hch
7 天以前 754995562ce45ca4acd7897eec9b2b4667a4fd2a
Main/System/UIBase/UIBase.cs
@@ -24,7 +24,9 @@
    SlideFromTop, // 从顶部滑入
    SlideFromBottom, // 从底部滑入
    SlideFromLeft, // 从左侧滑入
    SlideFromRight // 从右侧滑入
    SlideFromRight, // 从右侧滑入
    ScaleOverInOut,// 缩放(超过)之后再返回
}
[RequireComponent(typeof(Canvas))]
@@ -47,14 +49,15 @@
    // 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;
    [HideInInspector] public GameObject rootNode; // 根节点
    // 子UI管理
    [HideInInspector] public List<UIBase> childrenUI = new List<UIBase>();
@@ -69,7 +72,13 @@
    private Button btnClickEmptyClose;
    protected int functionOrder = 0;
    //  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;
@@ -79,7 +88,6 @@
    // 组件引用
    protected Canvas canvas;
    protected CanvasGroup canvasGroup;
    protected RectTransform _rectTransform;
    // 动画相关
    protected Vector3 originalPosition;
@@ -93,7 +101,6 @@
    protected virtual void Awake()
    {
        CreateRootNode();
        //  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
@@ -116,31 +123,6 @@
        }
    }
    private void CreateRootNode()
    {
        List<Transform> children = new List<Transform>();
        foreach (Transform child in transform)
        {
            children.Add(child);
        }
        rootNode = new GameObject("WindowRoot");
        rootNode.transform.SetParent(transform, false);
        rootNode.layer = LayerMask.NameToLayer("UI");
        _rectTransform = rootNode.AddMissingComponent<RectTransform>();
        _rectTransform.anchorMin = new Vector2(0.5f, 0.5f);
        _rectTransform.anchorMax = new Vector2(0.5f, 0.5f);
        _rectTransform.pivot = new Vector2(0.5f, 0.5f);
        _rectTransform.sizeDelta = new Vector2(750, 1334); // 默认大小,可以根据需要调整
        _rectTransform.anchoredPosition = Vector2.zero;
        _rectTransform.localScale = Vector3.one;
        foreach (Transform child in children)
        {
            child.SetParent(rootNode.transform, false);
        }
    }
    protected virtual void Start()
    {
        // 子类可以重写此方法进行额外初始化
@@ -148,20 +130,20 @@
    protected async UniTask ApplySettings()
    {
        await UniTask.DelayFrame(5);
        if (null != transform)
        if (clickEmptySpaceClose)
        {
            if (clickEmptySpaceClose)
            {
                GameObject goBtnESC = GameObject.Instantiate(Resources.Load<GameObject>("Prefabs/ClickEmptyCloseMask"), transform);
                //  Load
                btnClickEmptyClose = goBtnESC.GetComponent<Button>();
                btnClickEmptyClose.AddListener(CloseWindow);
                btnClickEmptyClose.transform.SetAsFirstSibling();
            }
            //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)
    {
@@ -211,6 +193,9 @@
        }
        canvasScaler = GetComponent<CanvasScaler>();
        canvasScaler.referenceResolution = Constants.DESIGN_RESOLUTION;
        canvasScaler.uiScaleMode = CanvasScaler.ScaleMode.ScaleWithScreenSize;
        canvasScaler.matchWidthOrHeight = 0;
    }
    // 获取必要的组件
@@ -241,6 +226,12 @@
    // 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();
@@ -255,6 +246,13 @@
        PlayOpenAnimation();
        OnOpen();
        ExecuteNextFrame(NextFrameAfterOpen);
    }
    protected virtual void NextFrameAfterOpen()
    {
    }
    // 关闭UI - 修改后的方法
@@ -275,7 +273,6 @@
        // 禁用交互但保持可见
        if (canvasGroup != null)
        {
            canvasGroup.interactable = false;
            canvasGroup.blocksRaycasts = false;
        }
@@ -339,143 +336,21 @@
    /// <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
@@ -524,7 +399,6 @@
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 0f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                if (canvasScaler != null)
@@ -537,7 +411,6 @@
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 1f;
                    canvasGroup.interactable = false;
                    canvasGroup.blocksRaycasts = false;
                }
                if (canvasScaler != null)
@@ -585,6 +458,17 @@
                    _rectTransform.anchoredPosition = startPos;
                }
                break;
            case UIAnimationType.ScaleOverInOut:
                if (canvasGroup != null)
                {
                    canvasGroup.alpha = 1f;
                    canvasGroup.blocksRaycasts = false;
                }
                if (canvasScaler != null)
                {
                    canvasScaler.scaleFactor = 0.3f;
                }
                break;
        }
        try
@@ -618,23 +502,42 @@
                        currentAnimation.Append(_rectTransform.DOAnchorPos(originalPosition, animeDuration).SetEase(animationEase));
                    }
                    break;
                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));
                        }
                        // currentAnimation.Append(DOVirtual.Float(1.2f, 1f, 0.1f, (value) => {canvasScaler.scaleFactor = value;}).SetEase(scaleOverInOutCurve));
                    }
                    break;
            }
            // 动画完成后的回调
            currentAnimation.OnComplete(() =>
            {
                isAnimating = false;
                _ResetToBegin();
                OnOpenAnimationComplete();
                // 启用交互
                if (canvasGroup != null)
                {
                    canvasGroup.interactable = true;
                    canvasGroup.blocksRaycasts = true;
                }
            });
            // currentAnimation.ingoreTimeScale = true;
            currentAnimation.Play();
        }
@@ -646,7 +549,6 @@
            if (canvasGroup != null)
            {
                canvasGroup.alpha = 1f;
                canvasGroup.interactable = true;
                canvasGroup.blocksRaycasts = true;
            }
            isAnimating = false;
@@ -663,8 +565,7 @@
        if (canvasGroup != null)
        {
            canvasGroup.alpha = 1f;
            canvasGroup.interactable = false;
            canvasGroup.blocksRaycasts = false;
            canvasGroup.blocksRaycasts = true;
        }
        if (canvasScaler != null)
        {
@@ -709,6 +610,7 @@
                    break;
                case UIAnimationType.ScaleInOut:
                case UIAnimationType.ScaleOverInOut:
                    if (_rectTransform != null)
                    {
                        currentAnimation.Append(DOVirtual.Float(1f, 0.3f, animeDuration, (value) => {canvasScaler.scaleFactor = value;}).SetEase(animationEase));