再按照栈顺序排序
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Array.Sort(uiArray, (a, b) => {
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// 比较UI层级
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int layerCompare = a.uiLayer.CompareTo(b.uiLayer);
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if (layerCompare != 0)
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return layerCompare;
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// 同层级内,按照栈中的顺序排序
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return Array.IndexOf(uiArray, b).CompareTo(Array.IndexOf(uiArray, a));
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});
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// 遍历排序后的UI数组,设置排序顺序
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foreach (var ui in uiArray)
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{
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// 获取基础排序顺序
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int baseSortingOrder = GetBaseSortingOrderForLayer(ui.uiLayer);
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// 计算当前UI的排序顺序
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int sortingOrder = baseSortingOrder + currentHighestSortingOrder;
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// 设置UI的排序顺序
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ui.SetSortingOrder(sortingOrder);
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// 更新当前最高排序顺序
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currentHighestSortingOrder += 10;
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// Debug.Log(ui.uiName + " order is " + sortingOrder + " " + currentHighestSortingOrder);
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}
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}
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#endregion
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#region UI操作
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private UIBase GetLastSupportParentChildRelationUI()
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{
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List<UIBase> tempList = new List<UIBase>();
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UIBase target = null;
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while (target == null && uiStack.Count > 0)
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{
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UIBase uiBase = uiStack.Pop();
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if (uiBase != null && uiBase.supportParentChildRelation && !uiBase.isMainUI)
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{
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target = uiBase;
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}
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tempList.Add(uiBase);
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}
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for (int i = tempList.Count - 1; i >= 0; i--)
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{
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uiStack.Push(tempList[i]);
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}
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return target;
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}
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public UIBase OpenWindow(string uiName)
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{
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// 优先从closedUIDict中获取
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UIBase parentUI = null;
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UIBase returnValue = null;
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Debug.Log("OpenWindow " + uiName);
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List<UIBase> closedUIList = new List<UIBase>();
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if (closedUIDict.TryGetValue(uiName, out closedUIList) && closedUIList.Count > 0)
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{
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Debug.Log("OpenWindow getFromClosedDict " + uiName);
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returnValue = closedUIList[0] as UIBase;
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closedUIList.RemoveAt(0);
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if (closedUIList.Count == 0)
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{
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closedUIDict.Remove(uiName);
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}
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}
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else
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{
