com.alicizax.unity.framework/Runtime/UI/UIBase/UIHolderObjectBase.cs

115 lines
3.3 KiB
C#

using System;
using System.Threading;
using Cysharp.Threading.Tasks;
using UnityEngine;
namespace AlicizaX.UI.Runtime
{
[DisallowMultipleComponent]
public abstract class UIHolderObjectBase : UnityEngine.MonoBehaviour
{
public Action OnWindowInitEvent;
public Action OnWindowBeforeShowEvent;
public Action OnWindowAfterShowEvent;
public Action OnWindowBeforeClosedEvent;
public Action OnWindowAfterClosedEvent;
public Action OnWindowDestroyEvent;
private GameObject _target;
private IUITransitionPlayer _transitionPlayer;
/// <summary>
/// UI实例资源对象。
/// </summary>
public GameObject Target => _target ??= gameObject;
private RectTransform _rectTransform;
/// <summary>
/// 窗口矩阵位置组件。
/// </summary>
public RectTransform RectTransform => _rectTransform ??= _target.transform as RectTransform;
/// <summary>
/// 可见性
/// </summary>
public bool Visible
{
get => Target.activeSelf;
internal set { _target.SetActive(value); }
}
public virtual void Awake()
{
_target = gameObject;
}
private bool _isAlive = true;
public bool IsValid()
{
return this != null && _isAlive;
}
internal UniTask PlayOpenTransitionAsync(CancellationToken cancellationToken = default)
{
return TryGetTransitionPlayer(out var transitionPlayer)
? transitionPlayer.PlayOpenAsync(cancellationToken)
: UniTask.CompletedTask;
}
internal UniTask PlayCloseTransitionAsync(CancellationToken cancellationToken = default)
{
return TryGetTransitionPlayer(out var transitionPlayer)
? transitionPlayer.PlayCloseAsync(cancellationToken)
: UniTask.CompletedTask;
}
internal void StopTransition()
{
if (TryGetTransitionPlayer(out var transitionPlayer))
{
transitionPlayer.Stop();
}
}
private bool TryGetTransitionPlayer(out IUITransitionPlayer transitionPlayer)
{
if (_transitionPlayer is Behaviour cachedBehaviour && cachedBehaviour.isActiveAndEnabled)
{
transitionPlayer = _transitionPlayer;
return true;
}
_transitionPlayer = null;
int bestPriority = int.MinValue;
MonoBehaviour[] behaviours = GetComponents<MonoBehaviour>();
for (int i = 0; i < behaviours.Length; i++)
{
MonoBehaviour behaviour = behaviours[i];
if (!behaviour.isActiveAndEnabled || behaviour is not IUITransitionPlayer player)
{
continue;
}
if (player.Priority > bestPriority)
{
_transitionPlayer = player;
bestPriority = player.Priority;
}
}
transitionPlayer = _transitionPlayer;
return transitionPlayer != null;
}
private void OnDestroy()
{
_isAlive = false;
_transitionPlayer = null;
}
}
}