1.重名所有App级模块为Service 2.移除Module中心 移除SingletonManager 3.引入Service Scope Context概念 避免上下文Manager到处引用 4.修复部分bug
115 lines
3.3 KiB
C#
115 lines
3.3 KiB
C#
using System;
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using System.Threading;
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using Cysharp.Threading.Tasks;
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using UnityEngine;
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namespace AlicizaX.UI.Runtime
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{
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[DisallowMultipleComponent]
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public abstract class UIHolderObjectBase : UnityEngine.MonoBehaviour
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{
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public Action OnWindowInitEvent;
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public Action OnWindowBeforeShowEvent;
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public Action OnWindowAfterShowEvent;
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public Action OnWindowBeforeClosedEvent;
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public Action OnWindowAfterClosedEvent;
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public Action OnWindowDestroyEvent;
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private GameObject _target;
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private IUITransitionPlayer _transitionPlayer;
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/// <summary>
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/// UI实例资源对象。
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/// </summary>
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public GameObject Target => _target ??= gameObject;
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private RectTransform _rectTransform;
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/// <summary>
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/// 窗口矩阵位置组件。
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/// </summary>
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public RectTransform RectTransform => _rectTransform ??= _target.transform as RectTransform;
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/// <summary>
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/// 可见性
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/// </summary>
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public bool Visible
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{
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get => Target.activeSelf;
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internal set { _target.SetActive(value); }
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}
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public virtual void Awake()
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{
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_target = gameObject;
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}
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private bool _isAlive = true;
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public bool IsValid()
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{
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return this != null && _isAlive;
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}
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internal UniTask PlayOpenTransitionAsync(CancellationToken cancellationToken = default)
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{
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return TryGetTransitionPlayer(out var transitionPlayer)
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? transitionPlayer.PlayOpenAsync(cancellationToken)
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: UniTask.CompletedTask;
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}
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internal UniTask PlayCloseTransitionAsync(CancellationToken cancellationToken = default)
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{
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return TryGetTransitionPlayer(out var transitionPlayer)
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? transitionPlayer.PlayCloseAsync(cancellationToken)
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: UniTask.CompletedTask;
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}
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internal void StopTransition()
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{
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if (TryGetTransitionPlayer(out var transitionPlayer))
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{
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transitionPlayer.Stop();
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}
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}
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private bool TryGetTransitionPlayer(out IUITransitionPlayer transitionPlayer)
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{
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if (_transitionPlayer is Behaviour cachedBehaviour && cachedBehaviour.isActiveAndEnabled)
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{
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transitionPlayer = _transitionPlayer;
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return true;
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}
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_transitionPlayer = null;
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int bestPriority = int.MinValue;
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MonoBehaviour[] behaviours = GetComponents<MonoBehaviour>();
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for (int i = 0; i < behaviours.Length; i++)
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{
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MonoBehaviour behaviour = behaviours[i];
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if (behaviours.IsNull() || !behaviour.isActiveAndEnabled || behaviour is not IUITransitionPlayer player)
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{
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continue;
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}
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if (player.Priority > bestPriority)
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{
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_transitionPlayer = player;
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bestPriority = player.Priority;
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}
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}
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transitionPlayer = _transitionPlayer;
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return transitionPlayer != null;
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}
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private void OnDestroy()
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{
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_isAlive = false;
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_transitionPlayer = null;
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}
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}
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}
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