新增 LayerGame 自定义层节点管理功能

1. 支持预制节点添加、删除
2. 支持预制节点对象池
This commit is contained in:
dgflash
2025-08-15 16:55:52 +08:00
parent c2edf6692b
commit 115cb63fe3
7 changed files with 254 additions and 14 deletions

View File

@@ -15,10 +15,18 @@ export enum ScreenAdapterType {
Portrait
}
/** 界面层类型 */
export enum LayerType {
/** 自定义层类型 */
export enum LayerCustomType {
/** 二维游戏层 */
Game = "LayerGame",
/** 消息提示层 */
Notify = "LayerNotify",
/** 新手引导层 */
Guide = "LayerGuide"
}
/** 界面层类型 */
export enum LayerType {
/** 主界面层 */
UI = "LayerUI",
/** 弹窗层 */
@@ -27,10 +35,6 @@ export enum LayerType {
Dialog = "LayerDialog",
/** 系统触发模式窗口层 */
System = "LayerSystem",
/** 消息提示层 */
Notify = "LayerNotify",
/** 新手引导层 */
Guide = "LayerGuide"
}
/** 界面层组件类型 */
@@ -43,6 +47,8 @@ export enum LayerTypeCls {
Dialog = "Dialog",
/** 消息提示层 */
Notify = "Notify",
/** 游戏层 */
Game = "Game",
/** 自定义节点层 */
Node = "Node"
}

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@@ -0,0 +1,169 @@
/*
* @Author: dgflash
* @Date: 2025-08-15 10:06:47
* @LastEditors: dgflash
* @LastEditTime: 2025-08-15 10:06:47
*/
import { Layers, Node, NodePool, Prefab, Vec3, warn, Widget } from "cc";
import { resLoader } from "../../common/loader/ResLoader";
import { ViewUtil } from "../../utils/ViewUtil";
import { LayerCustomType } from "./LayerEnum";
import { GameElementParams, LayerGameElement } from "./LayerGameElement";
import { GameElementConfig } from "./UIConfig";
/* 二维游戏层 */
export class LayerGame extends Node {
/** 当前显示的元素节点 */
protected elements = new Map<string, GameElementParams>();
constructor() {
super(LayerCustomType.Game);
const widget: Widget = this.addComponent(Widget);
widget.isAlignLeft = widget.isAlignRight = widget.isAlignTop = widget.isAlignBottom = true;
widget.left = widget.right = widget.top = widget.bottom = 0;
widget.alignMode = 2;
widget.enabled = true;
this.layer = Layers.Enum.UI_2D;
}
/**
* 添加游戏元素
* @param prefab 资源地址
* @param config 游戏元素自定义配置
*/
add(prefab: string, config: GameElementConfig = {}): Node {
let params = this.setParams(prefab, config, false);
let node = ViewUtil.createPrefabNode(prefab, params.config.bundle);
if (node) {
// 设置自定义属性
this.setNode(node, config);
let lge = node.addComponent(LayerGameElement);
lge.params = params;
params.nodes.push(node);
}
return node;
}
/**
* 加载资源并添加游戏元素
* @param prefab 资源地址
* @param config 游戏元素自定义配置
*/
addAsync(prefab: string, config: GameElementConfig = {}): Promise<Node> {
return new Promise(async (resolve, reject) => {
let bundleName = config.bundle ? config.bundle : resLoader.defaultBundleName;
await resLoader.loadAsync(bundleName, prefab, Prefab);
let node = this.add(prefab, config);
resolve(node);
});
}
/**
* 添加游戏元素 - 支持对象池
* @param prefab 资源地址
* @param config 游戏元素自定义配置
*/
addPool(prefab: string, config: GameElementConfig = {}): Node {
let params = this.setParams(prefab, config, true);
let node: Node = null!;
if (params.pool.size() > 0) {
node = params.pool.get()!;
}
else {
node = ViewUtil.createPrefabNode(prefab, params.config.bundle);
node.addComponent(LayerGameElement);
}
// 设置自定义属性
this.setNode(node, config);
let lge = node.getComponent(LayerGameElement)!;
lge.params = params;
return node;
}
/**
* 加载资源并添加游戏元素 - 支持对象池
* @param prefab 资源地址
* @param config 游戏元素自定义配置
*/
addPoolAsync(prefab: string, config: GameElementConfig = {}): Promise<Node> {
return new Promise(async (resolve, reject) => {
let bundleName = config.bundle ? config.bundle : resLoader.defaultBundleName;
await resLoader.loadAsync(bundleName, prefab, Prefab);
let node = this.addPool(prefab, config);
resolve(node);
});
}
/** 清理池数据 */
clearPool(node: Node) {
let lge = node.getComponent(LayerGameElement)!;
if (lge) {
let params = this.elements.get(lge.params.uiid);
if (params) params.pool.clear();
}
}
/**
* 移除游戏元素
* @param node 游戏元素节点
*/
remove(node: Node) {
let lge = node.getComponent(LayerGameElement)!;
if (lge) {
if (lge.params.pool) {
lge.params.pool.put(node);
}
else {
let nodes = lge.params.nodes;
let index = nodes.indexOf(node);
if (index != -1) {
nodes.splice(index, 1);
if (nodes.length == 0) {
this.elements.delete(lge.params.uiid);
resLoader.release(lge.params.config.prefab!, lge.params.config.bundle);
}
}
node.removeFromParent();
}
}
else {
warn(`当前删除游戏元素的 Node 不是通过框架添加的`);
}
}
/** 设置元素参数 */
private setParams(prefab: string, config: GameElementConfig, pool: boolean) {
let bundleName = config.bundle ? config.bundle : resLoader.defaultBundleName;
let uuid = bundleName + "_" + prefab;
let params = this.elements.get(uuid);
if (params == null) {
config.prefab = prefab;
params = new GameElementParams();
params.uiid = uuid;
params.config = config;
if (pool) {
params.pool = new NodePool();
}
else {
params.nodes = [];
}
this.elements.set(uuid, params);
}
return params;
}
/** 设置自定义属性 */
private setNode(node: Node, config: GameElementConfig) {
node.scale = config.scale ? config.scale : Vec3.ONE;
node.position = config.position ? config.position : Vec3.ZERO;
node.eulerAngles = config.eulerAngles ? config.eulerAngles : Vec3.ZERO;
node.parent = config.parent ? config.parent : this;
if (config.siblingIndex != null) node.setSiblingIndex(config.siblingIndex);
}
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "77041037-badf-4f11-b538-33a855aae209",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -0,0 +1,27 @@
import { _decorator, Component, Node, NodePool } from "cc";
import { GameElementConfig } from "./UIConfig";
const { ccclass } = _decorator;
/** 窗口事件触发组件 */
@ccclass('LayerGameElement')
export class LayerGameElement extends Component {
/** 视图参数 */
params: GameElementParams = null!;
protected onDestroy(): void {
this.params = null!;
}
}
/** 游戏元素参数 */
export class GameElementParams {
/** 游戏元素唯一编号 */
uiid: string = null!;
/** 游戏元素配置 */
config: GameElementConfig = null!
/** 同类游戏元素集合 */
nodes: Node[] = null!;
/** 同类游戏元素对象池 */
pool: NodePool = null!;
}

