geometry-tower-defense/Assets/GameFramework/Scripts/Runtime/UI/UIFormLogic.cs

202 lines
5.3 KiB
C#

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