340 lines
15 KiB
C#
340 lines
15 KiB
C#
using System.Collections.Generic;
|
||
using UnityEngine;
|
||
using UnityEngine.AddressableAssets;
|
||
using UnityEngine.ResourceManagement.AsyncOperations;
|
||
using BaseGames.Core;
|
||
using BaseGames.Core.Events;
|
||
|
||
namespace BaseGames.UI
|
||
{
|
||
/// <summary>
|
||
/// 面板 ID 枚举。新增面板时只需在此添加值并在 Inspector 的 _panels 数组中注册,
|
||
/// 无需修改 UIManager 的其他代码,满足开闭原则。
|
||
/// </summary>
|
||
public enum PanelId
|
||
{
|
||
Pause,
|
||
Settings,
|
||
Map,
|
||
Shop,
|
||
CharmPanel,
|
||
SpellSelect,
|
||
}
|
||
|
||
[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)─────────
|
||
[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。")]
|
||
[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;
|
||
[SerializeField] private VoidEventChannelSO _onFastTravelOpen;
|
||
[SerializeField] private StringEventChannelSO _onShopOpen;
|
||
[SerializeField] private VoidEventChannelSO _onMapOpen;
|
||
[SerializeField] private VoidEventChannelSO _onCharmPanelOpen;
|
||
[SerializeField] private VoidEventChannelSO _onSpellSelectOpen;
|
||
|
||
// ── 面板栈结构 ────────────────────────────────────────────────────────
|
||
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 Dictionary<PanelId, GameObject> _panelRegistry = new();
|
||
private readonly CompositeDisposable _subs = new();
|
||
|
||
// ── 序列化辅助结构 ────────────────────────────────────────────────────
|
||
[System.Serializable]
|
||
private struct PanelRegistration
|
||
{
|
||
[Tooltip("面板标识符(与代码中的 PanelId 枚举对应)。")]
|
||
public PanelId id;
|
||
[Tooltip("该面板的根 GameObject(通常是 Canvas 的直接子节点)。")]
|
||
public GameObject root;
|
||
}
|
||
|
||
[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()
|
||
{
|
||
ServiceLocator.Register<IUIManager>(this);
|
||
_onGameStateChanged?.Subscribe(HandleGameStateChanged).AddTo(_subs);
|
||
_onPauseRequested?.Subscribe(TogglePause).AddTo(_subs);
|
||
_onFastTravelOpen?.Subscribe(OpenMap).AddTo(_subs);
|
||
_onShopOpen?.Subscribe(OpenShop).AddTo(_subs);
|
||
_onMapOpen?.Subscribe(OpenMap).AddTo(_subs);
|
||
_onCharmPanelOpen?.Subscribe(OpenCharmPanel).AddTo(_subs);
|
||
_onSpellSelectOpen?.Subscribe(OpenSpellSelect).AddTo(_subs);
|
||
}
|
||
|
||
private void OnDisable()
|
||
{
|
||
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)。</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;
|
||
if (_hudRoot != null) _hudRoot.SetActive(showHud);
|
||
|
||
if (state == GameStates.Dead)
|
||
{
|
||
if (_deathScreenRoot != null) _deathScreenRoot.SetActive(true);
|
||
}
|
||
else
|
||
{
|
||
if (_deathScreenRoot != null) _deathScreenRoot.SetActive(false);
|
||
|
||
if (state == GameStates.Cutscene)
|
||
if (_hudRoot != null) _hudRoot.SetActive(false);
|
||
}
|
||
}
|
||
|
||
// ── 面板栈 API ────────────────────────────────────────────────────────
|
||
/// <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;
|
||
if (_panelStack.Count > 0) _panelStack.Peek().SetActive(false);
|
||
panel.SetActive(true);
|
||
_panelStack.Push(panel);
|
||
}
|
||
|
||
/// <summary>关闭栈顶面板并恢复上一层(如有);上一层若实现 IFocusable 则自动恢复焦点。</summary>
|
||
public void CloseTopPanel()
|
||
{
|
||
if (_panelStack.Count == 0) return;
|
||
var top = _panelStack.Pop();
|
||
_openPanelSet.Remove(top);
|
||
top.SetActive(false);
|
||
if (_panelStack.Count > 0)
|
||
{
|
||
var restored = _panelStack.Peek();
|
||
restored.SetActive(true);
|
||
restored.GetComponent<IFocusable>()?.OnFocusRestored();
|
||
}
|
||
}
|
||
|
||
// ── 快捷事件回调 ──────────────────────────────────────────────────────
|
||
private void TogglePause()
|
||
{
|
||
if (_panelRegistry.TryGetValue(PanelId.Pause, out var pausePanel)
|
||
&& _panelStack.Count > 0 && _panelStack.Peek() == pausePanel)
|
||
CloseTopPanel();
|
||
else
|
||
OpenPanel(PanelId.Pause);
|
||
}
|
||
private void OpenShop(string _) => OpenPanel(PanelId.Shop);
|
||
private void OpenMap() => OpenPanel(PanelId.Map);
|
||
private void OpenCharmPanel() => OpenPanel(PanelId.CharmPanel);
|
||
private void OpenSpellSelect() => OpenPanel(PanelId.SpellSelect);
|
||
|
||
// ── 编辑器工具 ────────────────────────────────────────────────────────
|
||
[ContextMenu("验证面板注册表")]
|
||
private void EditorValidateRegistry()
|
||
{
|
||
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 HashSet<PanelId>();
|
||
bool ok = true;
|
||
if (_panels != null)
|
||
{
|
||
foreach (var p in _panels)
|
||
{
|
||
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($"[UIManager] PanelId.{p.id} 在 _panels 中重复!", this);
|
||
ok = false;
|
||
}
|
||
}
|
||
}
|
||
if (_addressablePanels != null)
|
||
{
|
||
var seenAddr = new HashSet<PanelId>();
|
||
foreach (var p in _addressablePanels)
|
||
{
|
||
if (p.reference == null)
|
||
{
|
||
Debug.LogWarning($"[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 ✔ 同步 {_panels?.Length ?? 0} 个 / Addressable {_addressablePanels?.Length ?? 0} 个。", this);
|
||
}
|
||
|
||
#if UNITY_EDITOR
|
||
/// <summary>仅供 UIManagerEditor 实时可视化面板栈(由栈顶到栈底顺序)。</summary>
|
||
public GameObject[] EditorGetPanelSnapshot() => _panelStack.ToArray();
|
||
#endif
|
||
|
||
[ContextMenu("测试:打开 Pause 面板")]
|
||
private void EditorOpenPause() => OpenPanel(PanelId.Pause);
|
||
|
||
[ContextMenu("测试:打开 Map 面板")]
|
||
private void EditorOpenMap() => OpenPanel(PanelId.Map);
|
||
|
||
[ContextMenu("测试:打开 Shop 面板")]
|
||
private void EditorOpenShop() => OpenPanel(PanelId.Shop);
|
||
|
||
[ContextMenu("测试:关闭栈顶面板")]
|
||
private void EditorCloseTop() => CloseTopPanel();
|
||
}
|
||
}
|