Files
5.24BuYu/Assets/MyGame/Framework/Tool/UITool/SubUIManager.cs
T
2026-10-14 19:39:24 +08:00

299 lines
9.0 KiB
C#

using System;
using System.Collections;
using System.Collections.Generic;
using System.Threading.Tasks;
using TMPro;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using UnityEngine.U2D;
using UnityEngine.UI;
/// <summary>
/// 子 UI 管理器:不继承 MonoBehaviour,适合子场景/模块内局部面板管理
/// </summary>
public class SubUIManager
{
public UIBase parentUIBase;
public readonly Transform parent;
private readonly Dictionary<UIPanel, SubUIBase> panels = new Dictionary<UIPanel, SubUIBase>();
private readonly Dictionary<UIPanel, string> addressMap = new Dictionary<UIPanel, string>();
public GameObject boardCast_Boss;
// ⭐ prefab 缓存:避免重复 LoadAssetAsync
private readonly Dictionary<UIPanel, GameObject> prefabCache = new Dictionary<UIPanel, GameObject>();
// ⭐ handle 缓存:用于 Addressables.Release
private readonly Dictionary<UIPanel, AsyncOperationHandle<GameObject>> handleCache = new Dictionary<UIPanel, AsyncOperationHandle<GameObject>>();
public void ShowBoardBoss(Sprite sprite, string str)
{
if (sprite != null && boardCast_Boss != null)
{
parentUIBase.StartCoroutine(IEShowBoardGongGao(sprite, str));
}
}
public float speedGongGao;
IEnumerator IEShowBoardGongGao(Sprite sprite, string str)
{
var obj = GameObject.Instantiate(boardCast_Boss, parent);
obj.transform.SetAsLastSibling();
obj.transform.GetChild(0).GetComponent<TextMeshProUGUI>().text = str+"来了";
obj.transform.GetChild(1).GetComponent<Image>().sprite = sprite;
yield return new WaitForSeconds(1);
float a = 1;
Color c;
TextMeshProUGUI t = obj.transform.GetChild(0).GetComponent<TextMeshProUGUI>();
Image i = obj.GetComponent<Image>();
while (true)
{
a -= Time.deltaTime;
yield return null;
c = i.color;
c.a = a;
i.color = c;
c = t.color;
c.a = a;
t.color = c;
if (a < 0)
{
break;
}
}
GameObject.Destroy(obj);
}
public T Get<T>(UIPanel type) where T : UIBase
{
return panels.TryGetValue(type, out var panel) ? panel as T : null;
}
public SubUIManager(Transform parent, UIPanelAddressConfig uIPanelAddressConfig,UIBase parentUIBase)
{
this.parent = parent;
this.parentUIBase = parentUIBase;
foreach (var entry in uIPanelAddressConfig.panels)
{
if (!addressMap.ContainsKey(entry.type))
addressMap.Add(entry.type, entry.address);
}
}
/// <summary>
/// 这里使用C#的异步所以操作建议在onshown中进行要不然外面的函数要加异步
/// </summary>
/// <param name="type"></param>
/// <param name="args"></param>
/// <param name="onShown"></param>
public async void ShowAsync(UIPanel type, object args = null)
{
if (addressMap.ContainsKey(type)) {
UIBase uIBase = await LoadAndShowAsync(type, addressMap[type], args);
}
else
{
Debug.LogError("当前页面不存在");
}
}
/// <summary>
/// 这里使用C#的异步所以操作建议在onshown中进行要不然外面的函数要加异步
/// </summary>
/// <param name="type"></param>
/// <param name="args"></param>
/// <param name="onShown"></param>
public async void ShowAsync(UIPanel type, System.Action args)
{
if (addressMap.ContainsKey(type))
{
args?.Invoke();
UIBase uIBase = await LoadAndShowAsync(type, addressMap[type], null);
}
else
{
Debug.LogError("当前页面不存在");
}
}
private async Task<SubUIBase> LoadAndShowAsync(UIPanel type, string address, object args = null)
{
if (panels.TryGetValue(type, out var existing) && existing != null)
{
existing.Show(args);
return existing;
}
if (!addressMap.TryGetValue(type, out var obj) || obj == null)