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Debug.Log("OpenWindow getNewLoad " + uiName);
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returnValue = LoadUIResource(uiName);
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if (returnValue == null)
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{
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// 记录错误日志
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Debug.LogError($"打开UI失败: {uiName}");
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return null;
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}
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}
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returnValue.gameObject.SetActive(true);
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// 自动设置父级UI(如果未指定且支持父子关系)
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if (returnValue.supportParentChildRelation && uiStack.Count > 0)
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{
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// 获取栈顶UI
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parentUI = GetLastSupportParentChildRelationUI();
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}
|
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// 设置父级UI
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if (parentUI != null)
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{
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// 设置父子关系
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returnValue.parentUI = parentUI;
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if (parentUI.childrenUI == null)
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{
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// 初始化父级UI的子UI列表
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parentUI.childrenUI = new List<UIBase>();
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}
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// 添加到父级UI的子UI列表
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parentUI.childrenUI.Add(returnValue);
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}
|
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// 更新回合数
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currentRound++;
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// 设置UI的最后使用回合数
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returnValue.lastUsedRound = currentRound;
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// 更新父级UI的回合数
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UpdateParentUIRounds(returnValue);
|
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// 将UI添加到字典中
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if (!uiDict.ContainsKey(uiName))
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{
|
// 如果字典中不存在该类型的UI,创建新列表
|
uiDict[uiName] = new List<UIBase>();
|
}
|
// 添加到UI列表
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uiDict[uiName].Add(returnValue);
|
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// 将UI添加到栈中
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uiStack.Push(returnValue);
|
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// 更新UI排序顺序
|
UpdateUISortingOrder();
|
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// 打开UI
|
returnValue.HandleOpen();
|
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OnOpenWindow?.Invoke(returnValue);
|
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// 检查并关闭长时间未使用的UI
|
CheckAndCloseIdleUI();
|
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return returnValue;
|
}
|
|
/// <summary>
|
/// 打开UI
|
/// </summary>
|
public T OpenWindow<T>() where T : UIBase
|
{
|
// 获取UI类型名称
|
string uiName = typeof(T).Name;
|
return OpenWindow(uiName) as T;
|
}
|
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/// <summary>
|
/// 关闭UI
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/// </summary>
|
public void CloseWindow<T>(bool destroy = false) where T : UIBase
|
{
|
// 获取UI类型名称
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string uiName = typeof(T).Name;
|
|
CloseWindow(uiName, destroy);
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|
}
|
|
public void CloseWindow(string uiName, bool destroy = false)
|
{
|
// 检查UI是否存在
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if (!uiDict.ContainsKey(uiName) || uiDict[uiName].Count == 0)
|
{
|
// 记录警告日志
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Debug.LogWarning($"尝试关闭不存在的UI: {uiName}");
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return;
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}
|
|
// 获取第一个UI实例
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UIBase ui = uiDict[uiName][0];
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|
// 关闭UI
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CloseWindow(ui, destroy);
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}
