mirror of
https://gitee.com/dgflash/oops-plugin-framework.git
synced 2026-05-20 06:55:57 +08:00
232 lines
8.1 KiB
TypeScript
232 lines
8.1 KiB
TypeScript
import { instantiate, Node, Prefab, SafeArea } from "cc";
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import { Collection } from "db://oops-framework/libs/collection/Collection";
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import { resLoader } from "../../common/loader/ResLoader";
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import { oops } from "../../Oops";
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import { Uiid } from "./LayerEnum";
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import { LayerHelper } from "./LayerHelper";
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import { LayerUIElement, UIParam, UIState } from "./LayerUIElement";
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import { UIConfig } from "./UIConfig";
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/** 界面层对象 */
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export class LayerUI extends Node {
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/** 全局窗口打开失败事件 */
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onOpenFailure: Function = null!;
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/** 显示界面节点集合 */
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protected ui_nodes = new Collection<string, UIState>();
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/** 被移除的界面缓存数据 */
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protected ui_cache = new Map<string, UIState>();
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/**
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* UI基础层,允许添加多个预制件节点
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* @param name 该层名
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*/
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constructor(name: string) {
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super(name);
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LayerHelper.setFullScreen(this);
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this.on(Node.EventType.CHILD_ADDED, this.onChildAdded, this);
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this.on(Node.EventType.CHILD_REMOVED, this.onChildRemoved, this);
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}
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protected onChildAdded(child: Node) {
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}
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protected onChildRemoved(child: Node) {
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const comp = child.getComponent(LayerUIElement);
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if (comp) {
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this.closeUi(comp.state);
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}
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}
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/**
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* 添加一个预制件节点到层容器中,该方法将返回一个唯一`uuid`来标识该操作节点
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* @param uiid 窗口唯一标识
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* @param config 界面配置数据
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* @param params 自定义参数
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* @returns ture为成功,false为失败
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*/
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add(uiid: Uiid, config: UIConfig, params?: UIParam): Promise<Node> {
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return new Promise<Node>(async (resolve, reject) => {
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if (this.ui_nodes.has(config.prefab)) {
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console.warn(`路径为【${config.prefab}】的预制重复加载`);
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return;
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}
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// 检查缓存中是否存界面
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let state = this.initUIConfig(uiid, config, params);
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await this.load(state);
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resolve(state.node);
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});
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}
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/** 初始化界面配置初始值 */
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protected initUIConfig(uiid: Uiid, config: UIConfig, params?: UIParam) {
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let state = this.ui_cache.get(config.prefab);
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if (state == null) {
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if (config.bundle == null) config.bundle = resLoader.defaultBundleName;
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if (config.destroy == null) config.destroy = true;
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if (config.vacancy == null) config.vacancy = false;
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if (config.mask == null) config.mask = false;
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if (config.safeArea == null) config.safeArea = false;
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state = new UIState();
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state.uiid = uiid.toString();
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state.config = config;
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}
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state.params = params ?? {};
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state.valid = true;
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this.ui_nodes.set(config.prefab, state);
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return state;
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}
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/**
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* 加载界面资源
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* @param state 显示参数
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* @param bundle 远程资源包名,如果为空就是默认本地资源包
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*/
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protected async load(state: UIState): Promise<Node> {
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return new Promise<Node>(async (resolve, reject) => {
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// 加载界面资源超时提示
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if (state.node == null) {
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let timerId = setTimeout(this.onLoadingTimeoutGui, oops.config.game.loadingTimeoutGui);
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// 优先加载配置的指定资源包中资源,如果没配置则加载默认资源包资源
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const res = await resLoader.loadAsync(state.config.bundle!, state.config.prefab, Prefab);
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if (res) {
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state.node = instantiate(res);
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// 是否启动真机安全区域显示
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if (state.config.safeArea) state.node.addComponent(SafeArea);
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// 窗口事件委托
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const comp = state.node.addComponent(LayerUIElement);
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comp.state = state;
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}
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else {
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console.warn(`路径为【${state.config.prefab}】的预制加载失败`);
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this.failure(state);
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}
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// 关闭界面资源超时提示
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oops.gui.waitClose();
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clearTimeout(timerId);
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}
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await this.uiInit(state);
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resolve(state.node);
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});
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}
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/**
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* 创建界面节点
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* @param state 视图参数
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*/
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protected uiInit(state: UIState): Promise<boolean> {
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return new Promise<boolean>(async (resolve, reject) => {
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const comp = state.node.getComponent(LayerUIElement)!;
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const r: boolean = await comp.add();
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if (r) {
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state.valid = true; // 标记界面为使用状态
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if (!state.params.preload) {
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state.params.preload = false;
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state.node.parent = this;
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}
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}
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else {
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console.warn(`路径为【${state.config.prefab}】的自定义预处理逻辑异常.检查预制上绑定的组件中 onAdded 方法,返回true才能正确完成窗口显示流程`);
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this.failure(state);
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}
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resolve(r);
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});
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}
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/** 加载超时事件*/
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private onLoadingTimeoutGui() {
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oops.gui.waitOpen();
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}
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/** 窗口关闭事件 */
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protected closeUi(state: UIState) {
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this.ui_nodes.delete(state.config.prefab);
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}
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/** 打开窗口失败逻辑 */
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protected failure(state: UIState) {
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this.closeUi(state);
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this.onOpenFailure && this.onOpenFailure();
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}
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/**
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* 根据预制件路径删除,预制件如在队列中也会被删除,如果该预制件存在多个也会一起删除
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* @param prefabPath 预制路径
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*/
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remove(prefabPath: string): void {
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const state = this.ui_nodes.get(prefabPath);
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if (state) {
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let release: boolean = state.config.destroy!;
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// 不释放界面,缓存起来待下次使用
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if (release === false) this.ui_cache.set(state.config.prefab, state);
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// 界面移出舞台
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const comp = state.node.getComponent(LayerUIElement)!;
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comp.remove(release);
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}
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}
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/** 删除缓存的界面,当调用 remove 移除舞台时,可通过此方法删除缓存界面 */
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removeCache(prefabPath: string) {
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const state = this.ui_cache.get(prefabPath);
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if (state) {
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this.ui_cache.delete(prefabPath);
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const comp = state.node.getComponent(LayerUIElement)!;
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comp.remove(true);
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}
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}
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/** 显示界面 */
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show(prefabPath: string) {
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const state = this.ui_nodes.get(prefabPath);
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if (state) state.node.parent = this;
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}
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/**
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* 根据预制路径获取已打开界面的节点对象
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* @param prefabPath 预制路径
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*/
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get(prefabPath: string): Node {
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const state = this.ui_nodes.get(prefabPath);
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if (state) return state.node;
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return null!;
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}
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/**
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* 判断当前层是否包含 uuid或预制件路径对应的Node节点
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* @param prefabPath 预制件路径或者UUID
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*/
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has(prefabPath: string): boolean {
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return this.ui_nodes.has(prefabPath);
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}
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/**
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* 清除所有节点,队列当中的也删除
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* @param isDestroy 移除后是否释放
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*/
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clear(isDestroy: boolean): void {
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// 清除所有显示的界面
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const length = this.ui_nodes.array.length - 1;
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for (let i = length; i >= 0; i--) {
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const uip = this.ui_nodes.array[i];
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this.remove(uip.config.prefab);
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}
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this.ui_nodes.clear();
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// 清除缓存中的界面
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if (isDestroy) {
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this.ui_cache.forEach((value: UIState, prefabPath: string) => {
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this.removeCache(prefabPath);
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});
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}
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}
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} |