FM/Assets/Scripts/Base/UI/UIBase.cs

98 lines
2.4 KiB
C#

using System;
using System.Collections.Generic;
using UnityEngine;
namespace HK
{
[RequireComponent(typeof(CanvasGroup))]
public abstract class UIBase : MonoBehaviour, IUI
{
[SerializeField] private bool isAutoHide = false;
private bool _isPause;
private bool _isActive;
private CanvasGroup _group;
private GameObjectBinding _uiGameObjectBinding;
[SerializeField] private UIBase lastUI;
[SerializeField] private UIBase nextUI;
[SerializeField] protected List<UIItemBase> itemBases = new List<UIItemBase>();
public bool isPause => _isPause;
public bool isActive => _isActive;
public Transform self => gameObject.transform;
public GameObjectBinding uiGameObjectBinding => _uiGameObjectBinding;
public UIBase NextUI
{
get => nextUI;
set => nextUI = value;
}
private void Awake()
{
_group = GetComponent<CanvasGroup>();
_uiGameObjectBinding = GetComponent<GameObjectBinding>();
OnInit();
}
internal T GetValue<T>(string name) where T : Component
{
return _uiGameObjectBinding.GetValue<T>(name);
}
public virtual void OnInit()
{
_isPause = false;
_isActive = !isAutoHide;
_group.alpha = isAutoHide ? 0 : 1;
}
public virtual void OnOpen(UIBase lastUI=null)
{
this.lastUI = lastUI;
_group.alpha = 1;
_group.interactable = true;
}
public void OnUpdate(float dateTime)
{
if (_isPause) return;
}
public virtual void OnClose()
{
foreach (var uiItemBase in itemBases)
{
uiItemBase.OnDispose();
}
_group.alpha = 0;
_group.interactable = false;
}
public virtual void OnPause()
{
_isPause = true;
_group.interactable = false;
}
public virtual void OnResume()
{
_isPause = false;
_group.interactable = true;
}
public virtual void OnDispose()
{
if (gameObject.activeSelf)
{
OnClose();
}
_isActive = false;
_isPause = true;
GameObject.Destroy(this.gameObject);
}
}
}