UI相关优化补充

This commit is contained in:
2026-05-25 13:21:41 +08:00
parent 3c812cfb41
commit a1f9122153
54 changed files with 2008 additions and 112 deletions

View File

@@ -1,5 +1,7 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AddressableAssets;
using UnityEngine.ResourceManagement.AsyncOperations;
using BaseGames.Core;
using BaseGames.Core.Events;
@@ -22,17 +24,23 @@ namespace BaseGames.UI
[DefaultExecutionOrder(+50)]
public class UIManager : MonoBehaviour, IUIManager
{
// ── 状态驱动根节点(不进入面板栈,仅根据 GameState 显示/隐藏)────────
// ── 状态驱动根节点(不进入面板栈,仅根据 GameState 显示/隐藏)────────
[Header("状态驱动根节点(非面板栈)")]
[SerializeField] private GameObject _hudRoot;
[SerializeField] private GameObject _deathScreenRoot;
// ── 面板栈注册表 ──────────────────────────────────────────────────────
[Header("面板栈注册表Inspector 配置,可运行时扩展)")]
[Tooltip("将 PanelId 与对应的根 GameObject 绑定。" +
"新增面板只需在此添加一行,无需修改 UIManager 代码。")]
[Tooltip("将 PanelId 与对应的根 GameObject 绑定。新增面板只需在此添加一行,无需修改 UIManager 代码。")]
[SerializeField] private PanelRegistration[] _panels;
[Header("Addressable 面板(按需异步加载,首次打开时实例化)")]
[Tooltip("配置 PanelId → AssetReferenceGameObject同 _panels 重复定义时,本表优先生效。" +
"未在此处也未在 _panels 中注册的 PanelId 调用 OpenPanel 将记录警告。")]
[SerializeField] private AddressablePanelRegistration[] _addressablePanels;
[Tooltip("Addressable 面板实例化后挂载的父节点;为空时挂在 UIManager.transform。")]
[SerializeField] private Transform _addressablePanelParent;
[Header("Event Channels")]
[SerializeField] private GameStateEventChannelSO _onGameStateChanged;
[SerializeField] private VoidEventChannelSO _onPauseRequested;
@@ -43,11 +51,11 @@ namespace BaseGames.UI
[SerializeField] private VoidEventChannelSO _onSpellSelectOpen;
// ── 面板栈结构 ────────────────────────────────────────────────────────
private readonly Stack<GameObject> _panelStack = new();
private readonly Stack<GameObject> _panelStack = new();
/// <summary>O(1) 成员判断,与 _panelStack 保持同步,替代 Stack.Contains O(n)。</summary>
private readonly HashSet<GameObject> _openPanelSet = new();
private readonly HashSet<GameObject> _openPanelSet = new();
private readonly Dictionary<PanelId, GameObject> _panelRegistry = new();
private readonly CompositeDisposable _subs = new();
private readonly CompositeDisposable _subs = new();
// ── 序列化辅助结构 ────────────────────────────────────────────────────
[System.Serializable]
@@ -59,13 +67,42 @@ namespace BaseGames.UI
public GameObject root;
}
// ── 生命周期 ──────────────────────────────────────────────────────────
[System.Serializable]
private struct AddressablePanelRegistration
{
[Tooltip("面板标识符。")]
public PanelId id;
[Tooltip("Addressable 引用;首次 OpenPanel 时异步加载并实例化。")]
public AssetReferenceGameObject reference;
[Tooltip("关闭后保留实例(仅隐藏,不释放)。开启时常驻内存,避免反复加载抖动;适合频繁打开的面板。")]
public bool keepLoadedAfterClose;
}
/// <summary>记录 Addressable 加载状态,避免重复加载与正确释放。</summary>
private class AddressablePanelHandle
{
public AsyncOperationHandle<GameObject> Handle;
public GameObject Instance;
public bool IsLoading;
public bool KeepLoaded;
}
private readonly Dictionary<PanelId, AddressablePanelHandle> _addressableHandles = new();
private readonly Dictionary<PanelId, AssetReferenceGameObject> _addressableRefs = new();
