- 规范 UI 设计成为:

- UIForm 负责展示
    - Controller 负责控制
    - UseCase 负责业务逻辑
    - RawData 负责提供原始数据
    - Context 负责为 UIForm 提供数据
- 添加和补充一系列 UI 功能
This commit is contained in:
SepComet
2026-02-16 19:03:09 +08:00
parent d650dd63e7
commit 85b0205c73
251 changed files with 12705 additions and 5220 deletions
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using GameFramework;
namespace UI
{
public class DialogFormContext : UIContext
{
public int Mode;
public string Title;
public string Message;
public bool PauseGame;
public string ConfirmText;
public GameFrameworkAction<object> OnClickConfirm;
public string CancelText;
public GameFrameworkAction<object> OnClickCancel;
public string OtherText;
public GameFrameworkAction<object> OnClickOther;
public object UserData;
}
}
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using Definition.Enum;
using GameFramework.Event;
using UnityGameFramework.Runtime;
namespace UI
{
public class DialogFormController : UIFormControllerBase<DialogFormContext>
{
private DialogFormContext _context;
private DialogForm _dialogForm;
private int? _dialogFormSerialId;
private bool _pendingRefresh;
private bool _isBindEvent;
private void SubscribeEvents()
{
if (_isBindEvent) return;
GameEntry.Event.Subscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Subscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
_isBindEvent = true;
}
private void UnsubscribeEvents()
{
if (!_isBindEvent) return;
GameEntry.Event.Unsubscribe(OpenUIFormSuccessEventArgs.EventId, OpenUIFormSuccess);
GameEntry.Event.Unsubscribe(CloseUIFormCompleteEventArgs.EventId, CloseUIFormComplete);
_isBindEvent = false;
}
private static DialogFormContext BuildContext(DialogFormRawData rawData)
{
if (rawData == null)
{
return null;
}
return new DialogFormContext
{
Mode = rawData.Mode,
Title = rawData.Title,
Message = rawData.Message,
PauseGame = rawData.PauseGame,
ConfirmText = rawData.ConfirmText,
OnClickConfirm = rawData.OnClickConfirm,
CancelText = rawData.CancelText,
OnClickCancel = rawData.OnClickCancel,
OtherText = rawData.OtherText,
OnClickOther = rawData.OnClickOther,
UserData = rawData.UserData
};
}
protected override int? OpenUIInternal(DialogFormContext context)
{
if (context == null)
{
Log.Warning("DialogFormController.OpenUI() context is null.");
return null;
}
_context = context;
if (_dialogForm != null && _dialogFormSerialId.HasValue &&
GameEntry.UI.HasUIForm(_dialogFormSerialId.Value))
{
_dialogForm.RefreshUI(_context);
return _dialogFormSerialId;
}
CloseUI();
_pendingRefresh = true;
SubscribeEvents();
_dialogFormSerialId = GameEntry.UI.OpenUIForm(UIFormType.DialogForm, context);
return _dialogFormSerialId;
}
public int? OpenUI(DialogFormRawData rawData)
{
DialogFormContext context = BuildContext(rawData);
return OpenUIInternal(context);
}
public override int? OpenUI(object userData = null)
{
if (userData is DialogFormContext context)
{
return OpenUIInternal(context);
}
if (userData is DialogFormRawData rawData)
{
return OpenUI(rawData);
}
if (userData is DialogFormRawData dialogParams)
{
return OpenUIInternal(BuildContext(dialogParams));
}
if (userData != null)
{
Log.Warning("DialogFormController.OpenUI() userData type is invalid.");
return null;
}
return OpenUIInternal(_context);
}
public override void CloseUI()
{
_pendingRefresh = false;
UnsubscribeEvents();
if (_dialogFormSerialId.HasValue)
{
if (GameEntry.UI.HasUIForm(_dialogFormSerialId.Value))
{
GameEntry.UI.CloseUIForm(_dialogFormSerialId.Value);
}
_dialogForm = null;
_dialogFormSerialId = null;
return;
}
if (_dialogForm != null)
{
GameEntry.UI.CloseUIForm(_dialogForm);
_dialogForm = null;
}
}
public override void BindUseCase(IUIUseCase useCase)
{
if (useCase != null)
{
Log.Warning("DialogFormController does not use a use case.");
}
}
private void TryRefreshUI()
