hch
8 天以前 27fcdab4830ef0791105be6529a1dfac36b85982
Main/System/UIBase/UIBase.cs
@@ -25,7 +25,7 @@
    SlideFromBottom, // 从底部滑入
    SlideFromLeft, // 从左侧滑入
    SlideFromRight, // 从右侧滑入
    ScaleOverInOut,// 缩放(超过)之后再返回
    ScaleOverInOut,// 缩放根据曲线
}
@@ -49,7 +49,7 @@
    // 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
    [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;
@@ -58,8 +58,6 @@
    // 运行时状态
    [HideInInspector] public int lastUsedRound = 0;
    [HideInInspector] public UIBase parentUI;
    [HideInInspector] public GameObject rootNode; // 根节点
    // 子UI管理
    [HideInInspector] public List<UIBase> childrenUI = new List<UIBase>();
@@ -111,7 +109,8 @@
        // 保存原始值用于动画
        if (_rectTransform != null)
        {
            originalPosition = _rectTransform.anchoredPosition;
            originalPosition = _rectTransform.anchoredPosition;;
        }
        ApplySettings();
@@ -195,6 +194,9 @@
        }
        canvasScaler = GetComponent<CanvasScaler>();
        canvasScaler.referenceResolution = Constants.DESIGN_RESOLUTION;
        canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
        canvasScaler.matchWidthOrHeight = 0;
    }
    // 获取必要的组件
@@ -225,6 +227,12 @@
    // 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();
@@ -237,6 +245,10 @@
        // 根据动画类型播放打开动画
        PlayOpenAnimation();
        // // 如果后续需要统一处理刘海或者小游戏的界面适配问题
        // _rectTransform.offsetMin = new Vector2(0, 10);  //下方
        // _rectTransform.offsetMax = new Vector2(0, -50); //上方
        OnOpen();
@@ -329,143 +341,21 @@
    /// <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 GameObject PlayUIEffect(int id, Transform parent = null, bool autoDestroy = true, float destroyDelay = 5f)
    public EffectPlayer PlayUIEffect(int id, Transform parent = null, bool autoDestroy = true, float destroyDelay = 5f)
    {
        // 使用默认值
        if (parent == null) parent = transform;
        
        EffectConfig effectCfg = EffectConfig.Get(id);
        EffectPlayer player = parent.gameObject.AddComponent<EffectPlayer>();
        if (null == effectCfg)
        {
            return null;
        }
        player.effectId = id;
        player.autoDestroy = autoDestroy;
        player.destroyDelay = destroyDelay;
        player.canvas = canvas;
        // 加载特效资源
        var effectPrefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect/" + effectCfg.packageName, effectCfg.fxName);
        if (effectPrefab == null)
        {
            Debug.LogError($"加载UI特效失败: {effectCfg.packageName}");
            return null;
        }
        // 实例化特效
        GameObject effectObj = Instantiate(effectPrefab, parent);
        effectObj.name = $"Effect_{effectCfg.packageName}";
        // 添加特效穿透阻挡器
        EffectPenetrationBlocker blocker = effectObj.AddComponent<EffectPenetrationBlocker>();
        blocker.parentCanvas = canvas;
        //  延迟一帧才生效
        this.DelayFrame(blocker.UpdateSortingOrder);
        // blocker.UpdateSortingOrder();
        // 自动销毁
        if (autoDestroy)
        {
            Destroy(effectObj, destroyDelay);
        }
        return effectObj;
        return player;
    }
    