private readonly Dictionary<PanelId, bool> _addressableKeep = new();
// ── 生命周期 ──────────────────────────────────────────────────────────
private void Awake()
{
if (_panels != null)
foreach (var p in _panels)
if (p.root != null) _panelRegistry[p.id] = p.root;
if (_addressablePanels != null)
foreach (var p in _addressablePanels)
{
if (p.reference != null) _addressableRefs[p.id] = p.reference;
_addressableKeep[p.id] = p.keepLoadedAfterClose;
}
}
private void OnEnable()
@@ -84,21 +121,36 @@ namespace BaseGames.UI
{
ServiceLocator.Unregister<IUIManager>(this);
_subs.Clear();
ReleaseAllAddressablePanels();
}
/// <summary>释放所有由 Addressables 加载的面板(防止场景切换泄漏)。</summary>
private void ReleaseAllAddressablePanels()
{
foreach (var kv in _addressableHandles)
{
var h = kv.Value;
if (h == null) continue;
if (h.Instance != null && _addressableRefs.TryGetValue(kv.Key, out var aref))
{
aref.ReleaseInstance(h.Instance);
}
else if (h.Handle.IsValid())
{
Addressables.Release(h.Handle);
}
}
_addressableHandles.Clear();
}
// ── 面板注册(运行时动态扩展入口)────────────────────────────────────
/// <summary>
/// 运行时注册或覆盖面板绑定(如场景加载后动态添加的面板)。
/// Inspector 中已配置的面板无需调用此方法。
/// </summary>
/// <summary>运行时注册或覆盖面板绑定(如场景加载后动态添加的面板)。</summary>
public void RegisterPanel(PanelId id, GameObject root)
{
if (root != null) _panelRegistry[id] = root;
}
// ── 状态响应 ──────────────────────────────────────────────────────────
private void HandleGameStateChanged(GameStateId state)
{
bool showHud = state == GameStates.Gameplay || state == GameStates.BossFight;
@@ -118,19 +170,72 @@ namespace BaseGames.UI
}
// ── 面板栈 API ────────────────────────────────────────────────────────
/// <summary>通过 ID 打开已注册的面板。</summary>
/// <summary>通过 ID 打开面板:优先同步注册表,其次 Addressable 异步加载。</summary>
public void OpenPanel(PanelId id)
{
if (_panelRegistry.TryGetValue(id, out var panel))
{
OpenPanel(panel);
return;
}
if (_addressableRefs.ContainsKey(id))
{
OpenPanelAsync(id);
return;
}
Debug.LogWarning($"[UIManager] PanelId.{id} 未注册Inspector 中既无 _panels 也无 _addressablePanels。", this);
}
/// <summary>异步加载并打开 Addressable 面板。首次触发 InstantiateAsync后续复用。</summary>
private void OpenPanelAsync(PanelId id)
{
if (!_addressableRefs.TryGetValue(id, out var aref) || aref == null)
{
Debug.LogWarning($"[UIManager] Addressable 面板 {id} 未配置 AssetReference。", this);
return;
}
if (!_addressableHandles.TryGetValue(id, out var entry))
{
_addressableKeep.TryGetValue(id, out var keep);
entry = new AddressablePanelHandle { IsLoading = true, KeepLoaded = keep };
_addressableHandles[id] = entry;
}
// 已加载完成:直接复用实例。
if (entry.Instance != null)
{
_panelRegistry[id] = entry.Instance;
OpenPanel(entry.Instance);
return;
}
// 加载中:忽略重复请求。
if (entry.IsLoading && entry.Handle.IsValid()) return;
entry.IsLoading = true;
var parent = _addressablePanelParent != null ? _addressablePanelParent : transform;
entry.Handle = aref.InstantiateAsync(parent, instantiateInWorldSpace: false);
entry.Handle.Completed += op =>
{
entry.IsLoading = false;
if (op.Status != AsyncOperationStatus.Succeeded || op.Result == null)
{
Debug.LogError($"[UIManager] Addressable 面板 {id} 加载失败: {op.OperationException}", this);
return;
}
entry.Instance = op.Result;