{
if (_context == null)
{
return;
}
if (_dialogForm == null)
{
_pendingRefresh = true;
return;
}
_dialogForm.RefreshUI(_context);
_pendingRefresh = false;
}
private void OpenUIFormSuccess(object sender, GameEventArgs e)
{
if (!(e is OpenUIFormSuccessEventArgs args))
{
return;
}
if (!_dialogFormSerialId.HasValue)
{
return;
}
if (args.UIForm == null || args.UIForm.SerialId != _dialogFormSerialId.Value ||
args.UserData != _context)
{
return;
}
_dialogForm = args.UIForm.Logic as DialogForm;
if (_dialogForm == null)
{
Log.Warning("DialogFormController open success but form logic is invalid.");
return;
}
if (_pendingRefresh)
{
TryRefreshUI();
}
}
private void CloseUIFormComplete(object sender, GameEventArgs e)
{
if (!(e is CloseUIFormCompleteEventArgs args))
{
return;
}
if (args.SerialId != _dialogFormSerialId)
{
return;
}
_dialogForm = null;
_dialogFormSerialId = null;
}
}
}
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using GameFramework;
namespace UI
{
/// <summary>
/// 对话框显示数据。
/// </summary>
public class DialogFormRawData
{
/// <summary>
/// 模式,即按钮数量。取值 1、2、3。
/// </summary>
public int Mode
{
get;
set;
}
/// <summary>
/// 标题。
/// </summary>
public string Title
{
get;
set;
}
/// <summary>
/// 消息内容。
/// </summary>
public string Message
{
get;
set;
}
/// <summary>
/// 弹出窗口时是否暂停游戏。
/// </summary>
public bool PauseGame
{
get;
set;
}
/// <summary>
/// 确认按钮文本。
/// </summary>
public string ConfirmText
{
get;
set;
}
/// <summary>
/// 确定按钮回调。
/// </summary>
public GameFrameworkAction<object> OnClickConfirm
{
get;
set;
}
/// <summary>
/// 取消按钮文本。
/// </summary>
public string CancelText
{
get;
set;
}
/// <summary>
/// 取消按钮回调。
/// </summary>
public GameFrameworkAction<object> OnClickCancel
{
get;
set;
}
/// <summary>
/// 中立按钮文本。
/// </summary>
public string OtherText
{
get;
set;
}
/// <summary>
/// 其它按钮回调。
/// </summary>
public GameFrameworkAction<object> OnClickOther
{
get;
set;
}
/// <summary>
/// 用户自定义数据。
/// </summary>
public string UserData
{
get;
set;
}
}
}
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//------------------------------------------------------------
// Game Framework
// Copyright © 2013-2021 Jiang Yin. All rights reserved.
// Homepage: https://gameframework.cn/
// Feedback: mailto:ellan@gameframework.cn
//------------------------------------------------------------
using GameFramework;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
using UnityGameFramework.Runtime;
namespace UI
{
public class DialogForm : UGuiForm
{
[SerializeField] private TMP_Text _titleText = null;
[SerializeField] private TMP_Text _messageText = null;
[SerializeField] private GameObject[] _modeObjects = null;
[SerializeField] private TMP_Text[] _confirmTexts = null;
[SerializeField] private TMP_Text[] _cancelTexts = null;
[SerializeField] private TMP_Text[] _otherTexts = null;
private int _dialogMode = 1;
private bool _pauseGame = false;
private object _userData = null;
private GameFrameworkAction<object> _onClickConfirmGFAction = null;
private GameFrameworkAction<object> _onClickCancelGFAction = null;
private GameFrameworkAction<object> _onClickOtherGFAction = null;
private DialogFormContext _context = null;
public int DialogMode => _dialogMode;
public bool PauseGame => _pauseGame;
public object UserData => _userData;
public void OnConfirmButtonClick()
{
Close();
if (_onClickConfirmGFAction != null)
{
_onClickConfirmGFAction(_userData);
}
}
public void OnCancelButtonClick()
{
Close();
if (_onClickCancelGFAction != null)
{
_onClickCancelGFAction(_userData);
}
}
public void OnOtherButtonClick()
{
Close();
if (_onClickOtherGFAction != null)
{
_onClickOtherGFAction(_userData);
}
}
#if UNITY_2017_3_OR_NEWER
protected override void OnOpen(object userData)
#else
protected internal override void OnOpen(object userData)
