继承MonoBehaviour的单例基类;做了一些特殊处理;
保证场景中必须有GameInit名称的物体,所有单例管理器脚本都挂在该物体上;
继承单例基类后,需要私有化构造;
public class MonoSingle<T> : MonoBehaviour where T :MonoSingle<T>
{
protected static T instance;
public static T I
{
get
{
if (instance == null)
{
GameObject go = GameObject.Find("GameInit");
if (go == null)
{
go = new GameObject("GameInit");
DontDestroyOnLoad(go);
}
instance = go.GetComponent<T>();
if (instance == null)
instance = go.AddComponent<T>();
}
return instance;
}
}
}
所有UI的面板都需要在这个类中添加常量字段,方便比对;
public class UIType
{
public const string UIMain = "panmain";
public const string UIInventory = "paninventory";
public const string UIShop = "panshop";
public const string UIQuest = "panquest";
public const string UIEquipment = "panequipment";
public const string UISkill = "panskill";
}
创建UI层级枚举,根据层级设置UI面板的父节点
public enum UILayer
{
Back, //背景层
Default, //默认层
Pop, //弹窗
Top //顶层,适用悬浮等
}
所有UI面板的基类;创建新的UI面板必须继承UIBase同时重写虚方法
public abstract class UIBase : MonoBehaviour
{
//层级字段,根据层级设置父节点
public UILayer uiLayer;
//UI类型字段
public string uiType;
//面板进入时调用
public virtual void OnEnter()
{
//设置父节点
transform.SetParent(UIManager.I.dicLayer[uiLayer]);
}
//面板停止时调用(鼠标与面板的交互停止)
public virtual void OnPause()
{
}
//面板恢复使用时调用(鼠标与面板的交互恢复)
public virtual void OnResume()
{
}
//面板退出时调用
public virtual void OnExit()
{
}
}
//partial拆分类,有点像.h和.cpp的区别,但是只是把一个类分成两个写
public partial class UIManager : MonoSingle<UIManager>
{
//所有UI面板perfab的路径key:UIType——value:Resources下的路径
public Dictionary<string, string> dicPath;
//根据上面路径,加载的好的具体的UI面板类
public Dictionary<string, UIBase> dicPanel;
//栈存储所有打开的UI面板,打开UI,push栈,关闭UI,pop栈
private Stack<UIBase> panelStack;
//canvas.transform 方便设置父节点
public Transform canvasTf;
//存储UI层级节点,方便设置父节点
public Dictionary<UILayer, Transform> dicLayer;
//存储UI层级对应的名称,用来加载ui层级节点时命名
public Dictionary<UILayer, string> dicLayerName;
private UIManager()
{
//初始化perfab路径和ui层级节点
InitPath();
InitUILayer();
}
public void Awake()
{
canvasTf = GameObject.Find("Canvas").transform;
//加载层级节点
LoadLayer();
}
private void LoadLayer()
{
dicLayer = new Dictionary<UILayer, Transform>();
for (int i = 0; i < dicLayerName.Count; ++i)
{
GameObject layer = new GameObject(dicLayerName[(UILayer)i]);
layer.transform.SetParent(canvasTf);
dicLayer.Add((UILayer) i, layer.transform);
}
}
//获取dicPanel中存储的基层UIBase的类,如果为空,先加载添加进去
private UIBase GetPanel(string panelType)
{
if (dicPanel == null)
dicPanel = new Dictionary<string, UIBase>();
panelType = panelType.ToLower();
if (dicPanel.ContainsKey(panelType))
return dicPanel[panelType];
else
{
string path = string.Empty;
if (dicPath.ContainsKey(panelType))
path = dicPath[panelType];
else
return null;
GameObject go = Resources.Load<GameObject>(path);
GameObject goPanel = GameObject.Instantiate(go, canvasTf, false);
UIBase panel = goPanel.GetComponent<UIBase>();
dicPanel.Add(panelType, panel);
return panel;
}
}
//打开UI界面
public void PushPanel(string panelType)
{
if (panelStack == null)
{
panelStack = new Stack<UIBase>();
}
//停止上一个界面
if (panelStack.Count > 0)
{
UIBase top = panelStack.Peek();
top.OnPause();
}
UIBase panel = GetPanel(panelType);
panelStack.Push(panel);
panel.OnEnter();
}
//关闭最上层界面
public void PopPanel()