{
Debug.LogError($"[SubUI] No prefab for {type}");
return null;
}
// ⭐ 优先用已缓存的 prefab
GameObject prefab = null;
if (prefabCache.TryGetValue(type, out prefab))
{
var instance = GameObject.Instantiate(prefab, parent).GetComponent<SubUIBase>();
instance.uIManager = this;
instance.name = $"Sub_{type}_Panel";
instance.Init(type);
instance.transform.SetAsLastSibling();
panels[type] = instance;
instance.Show(args);
return instance;
}
AsyncOperationHandle<GameObject> handle = Addressables.LoadAssetAsync<GameObject>(address);
await handle.Task; // 等待异步完成
if (handle.Status == AsyncOperationStatus.Succeeded)
{
prefabCache[type] = handle.Result;
handleCache[type] = handle;
var instance2 = GameObject.Instantiate(handle.Result, parent).GetComponent<SubUIBase>();
instance2.uIManager = this;
instance2.name = $"Sub_{type}_Panel";
instance2.Init(type);
instance2.transform.SetAsLastSibling(); // 新面板放到最上层
panels[type] = instance2;
instance2.Show(args);
return instance2;
}
else
{
Debug.LogError($"Failed to load UI prefab at {address}");
return null;
}
}
public void Hide(UIPanel type)
{
if (panels.TryGetValue(type, out var panel) && panel != null)
panel.Hide();
}
public void Hide(SubUIBase type)
{
foreach (var panel in panels.Values)
{
if (panel== type)
{
panel.Hide();
break;
}
}
}
public void Close(UIPanel type)
{
if (panels.TryGetValue(type, out var panel) && panel != null)
{
panel.Hide();
GameObject.Destroy(panel.gameObject);
}
panels.Remove(type);
}
public void CloseAll()
{
foreach (var kv in panels)
{
if (kv.Value != null)
{
kv.Value.Hide();
GameObject.Destroy(kv.Value.gameObject);
}
}
panels.Clear();
}
// ==================== 预加载 / 释放(优化加载速度)==================
/// <summary>
/// 预加载 config 里所有子面板的 prefab 到缓存。
/// 调用时机:父面板 OnShow 时调用,之后打开任何子面板都秒开。
/// </summary>
public async void PreloadAll(System.Action onDone = null)
{
var todo = new List<KeyValuePair<UIPanel, string>>();
foreach (var kv in addressMap)
{
if (!prefabCache.ContainsKey(kv.Key) && !string.IsNullOrEmpty(kv.Value))
todo.Add(kv);
}
if (todo.Count == 0)
{
onDone?.Invoke();
return;
}
var handles = new List<AsyncOperationHandle<GameObject>>();
foreach (var kv in todo)
{
var handle = Addressables.LoadAssetAsync<GameObject>(kv.Value);
handleCache[kv.Key] = handle;
handles.Add(handle);
}
// 等待全部完成
bool allDone = false;
while (!allDone)
{
allDone = true;
foreach (var h in handles)
{
if (!h.IsDone)
{
allDone = false;
break;
}
}
if (!allDone) await Task.Yield();
}
foreach (var kv in todo)
{
if (handleCache.TryGetValue(kv.Key, out var h) && h.Status == AsyncOperationStatus.Succeeded)
prefabCache[kv.Key] = h.Result;
}
onDone?.Invoke();
}
/// <summary>
/// 释放所有 prefab 缓存(父面板销毁时调用)
/// </summary>
public void ReleaseAll()
{
CloseAll();
foreach (var kv in handleCache)
{
Addressables.Release(kv.Value);
}
handleCache.Clear();
prefabCache.Clear();
}
//private UIBase GetOrCreate(UIPanel type,GameObject prefab)
//{
// if (panels.TryGetValue(type, out var existing) && existing != null)
// return existing;
// if (!addressMap.TryGetValue(type, out var obj) || prefab == null)
// {
// Debug.LogError($"[SubUI] No prefab for {type}");
// return null;
// }
// var instance = Object.Instantiate(prefab, parent).GetComponent<SubUIBase>();
// instance.name = $"Sub_{type}_Panel";
// instance.Init(type);
// panels[type] = instance;
// return instance;
//}
}