#endif
{
base.OnOpen(userData);
if (userData is DialogFormContext context)
{
RefreshUI(context);
return;
}
if (userData is DialogFormRawData dialogParams)
{
RefreshUI(BuildContext(dialogParams));
return;
}
Log.Warning("DialogForm requires DialogFormContext or DialogParams as userData.");
}
#if UNITY_2017_3_OR_NEWER
protected override void OnClose(bool isShutdown, object userData)
#else
protected internal override void OnClose(bool isShutdown, object userData)
#endif
{
if (_pauseGame)
{
GameEntry.Base.ResumeGame();
}
_dialogMode = 1;
_titleText.text = string.Empty;
_messageText.text = string.Empty;
_pauseGame = false;
_userData = null;
_context = null;
RefreshConfirmText(string.Empty);
_onClickConfirmGFAction = null;
RefreshCancelText(string.Empty);
_onClickCancelGFAction = null;
RefreshOtherText(string.Empty);
_onClickOtherGFAction = null;
base.OnClose(isShutdown, userData);
}
public void RefreshUI(DialogFormContext context)
{
if (context == null)
{
Log.Warning("DialogForm context is invalid.");
return;
}
_context = context;
_dialogMode = context.Mode;
RefreshDialogMode();
_titleText.text = context.Title;
_messageText.text = context.Message;
_pauseGame = context.PauseGame;
RefreshPauseGame();
_userData = context.UserData;
RefreshConfirmText(context.ConfirmText);
_onClickConfirmGFAction = context.OnClickConfirm;
RefreshCancelText(context.CancelText);
_onClickCancelGFAction = context.OnClickCancel;
RefreshOtherText(context.OtherText);
_onClickOtherGFAction = context.OnClickOther;
}
private static DialogFormContext BuildContext(DialogFormRawData rawData)
{
if (rawData == null)
{
return null;
}
return new DialogFormContext
{
Mode = rawData.Mode,
Title = rawData.Title,
Message = rawData.Message,
PauseGame = rawData.PauseGame,
ConfirmText = rawData.ConfirmText,
OnClickConfirm = rawData.OnClickConfirm,
CancelText = rawData.CancelText,
OnClickCancel = rawData.OnClickCancel,
OtherText = rawData.OtherText,
OnClickOther = rawData.OnClickOther,
UserData = rawData.UserData
};
}
private void RefreshDialogMode()
{
for (int i = 1; i <= _modeObjects.Length; i++)
{
_modeObjects[i - 1].SetActive(i == _dialogMode);
}
}
private void RefreshPauseGame()
{
if (_pauseGame)
{
GameEntry.Base.PauseGame();
}
}
private void RefreshConfirmText(string confirmText)
{
if (string.IsNullOrEmpty(confirmText))
{
confirmText = GameEntry.Localization.GetString("Dialog.ConfirmButton");
}
for (int i = 0; i < _confirmTexts.Length; i++)
{
_confirmTexts[i].text = confirmText;
}
}
private void RefreshCancelText(string cancelText)
{
if (string.IsNullOrEmpty(cancelText))
{
cancelText = GameEntry.Localization.GetString("Dialog.CancelButton");
}
for (int i = 0; i < _cancelTexts.Length; i++)
{
_cancelTexts[i].text = cancelText;
}
}
private void RefreshOtherText(string otherText)
{
if (string.IsNullOrEmpty(otherText))
{
otherText = GameEntry.Localization.GetString("Dialog.OtherButton");
}
for (int i = 0; i < _otherTexts.Length; i++)
{
_otherTexts[i].text = otherText;
}
}
}
}
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using Definition.Enum;
using UnityEngine;
using UnityEngine.UI;
namespace UI
{
public class IconArea : MonoBehaviour
{
[SerializeField] private Image _board;
[SerializeField] private Image _icon;
public void OnInit(Sprite sprite, ItemRarity rarity)
{
SetIcon(sprite);
SetRarity(rarity);
}
public void SetIcon(Sprite sprite)
{
_icon.sprite = sprite;
}
public void SetRarity(ItemRarity rarity)
{
_board.color = rarity switch
{
ItemRarity.White => Color.white,
ItemRarity.Green => Color.green,
ItemRarity.Blue => Color.blue,
ItemRarity.Purple => Color.magenta,
ItemRarity.Red => Color.red,
_ => Color.clear,
};
}
public void OnReset()
{
SetIcon(null);
SetRarity(ItemRarity.None);
}
}
}
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