{
if (panelStack == null)
{
panelStack = new Stack<UIBase>();
}
if (panelStack.Count <= 0)
{
return;
}
//退出栈顶面板
UIBase top = panelStack.Pop();
top.OnExit();
//恢复上一个面板
if (panelStack.Count > 0)
{
UIBase panel = panelStack.Peek();
panel.OnResume();
}
}
//获取最上层面板
public UIBase GetTopPanel()
{
if (panelStack.Count > 0)
return panelStack.Peek();
else
return null;
}
}
使用partial最主要原因是想把加载和逻辑分开,加载部分类可以使用ScriptableObject自动生成或使用json外部读取;
我这里demo就手动添加了;
public partial class UIManager : MonoSingle<UIManager>
{
private void InitPath()
{
dicPath = new Dictionary<string, string>();
//自动生成代码,或使用json加载
dicPath["panmain"] = "UIPanel/PanMain";
dicPath["paninventory"] = "UIPanel/paninventory";
dicPath["panskill"] = "UIPanel/panskill";
dicPath["panquest"] = "UIPanel/panquest";
dicPath["panequipment"] = "UIPanel/panequipment";
dicPath["panshop"] = "UIPanel/panshop";
}
private void InitUILayer()
{
dicLayerName = new Dictionary<UILayer, string>();
dicLayerName.Add(UILayer.Back,"Front");
dicLayerName.Add(UILayer.Default,"Default");
dicLayerName.Add(UILayer.Pop,"Pop");
dicLayerName.Add(UILayer.Top,"Top");
}
}
PanMain主界面,打开后一直显示,不会隐藏;
public class PanMain : UIBase
{
PanMain()
{
//初始化UIBase中层级和类型字段
uiLayer = UILayer.Default;
uiType = UIType.UIMain;
}
//打开界面按钮,公有字段,inspector界面赋值
public Button btnInventory;
public Button btnShop;
public Button btnSkill;
public Button btnQuest;
public Button btnEquipment;
public override void OnEnter()
{
base.OnEnter();
Debug.Log("打开Mian");
//封装的按钮添加事件方法,点击打开或关闭
AddBtnListener(btnEquipment,UIType.UIEquipment);
AddBtnListener(btnShop,UIType.UIShop);
AddBtnListener(btnSkill,UIType.UISkill);
AddBtnListener(btnQuest,UIType.UIQuest);
AddBtnListener(btnInventory,UIType.UIInventory);
}
private void AddBtnListener(Button go,string type)
{
go.onClick.AddListener(() =>
{
if (UIManager.I.GetTopPanel().uiType == type)
UIManager.I.PopPanel();
else
UIManager.I.PushPanel(type);
});
}
public override void OnPause()
{
//取消下面注释,打开新界面时,主界面按钮会失效
//ChangeBtnState(false);
}
public override void OnResume()
{
//ChangeBtnState(true);
}
public override void OnExit()
{
}
//按钮失效代码
public void ChangeBtnState(bool value)
{
btnInventory.enabled = value;
btnShop.enabled = value;
btnSkill.enabled = value;
btnQuest.enabled = value;
btnEquipment.enabled = value;
}
}
PanInventory背包,其他shop,quest,equip,skill等逻辑相似,就只分析一个了;
public class PanInventory : UIBase
{
PanInventory()
{
uiLayer = UILayer.Default;
uiType = UIType.UIInventory;
}
//关闭界面按钮
public Button btnClose;
public void Start()
{
btnClose.onClick.AddListener(() => { UIManager.I.PopPanel(); });
}
public override void OnEnter()
{
base.OnEnter();
this.gameObject.SetActive(true);
}
//非顶层时按钮是否失效,可自行设置;
public override void OnPause()
{
//btnClose.enabled = false;
}
public override void OnResume()
{
//btnClose.enabled = true;
}
public override void OnExit()
{
this.gameObject.SetActive(false);
}
}
public class GameInit : MonoSingle<GameInit>
{
private void Awake()
{
DontDestroyOnLoad(this.gameObject);
//打开主界面
UIManager.I.PushPanel(UIType.UIMain);
}
}
运行前:
运行后:
由于目前硬件性能和内存完全够用的情况下,所有UI面板加载一次后不会被销毁,只会被隐藏;
改Demo已被我上传至Gitee,可自行下载学习;
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