AlicizaX/Client/Packages/com.alicizax.unity.ui/Runtime/UI/UIComponent.cs

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using System;
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using System.Collections.Generic;
using System.Linq.Expressions;
using System.Runtime.CompilerServices;
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using AlicizaX.Resource.Runtime;
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using AlicizaX.Runtime;
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using AlicizaX.Timer.Runtime;
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using Cysharp.Threading.Tasks;
using UnityEngine;
using UnityEngine.UI;
using Object = UnityEngine.Object;
namespace AlicizaX.UI.Runtime
{
[DisallowMultipleComponent]
[AddComponentMenu("Game Framework/UI")]
[UnityEngine.Scripting.Preserve]
public sealed partial class UIComponent : GameFrameworkComponent
{
[SerializeField] private GameObject uiRoot = null;
private Transform m_InstanceRoot = null;
private IUIManager _uiManager;
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public const int UIHideLayer = 2; // Ignore Raycast
public const int UIShowLayer = 5; // UI
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public Camera UICamera => _uiManager?.UICamera;
public Transform UIRoot => _uiManager.UICanvasRoot;
protected override void Awake()
{
ImplementationComponentType = Utility.Assembly.GetType(componentType);
InterfaceComponentType = typeof(IUIManager);
base.Awake();
_uiManager = SysModuleCenter.GetModule<IUIManager>();
if (uiRoot == null)
{
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throw new GameFrameworkException("UIRoot Prefab is invalid.");
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}
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GameObject obj = Instantiate(uiRoot, Vector3.zero, Quaternion.identity);
obj.name = "------UI Root------";
m_InstanceRoot = obj.transform;
Object.DontDestroyOnLoad(m_InstanceRoot);
_uiManager.Initlize(m_InstanceRoot);
}
private void Start()
{
_uiManager.SetTimerManager(SysModuleCenter.GetModule<ITimerManager>());
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}
#region
/// <summary>
/// 设置屏幕安全区域(异形屏支持)。
/// </summary>
/// <param name="safeRect">安全区域</param>
public void ApplyScreenSafeRect(Rect safeRect)
{
CanvasScaler scaler = _uiManager.UICanvasRoot.GetComponent<CanvasScaler>();
if (scaler == null)
{
Log.Error($"Not found {nameof(CanvasScaler)} !");
return;
}
// Convert safe area rectangle from absolute pixels to UGUI coordinates
float rateX = scaler.referenceResolution.x / Screen.width;
float rateY = scaler.referenceResolution.y / Screen.height;
float posX = (int)(safeRect.position.x * rateX);
float posY = (int)(safeRect.position.y * rateY);
float width = (int)(safeRect.size.x * rateX);
float height = (int)(safeRect.size.y * rateY);
float offsetMaxX = scaler.referenceResolution.x - width - posX;
float offsetMaxY = scaler.referenceResolution.y - height - posY;
// 注意:安全区坐标系的原点为左下角
var rectTrans = _uiManager.UICanvasRoot.transform as RectTransform;
if (rectTrans != null)
{
rectTrans.offsetMin = new Vector2(posX, posY); //锚框状态下的屏幕左下角偏移向量
rectTrans.offsetMax = new Vector2(-offsetMaxX, -offsetMaxY); //锚框状态下的屏幕右上角偏移向量
}
}
/// <summary>
/// 模拟IPhoneX异形屏
/// </summary>
public void SimulateIPhoneXNotchScreen()
{
Rect rect;
if (Screen.height > Screen.width)
{
// 竖屏Portrait
float deviceWidth = 1125;
float deviceHeight = 2436;
rect = new Rect(0f / deviceWidth, 102f / deviceHeight, 1125f / deviceWidth, 2202f / deviceHeight);
}
else
{
// 横屏Landscape
float deviceWidth = 2436;
float deviceHeight = 1125;
rect = new Rect(132f / deviceWidth, 63f / deviceHeight, 2172f / deviceWidth, 1062f / deviceHeight);
}
Rect safeArea = new Rect(Screen.width * rect.x, Screen.height * rect.y, Screen.width * rect.width, Screen.height * rect.height);
ApplyScreenSafeRect(safeArea);
}
#endregion
public T ShowUI<T>(params System.Object[] userDatas) where T : UIWindow
{
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return (T)ShowUI(MetaTypeCache<T>.Metadata, userDatas);
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}
public async UniTask<T> ShowUIAsync<T>(params System.Object[] userDatas) where T : UIWindow
{
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return (T)await ShowUIAsync(MetaTypeCache<T>.Metadata, userDatas);
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}
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public void CloseUI<T>(bool force = false) where T : UIWindow
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{
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CloseUI(MetaTypeCache<T>.Metadata, force);
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}
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public T GetUI<T>() where T : UIWindow
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{
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return (T)GetUI(MetaTypeCache<T>.Metadata);
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}
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// public UIBase ShowUI(string windowName, params System.Object[] userDatas)
// {
// Type uiType = UITypeCollector.GetUIInst(windowName);
// GameFrameworkGuard.NotNull(uiType, nameof(uiType));
// return ShowUI(uiType, userDatas);
// }
//
// public async UniTask<UIBase> ShowUIAsync(string windowName, params System.Object[] userDatas)
// {
// Type uiType = UITypeCollector.GetUIInst(windowName);
// GameFrameworkGuard.NotNull(uiType, nameof(uiType));
// return await ShowUIAsync(uiType, userDatas);
// }
public UIBase ShowUI(UIMetadata meta, params System.Object[] userDatas)
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{
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return _uiManager.ShowUI(meta, userDatas);
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}
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public async UniTask<UIBase> ShowUIAsync(UIMetadata meta, params System.Object[] userDatas)
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{
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return await _uiManager.ShowUIAsync(meta, userDatas);
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}
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private void CloseUI(UIMetadata meta, bool force = false)
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{
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_uiManager.CloseUI(meta, force);
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}
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private UIBase GetUI(UIMetadata meta)
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{
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return _uiManager.GetUI(meta);
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}
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private static Dictionary<Type, Action> _triggerCache = new Dictionary<Type, Action>();
private static void TriggerStaticCtor(Type type)
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{
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// 已有缓存直接触发
if (_triggerCache.TryGetValue(type, out var trigger))
{
trigger();
return;
}
// 无缓存时动态编译并缓存 -------------------------------------------------
// 1. 构造泛型类型 MetaTypeCache<T>
var genericType = typeof(MetaTypeCache<>).MakeGenericType(type);
// 2. 构建表达式树RuntimeHelpers.RunClassConstructor(typeof(MetaTypeCache<T>).TypeHandle)
var method = typeof(RuntimeHelpers).GetMethod(
nameof(RuntimeHelpers.RunClassConstructor),
new[] { typeof(RuntimeTypeHandle) }
);
var typeHandleExpr = Expression.Constant(genericType.TypeHandle);
var callExpr = Expression.Call(method, typeHandleExpr);
var lambda = Expression.Lambda<Action>(callExpr);
// 3. 编译为原生委托(性能关键!)
var compiledTrigger = lambda.Compile();
// 4. 缓存并触发(非线程安全)
_triggerCache[type] = compiledTrigger;
compiledTrigger();
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}
}
}