    /// <summary>
    /// 在两个UI元素之间播放特效(按照sortingOrder的中间值)
    /// </summary>
    /// <param name="effectName">特效资源名称</param>
    /// <param name="frontElement">前景UI元素(Image或RawImage)</param>
    /// <param name="backElement">背景UI元素(Image或RawImage)</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 async UniTask<GameObject> PlayEffectBetweenUIElements(string effectName, Graphic frontElement, Graphic backElement, bool autoDestroy = true, float destroyDelay = 5f)
    {
        if (frontElement == null || backElement == null)
        {
            Debug.LogError("前景或背景UI元素为空");
            return null;
        }
        // 确保UI元素在当前UIBase的Canvas下
        if (frontElement.canvas != canvas || backElement.canvas != canvas)
        {
            Debug.LogError("UI元素不在当前UIBase的Canvas下");
            return null;
        }
        // 加载特效资源
        GameObject effectPrefab = ResManager.Instance.LoadAsset<GameObject>("UIEffect", effectName);
        if (effectPrefab == null)
        {
            Debug.LogError($"加载UI特效失败: {effectName}");
            return null;
        }
        // 创建一个新的GameObject作为特效容器
        GameObject container = new GameObject($"EffectContainer_{effectName}");
        container.transform.SetParent(transform, false);
        // 设置容器位置
        RectTransform containerRect = container.AddComponent<RectTransform>();
        containerRect.anchorMin = new Vector2(0.5f, 0.5f);
        containerRect.anchorMax = new Vector2(0.5f, 0.5f);
        containerRect.pivot = new Vector2(0.5f, 0.5f);
        containerRect.anchoredPosition = Vector2.zero;
        containerRect.sizeDelta = new Vector2(100, 100); // 默认大小,可以根据需要调整
        // 获取前景和背景元素的siblingIndex
        int frontIndex = frontElement.transform.GetSiblingIndex();
        int backIndex = backElement.transform.GetSiblingIndex();
        // 设置特效容器的siblingIndex在两者之间
        if (frontIndex > backIndex)
        {
            // 前景在背景之后,特效应该在中间
            container.transform.SetSiblingIndex((frontIndex + backIndex) / 2 + 1);
        }
        else
        {
            // 背景在前景之后,特效应该在中间
            container.transform.SetSiblingIndex((frontIndex + backIndex) / 2);
        }
        // 实例化特效
        GameObject effectObj = Instantiate(effectPrefab, container.transform);
        effectObj.name = $"Effect_{effectName}";
        // 添加特效穿透阻挡器
        EffectPenetrationBlocker blocker = effectObj.AddComponent<EffectPenetrationBlocker>();
        // 直接设置特效渲染器的排序顺序
        Renderer[] renderers = effectObj.GetComponentsInChildren<Renderer>(true);
        foreach (Renderer renderer in renderers)
        {
            renderer.sortingOrder = canvas.sortingOrder;
            renderer.sortingLayerName = canvas.sortingLayerName;
        }
        // 设置粒子系统渲染器的排序顺序
        ParticleSystem[] particleSystems = effectObj.GetComponentsInChildren<ParticleSystem>(true);
        foreach (ParticleSystem ps in particleSystems)
        {
            ParticleSystemRenderer psRenderer = ps.GetComponent<ParticleSystemRenderer>();
            if (psRenderer != null)
            {
                psRenderer.sortingOrder = canvas.sortingOrder;
                psRenderer.sortingLayerName = canvas.sortingLayerName;
            }
        }
        // 自动销毁
        if (autoDestroy)
        {
            Destroy(container, destroyDelay);
        }
        return effectObj;
    }
    #endregion
    public bool raycastTarget
@@ -516,9 +406,9 @@
                    canvasGroup.alpha = 0f;
                    canvasGroup.blocksRaycasts = false;
                }
                if (canvasScaler != null)
                if (_rectTransform != null)
                {
                    canvasScaler.scaleFactor = 1f;
                    _rectTransform.localScale = Vector3.one;
                }
                break;
@@ -528,9 +418,9 @@
                    canvasGroup.alpha = 1f;
                    canvasGroup.blocksRaycasts = false;
                }
                if (canvasScaler != null)
                if (_rectTransform != null)
                {
                    canvasScaler.scaleFactor = 0.3f;
                    _rectTransform.localScale = Vector3.one * 0.3f;
                }
                break;
@@ -579,9 +469,9 @@
                    canvasGroup.alpha = 1f;
                    canvasGroup.blocksRaycasts = false;
                }
                if (canvasScaler != null)
                if (_rectTransform != null)
                {
                    canvasScaler.scaleFactor = 0.3f;
                    _rectTransform.localScale = Vector3.one * 0.3f;
                }
                break;
        }
@@ -604,7 +494,7 @@
                case UIAnimationType.ScaleInOut:
                    if (_rectTransform != null)
                    {
                        currentAnimation.Append(DOVirtual.Float(0.3f, 1f, animeDuration, (value) => {canvasScaler.scaleFactor = value;}).SetEase(animationEase));
                        currentAnimation.Append(DOVirtual.Float(0.3f, 1f, animeDuration, (value) => {_rectTransform.localScale = Vector3.one * value;}).SetEase(animationEase));
                    }
                    break;
@@ -620,19 +510,19 @@
                case UIAnimationType.ScaleOverInOut:
                    if (_rectTransform != null)
                    {
                        if (null == scaleOverInOutCurve)
                        {
                            currentAnimation.Append(DOVirtual.Float(0.3f, 1.2f, animeDuration,
                            (value) => {canvasScaler.scaleFactor = value;}).SetEase(animationEase));
                        }
                        else
                        {
                            currentAnimation.Append(DOVirtual.Float(0.3f, 1.2f, animeDuration,
                                (value) => {canvasScaler.scaleFactor = value;}).SetEase(scaleOverInOutCurve.curve));
                        }
                        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
                        );
                        
                        // currentAnimation.Append(DOVirtual.Float(1.2f, 1f, 0.1f, (value) => {canvasScaler.scaleFactor = value;}).SetEase(scaleOverInOutCurve));
                    }
                    break;
            }
@@ -682,9 +572,9 @@
            canvasGroup.alpha = 1f;
            canvasGroup.blocksRaycasts = true;
        }
        if (canvasScaler != null)
        if (_rectTransform != null)
        {
            canvasScaler.scaleFactor = 1f;
            _rectTransform.localScale = Vector3.one;
        }
        if (_rectTransform != null)
@@ -728,7 +618,7 @@
                case UIAnimationType.ScaleOverInOut:
                    if (_rectTransform != null)
                    {
                        currentAnimation.Append(DOVirtual.Float(1f, 0.3f, animeDuration, (value) => {canvasScaler.scaleFactor = value;}).SetEase(animationEase));
                        currentAnimation.Append(DOVirtual.Float(1f, 0.3f, animeDuration, (value) => {_rectTransform.localScale = Vector3.one * value;}).SetEase(animationEase));
                    }
                    break;