entry.Instance.SetActive(false); // 与 PanelRegistration 同语义:默认隐藏
_panelRegistry[id] = entry.Instance;
OpenPanel(entry.Instance);
};
}
/// <summary>打开指定 GameObject 面板并压栈已在栈中则忽略O(1) 判断)。</summary>
public void OpenPanel(GameObject panel)
{
if (panel == null) return;
if (!_openPanelSet.Add(panel)) return; // HashSet.Add 返回 false = 已存在
if (!_openPanelSet.Add(panel)) return;
if (_panelStack.Count > 0) _panelStack.Peek().SetActive(false);
panel.SetActive(true);
_panelStack.Push(panel);
@@ -152,7 +257,6 @@ namespace BaseGames.UI
}
// ── 快捷事件回调 ──────────────────────────────────────────────────────
private void TogglePause()
{
if (_panelRegistry.TryGetValue(PanelId.Pause, out var pausePanel)
@@ -166,35 +270,53 @@ namespace BaseGames.UI
private void OpenCharmPanel() => OpenPanel(PanelId.CharmPanel);
private void OpenSpellSelect() => OpenPanel(PanelId.SpellSelect);
// ── 编辑器工具 (不入构建) ──────────────────────────────────────────────────
/// <summary>验证面板注册表是否完整、无重复、无空引用。</summary>
// ── 编辑器工具 ────────────────────────────────────────────────────────
[ContextMenu("验证面板注册表")]
private void EditorValidateRegistry()
{
if (_panels == null || _panels.Length == 0)
if ((_panels == null || _panels.Length == 0) && (_addressablePanels == null || _addressablePanels.Length == 0))
{
Debug.LogWarning("[UIManager] 面板注册表为空!", this);
return;
}
var seen = new System.Collections.Generic.HashSet<PanelId>();
var seen = new HashSet<PanelId>();
bool ok = true;
foreach (var p in _panels)
if (_panels != null)
{
if (p.root == null)
foreach (var p in _panels)
{
Debug.LogWarning($"[UIManager] PanelId.{p.id} 的 GameObject 引用为 null", this);
ok = false;
if (p.root == null)
{
Debug.LogWarning($"[UIManager] PanelId.{p.id} 的 GameObject 引用为 null", this);
ok = false;
}
if (!seen.Add(p.id))
{
Debug.LogError($"[UIManager] PanelId.{p.id} 在 _panels 中重复!", this);
ok = false;
}
}
if (!seen.Add(p.id))
}
if (_addressablePanels != null)
{
var seenAddr = new HashSet<PanelId>();
foreach (var p in _addressablePanels)
{
Debug.LogError($"[UIManager] PanelId.{p.id} 重复注册!", this);
ok = false;
if (p.reference == null)
{
Debug.LogWarning($"[UIManager] Addressable PanelId.{p.id} 的 reference 为 null", this);
ok = false;
}
if (!seenAddr.Add(p.id))
{
Debug.LogError($"[UIManager] PanelId.{p.id} 在 _addressablePanels 中重复!", this);
ok = false;
}
}
}
if (ok)
Debug.Log($"[UIManager] 验证通过 ✔ 已注册 {_panels.Length} 个面板。", this);
Debug.Log($"[UIManager] 验证通过 ✔ 同步 {_panels?.Length ?? 0} 个 / Addressable {_addressablePanels?.Length ?? 0} 个。", this);
}
#if UNITY_EDITOR
@@ -203,15 +325,15 @@ namespace BaseGames.UI
#endif
[ContextMenu("测试:打开 Pause 面板")]
private void EditorOpenPause() => OpenPanel(PanelId.Pause);
private void EditorOpenPause() => OpenPanel(PanelId.Pause);
[ContextMenu("测试:打开 Map 面板")]
private void EditorOpenMap() => OpenPanel(PanelId.Map);
private void EditorOpenMap() => OpenPanel(PanelId.Map);
[ContextMenu("测试:打开 Shop 面板")]
private void EditorOpenShop() => OpenPanel(PanelId.Shop);
private void EditorOpenShop() => OpenPanel(PanelId.Shop);
[ContextMenu("测试:关闭栈顶面板")]
private void EditorCloseTop() => CloseTopPanel();
private void EditorCloseTop() => CloseTopPanel();
}
}