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|
/// <summary>
|
/// 关闭指定的UI实例
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/// </summary>
|
public void CloseWindow(UIBase ui, bool destroy = false)
|
{
|
// 检查UI是否为空
|
if (ui == null)
|
{
|
// 记录警告日志
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Debug.LogWarning("尝试关闭空UI");
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return;
|
}
|
|
if (!ui.IsActive())
|
{
|
return;
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}
|
|
// 获取UI类型名称
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string uiName = ui.uiName;
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|
Debug.Log("CloseWindow " + uiName + " destroy : " + destroy.ToString());
|
|
// 收集所有子UI
|
List<UIBase> childrenUI = new List<UIBase>();
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if (ui.supportParentChildRelation)
|
{
|
CollectChildrenUI(ui, childrenUI);
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}
|
|
// 先关闭所有子UI
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foreach (var childUI in childrenUI)
|
{
|
// 关闭子UI
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CloseWindow(childUI, destroy);
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}
|
|
// 从栈中移除UI
|
Stack<UIBase> tempStack = new Stack<UIBase>();
|
while (uiStack.Count > 0)
|
{
|
// 弹出栈顶UI
|
UIBase tempUI = uiStack.Pop();
|
// 如果不是要关闭的UI,则保存到临时栈中
|
if (tempUI != ui)
|
{
|
tempStack.Push(tempUI);
|
}
|
}
|
|
// 将临时栈中的UI重新压入栈中
|
while (tempStack.Count > 0)
|
{
|
uiStack.Push(tempStack.Pop());
|
}
|
|
// 从字典中移除UI
|
if (uiDict.ContainsKey(uiName))
|
{
|
// 从UI列表中移除
|
uiDict[uiName].Remove(ui);
|
// 如果列表为空,从字典中移除该类型
|
if (uiDict[uiName].Count == 0)
|
{
|
uiDict.Remove(uiName);
|
}
|
}
|
|
// 从父级UI的子UI列表中移除
|
if (ui.supportParentChildRelation && ui.parentUI != null && ui.parentUI.childrenUI != null)
|
{
|
// 从父级UI的子UI列表中移除
|
ui.parentUI.childrenUI.Remove(ui);
|
}
|
|
// 关闭UI
|
ui.HandleClose();
|
OnCloseWindow?.Invoke(ui);
|
|
if (destroy)
|
{
|
// 销毁UI对象
|
GameObject.Destroy(ui.gameObject);
|
}
|
else
|
{
|
// 添加到closedUIDict
|
if (!closedUIDict.ContainsKey(uiName))
|
{
|
closedUIDict[uiName] = new List<UIBase>();
|
}
|
closedUIDict[uiName].Add(ui);
|
|
Debug.Log("CloseWindow " + uiName + " destroy : " + destroy.ToString() + " push to closedUIDict");
|
|
// 隐藏UI (交给handle close内部自己去做)
|
// ui.gameObject.SetActive(false);
|
}
|
|
// 更新UI排序顺序
|
UpdateUISortingOrder();
|
}
|
|
/// <summary>
|
/// 关闭指定类型的所有UI实例
|
/// </summary>
|
public void CloseAllWindows<T>() where T : UIBase
|
{
|
// 获取UI类型名称
|
string uiName = typeof(T).Name;
|
|
// 检查UI是否存在
|
if (!uiDict.ContainsKey(uiName) || uiDict[uiName].Count == 0)
|
{
|
// 记录警告日志
|
Debug.LogWarning($"尝试关闭不存在的UI: {uiName}");
|
return;
|
}
|
|
// 创建UI实例列表的副本,因为在关闭过程中会修改原列表
|
List<UIBase> uiListCopy = new List<UIBase>(uiDict[uiName]);
|
|
// 关闭所有UI实例
|
foreach (var ui in uiListCopy)
|
{
|
// 关闭UI实例
|
CloseWindow(ui, false);
|
}
|
}
|
|
public void ReturnMainUI()
|
{
|
List<UIBase> allUI = new List<UIBase>(uiStack);
|
|
for (int i = 0; i < allUI.Count; i++)
|
{
|
UIBase uiBase = allUI[i];
|
if (!uiBase.isMainUI && uiBase.uiLayer < UILayer.System)
|
{
|
CloseWindow(uiBase);
|
}
|
}
|
}
|
|
/// <summary>
|
/// 关闭所有UI
|
/// </summary>
|
public void DestroyAllUI()
|
{
|
// 创建UI栈的副本,因为在关闭过程中会修改原栈
|
UIBase[] uiArray = new UIBase[uiStack.Count];
|
uiStack.CopyTo(uiArray, 0);
|
|
// 关闭所有UI
|
foreach (var ui in uiArray)
|
{
|
// 关闭UI
|
CloseWindow(ui, true);
|
}
|
|
foreach (var uiList in closedUIDict.Values)
|
{
|
foreach (var ui in uiList)
|
{
|
GameObject.Destroy(ui.gameObject);
|
}
|
}
|
|
// 清空UI字典和栈
|
uiDict.Clear();
|
uiStack.Clear();
|
closedUIDict.Clear();
|
}
|
|
/// <summary>
|
/// 刷新UI
|
/// </summary>
|
public void RefreshUI<T>() where T : UIBase
|
{
|
// 获取UI类型名称
|
string uiName = typeof(T).Name;
|
|
// 检查UI是否存在
|
if (!uiDict.ContainsKey(uiName) || uiDict[uiName].Count == 0)
|
{
|
// 记录警告日志
|
Debug.LogWarning($"尝试刷新不存在的UI: {uiName}");
|
return;
|
}
|
|
// 刷新所有该类型的UI实例
|
foreach (var ui in uiDict[uiName])
|
{
|
// 刷新UI
|
ui.Refresh();
|
}
|
}
|
|
/// <summary>
|
/// 刷新所有UI
|
/// </summary>
|
public void RefreshAllUI()
|
{
|
// 遍历所有UI类型
|
foreach (var uiList in uiDict.Values)
|
{
|
// 遍历该类型的所有UI实例
|
foreach (var ui in uiList)
|
{
|
// 刷新UI
|
ui.Refresh();
|
}
|
}
|
}
|
|
private void Update()
|
{
|
// 如果距离上次检查的时间超过了检查间隔
|
if (Time.time - lastCheckTime > CHECK_INTERVAL)
|
{
|
// 更新上次检查时间
|
lastCheckTime = Time.time;
|
// 检查并关闭长时间未使用的UI
|
CheckAndCloseIdleUI();
|
}
|
}
|
|
#endregion
|
|
#region 释放资源
|
|
/// <summary>
|
/// 释放资源
|
/// </summary>
|
public override void Release()
|
{
|
// 关闭所有UI
|
DestroyAllUI();
|
|
// 清空缓存
|
layerSortingOrderCache.Clear();
|
layerTransformCache.Clear();
|
uiInstanceCounter.Clear();
|
|
Debug.Log("UI管理器资源释放完成");
|
}
|
|
#endregion
|
}
|