- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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/// <summary>
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/// 界面逻辑基类。
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/// </summary>
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public abstract class UIFormLogic : MonoBehaviour
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{
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private bool m_Available = false;
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private bool m_Visible = false;
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private UIForm m_UIForm = null;
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private Transform m_CachedTransform = null;
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private int m_OriginalLayer = 0;
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/// <summary>
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/// 获取界面。
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/// </summary>
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public UIForm UIForm => m_UIForm;
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/// <summary>
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/// 获取或设置界面名称。
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/// </summary>
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public string Name
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{
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get
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{
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return gameObject.name;
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}
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set
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{
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gameObject.name = value;
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}
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}
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/// <summary>
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/// 获取界面是否可用。
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/// </summary>
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public bool Available
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{
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get
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{
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return m_Available;
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}
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}
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/// <summary>
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/// 获取或设置界面是否可见。
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/// </summary>
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public bool Visible
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{
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get
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{
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return m_Available && m_Visible;
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}
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set
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{
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if (!m_Available)
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{
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Log.Warning("UI form '{0}' is not available.", Name);
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return;
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}
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if (m_Visible == value)
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{
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return;
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}
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m_Visible = value;
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InternalSetVisible(value);
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}
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}
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/// <summary>
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/// 获取已缓存的 Transform。
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/// </summary>
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public Transform CachedTransform
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{
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get
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{
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return m_CachedTransform;
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}
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}
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/// <summary>
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/// 界面初始化。
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/// </summary>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnInit(object userData)
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{
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if (m_CachedTransform == null)
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{
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m_CachedTransform = transform;
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}
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m_UIForm = GetComponent<UIForm>();
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m_OriginalLayer = gameObject.layer;
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}
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/// <summary>
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/// 界面回收。
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/// </summary>
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protected internal virtual void OnRecycle()
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{
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}
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/// <summary>
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/// 界面打开。
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/// </summary>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnOpen(object userData)
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{
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m_Available = true;
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Visible = true;
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}
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/// <summary>
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/// 界面关闭。
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/// </summary>
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/// <param name="isShutdown">是否是关闭界面管理器时触发。</param>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnClose(bool isShutdown, object userData)
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{
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gameObject.SetLayerRecursively(m_OriginalLayer);
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Visible = false;
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m_Available = false;
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}
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/// <summary>
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/// 界面暂停。
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/// </summary>
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protected internal virtual void OnPause()
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{
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Visible = false;
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}
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/// <summary>
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/// 界面暂停恢复。
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/// </summary>
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protected internal virtual void OnResume()
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{
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Visible = true;
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}
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/// <summary>
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/// 界面遮挡。
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/// </summary>
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protected internal virtual void OnCover()
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{
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}
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/// <summary>
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/// 界面遮挡恢复。
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/// </summary>
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protected internal virtual void OnReveal()
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{
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}
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/// <summary>
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/// 界面激活。
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/// </summary>
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/// <param name="userData">用户自定义数据。</param>
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protected internal virtual void OnRefocus(object userData)
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{
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}
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/// <summary>
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/// 界面轮询。
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/// </summary>
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/// <param name="elapseSeconds">逻辑流逝时间,以秒为单位。</param>
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/// <param name="realElapseSeconds">真实流逝时间,以秒为单位。</param>
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protected internal virtual void OnUpdate(float elapseSeconds, float realElapseSeconds)
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{
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}
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/// <summary>
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/// 界面深度改变。
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/// </summary>
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/// <param name="uiGroupDepth">界面组深度。</param>
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/// <param name="depthInUIGroup">界面在界面组中的深度。</param>
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protected internal virtual void OnDepthChanged(int uiGroupDepth, int depthInUIGroup)
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{
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}
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/// <summary>
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/// 设置界面的可见性。
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/// </summary>
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/// <param name="visible">界面的可见性。</param>
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protected virtual void InternalSetVisible(bool visible)
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{
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gameObject.SetActive(visible);
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}
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}
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}
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