Frame/Assets/Scripts/UI/UIManager.cs

137 lines
3.3 KiB
C#

using System;
using System.Collections.Generic;
using TMPro;
using UnityEngine;
namespace Game
{
public class UIManager : ManagerBase, IUIManager
{
private Stack<UIBase> _uis = new Stack<UIBase>();
private Dictionary<UIType, UIBase> _uiDic = new Dictionary<UIType, UIBase>();
private Dictionary<UIType, Type> _types = new Dictionary<UIType, Type>();
public TMP_FontAsset font { get; set; }
protected override void OnInit()
{
base.OnInit();
var types = new List<(Type, UITypeAttribute)>();
AssemblyManager.GetTypesInhertType<UITypeAttribute>(typeof(UIBase), types);
foreach (var (type, uiTypeAttribute) in types)
{
_types.Add(uiTypeAttribute.UIType, type);
}
}
protected override void OnUpdate(float dateTime)
{
base.OnUpdate(dateTime);
foreach (var ui in _uis)
{
ui.Update(dateTime);
}
}
protected override void OnPause()
{
base.OnPause();
foreach (var ui in _uis)
{
ui.Pause();
}
}
protected override void OnResume()
{
base.OnResume();
foreach (var ui in _uis)
{
ui.Resume();
}
}
public IUI CreateUI(UIType uiType, string location, UILayer uiLayer)
{
var gameObject = Game.resourceManager.LoadUIGameObjectSync(location, uiLayer);
if (!this._types.TryGetValue(uiType, out var type))
{
throw new InvalidOperationException();
}
if (Activator.CreateInstance(type, false) is not UIBase ui)
throw new NullReferenceException();
ui.SetGameObject(gameObject);
ui.Init();
ui.Close();
_uiDic.Add(uiType, ui);
//#if UNITY_EDITOR
// view
var addComponent = gameObject.GetComponent<UIInfo>();
addComponent.SetStart(ui, this.font);
//#endif
return ui;
}
public IUI ShowUI(UIType uiType)
{
if (_uiDic.TryGetValue(uiType, out var ui))
{
_uis.Push(ui);
ui.Open();
return ui;
}
return null;
}
public T GetUI<T>(UIType uiType) where T : UIBase
{
if (_uiDic.TryGetValue(uiType, out var ui))
{
if (ui is not T t)
throw new InvalidCastException();
return t;
}
return default;
}
public bool HideUI(UIType uiType)
{
if (_uiDic.TryGetValue(uiType, out var ui))
{
ui.Close();
return true;
}
return false;
}
public IUI CloseLast()
{
if (_uis.Count > 0)
{
var ui = _uis.Pop();
ui.Close();
return ui;
}
return null;
}
public void CloseAll()
{
while (_uis.Count > 0)
{
var ui = _uis.Pop();
ui.Close();
}
}
}
}