92 lines
4.7 KiB
C#
92 lines
4.7 KiB
C#
using UnityEngine;
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using UnityEngine.UI;
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using UnityEngine.EventSystems;
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using BaseGames.Core;
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using BaseGames.Core.Events;
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namespace BaseGames.UI
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{
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/// <summary>
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/// UI 面板基类:统一面板生命周期、焦点恢复、进场淡入与事件订阅清理。
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///
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/// 消除各面板控制器(PauseMenu / Settings / InventoryHub 等)重复的样板:
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/// - OnEnable:取服务 / 订阅 / 设默认选中 / 播淡入
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/// - OnDisable:清理订阅(<see cref="_subs"/>)/ 停动画
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/// - <see cref="IFocusable.OnFocusRestored"/>:关闭子面板回到栈顶时聚焦首项
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///
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/// 与 <see cref="UIManager"/> 面板栈完全兼容:UIManager 仍以 SetActive 驱动开关,
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/// 本基类只在 OnEnable/OnDisable 加钩子,不改变栈语义。
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///
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/// 子类用法:重写 <see cref="OnPanelOpen"/>(订阅/刷新)与可选 <see cref="OnPanelClose"/>;
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/// 在 Inspector 指定 <see cref="_firstSelected"/>(手柄/键盘默认焦点);可选挂 CanvasGroup 做淡入。
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/// </summary>
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[DisallowMultipleComponent]
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public abstract class UIPanelBase : MonoBehaviour, IFocusable
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{
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[Header("Panel Base")]
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[Tooltip("打开 / 焦点恢复时默认选中的控件(手柄/键盘导航起点)。可空。")]
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[SerializeField] protected Selectable _firstSelected;
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[Tooltip("进场淡入用的 CanvasGroup(可空;为空则不淡入)。")]
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[SerializeField] protected CanvasGroup _canvasGroup;
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[Tooltip("进场淡入时长(秒)。0 表示无淡入。")]
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[SerializeField] protected float _fadeInDuration = 0.15f;
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[Tooltip("打开时是否自动把焦点设到首项。")]
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[SerializeField] protected bool _selectFirstOnEnable = true;
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/// <summary>事件订阅容器,OnDisable 自动清理。子类订阅用 <c>channel.Subscribe(..).AddTo(_subs)</c>。</summary>
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protected readonly CompositeDisposable _subs = new();
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private Coroutine _fadeRoutine;
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// ── 生命周期 ──────────────────────────────────────────────────────────
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protected virtual void OnEnable()
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{
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OnPanelOpen();
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if (_canvasGroup != null && _fadeInDuration > 0f) PlayFadeIn();
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if (_selectFirstOnEnable) FocusFirst();
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}
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protected virtual void OnDisable()
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{
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_subs.Clear();
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if (_fadeRoutine != null) { StopCoroutine(_fadeRoutine); _fadeRoutine = null; }
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OnPanelClose();
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}
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/// <summary>面板打开时调用(OnEnable)。子类在此取服务、订阅事件、刷新内容。</summary>
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protected virtual void OnPanelOpen() { }
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/// <summary>面板关闭时调用(OnDisable,_subs 已清理之后)。子类在此释放非 _subs 资源。</summary>
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protected virtual void OnPanelClose() { }
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// ── 焦点 ──────────────────────────────────────────────────────────────
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/// <summary>关闭子面板、本面板恢复为栈顶时调用(<see cref="IUIManager.CloseTopPanel"/> 触发)。</summary>
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public virtual void OnFocusRestored() => FocusFirst();
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/// <summary>将 EventSystem 焦点设到首项(优先 <see cref="_firstSelected"/>,否则 <see cref="ResolveFirstSelected"/>)。</summary>
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protected void FocusFirst()
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{
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var go = _firstSelected != null ? _firstSelected.gameObject : ResolveFirstSelected();
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if (go != null && EventSystem.current != null)
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EventSystem.current.SetSelectedGameObject(go);
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}
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/// <summary>子类可重写:动态决定首个选中项(如列表第一行),当 <see cref="_firstSelected"/> 未指定时使用。</summary>
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protected virtual GameObject ResolveFirstSelected() => null;
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// ── 工具 ──────────────────────────────────────────────────────────────
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/// <summary>从 ServiceLocator 取服务(未注册返回 null)。</summary>
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protected static T GetService<T>() where T : class => ServiceLocator.GetOrDefault<T>();
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private void PlayFadeIn()
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{
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if (_fadeRoutine != null) StopCoroutine(_fadeRoutine);
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_canvasGroup.alpha = 0f;
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_fadeRoutine = StartCoroutine(UITween.FadeCanvasGroup(_canvasGroup, 1f, _fadeInDuration));
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}
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}
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}
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