View File

@@ -0,0 +1,9 @@
{
"ver": "4.0.24",
"importer": "typescript",
"imported": true,
"uuid": "b43406cb-41d3-42a1-9393-40dbcd0a853e",
"files": [],
"subMetas": {},
"userData": {}
}

View File

@@ -4,7 +4,8 @@ import { oops } from "../../Oops";
import { UICallbacks } from "./Defines";
import { DelegateComponent } from "./DelegateComponent";
import { LayerDialog } from "./LayerDialog";
import { LayerType, LayerTypeCls, UIConfigMap, Uiid } from "./LayerEnum";
import { LayerCustomType, LayerTypeCls, UIConfigMap, Uiid } from "./LayerEnum";
import { LayerGame } from "./LayerGame";
import { LayerNotify } from "./LayerNotify";
import { LayerPopUp } from "./LayerPopup";
import { LayerUI } from "./LayerUI";
@@ -17,7 +18,7 @@ export class LayerManager {
/** 界面摄像机 */
camera!: Camera;
/** 游戏界面特效层 */
game!: Node;
game!: LayerGame;
/** 新手引导层 */
guide!: Node;
@@ -42,6 +43,7 @@ export class LayerManager {
this.clsLayers.set(LayerTypeCls.PopUp, LayerPopUp);
this.clsLayers.set(LayerTypeCls.Dialog, LayerDialog);
this.clsLayers.set(LayerTypeCls.Notify, LayerNotify);
this.clsLayers.set(LayerTypeCls.Game, LayerGame);
this.clsLayers.set(LayerTypeCls.Node, null);
}
@@ -76,13 +78,10 @@ export class LayerManager {
let data = config[i];
let layer: Node = null!;
if (data.type == LayerTypeCls.Node) {
layer = this.create_node(data.name);
switch (data.name) {
case LayerType.Game:
this.game = layer;
break
case LayerType.Guide:
this.guide = layer;
case LayerCustomType.Guide:
this.guide = this.create_node(data.name);
layer = this.guide;
break
}
}
@@ -101,6 +100,8 @@ export class LayerManager {
this.uiLayers.set(data.name, layer);
else if (layer instanceof LayerNotify)
this.notify = layer;
else if (layer instanceof LayerGame)
this.game = layer;
}
}

View File

@@ -1,3 +1,4 @@
import { Node, Vec3 } from "cc";
/**
* 界面配置结构体
@@ -43,3 +44,21 @@ export interface UIConfig {
/** 界面弹出时的节点排序索引 */
siblingIndex?: number;
}
/** 游戏元素配置 */
export interface GameElementConfig {
/** 预制资源相对路径 */
prefab?: string;
/** 游戏元素副节点 */
parent?: Node;
/** 游戏元素位置 */
position?: Vec3;
/** 游戏元素旋转 */
eulerAngles?: Vec3;
/** 游戏元素缩放 */
scale?: Vec3;
/** 远程包名 */
bundle?: string;
/** 节点排序索引 */
siblingIndex?: number;
}