PinBallUIManager.cs 4.6 KB

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  1. using System;
  2. using System.Collections;
  3. using System.Collections.Generic;
  4. using UnityEngine;
  5. public class PinBallUIManager : MonoBehaviour
  6. {
  7. //UI管理
  8. private Dictionary<string, PinBallUIBase> m_dicUI = new Dictionary<string, PinBallUIBase>();
  9. private static PinBallUIManager _instance;
  10. //单利
  11. public static PinBallUIManager instance
  12. {
  13. get {
  14. if (_instance == null)
  15. {
  16. GameObject goR = Resources.Load<GameObject>("Prefabs/PinBallUIManager");
  17. GameObject uiPanel = Instantiate(goR);
  18. _instance = uiPanel.AddComponent<PinBallUIManager>();
  19. }
  20. return _instance;
  21. }
  22. }
  23. public Transform BG;
  24. public Transform Content;
  25. public Transform Pop;
  26. private void Init()
  27. {
  28. }
  29. private void Awake()
  30. {
  31. //单利赋值
  32. _instance = this;
  33. BG = transform.Find("BG");
  34. Content = transform.Find("Content");
  35. Pop = transform.Find("Pop");
  36. //切换场景不销毁
  37. DontDestroyOnLoad(this);
  38. }
  39. private void Start()
  40. {
  41. //ShowUI(new object[] { "LoadingView","Start" });
  42. }
  43. /// <summary>
  44. /// 显示某个UI
  45. /// </summary>
  46. /// <param name="args"></param>
  47. public PinBallUIBase ShowUI(object[] args)
  48. {
  49. if (null == args || args.Length == 0)
  50. {
  51. Debug.Log("args error ---->>>>");
  52. return null;
  53. }
  54. PinBallUIBase mObj = null;
  55. if (m_dicUI.TryGetValue(args[0].ToString(), out mObj))
  56. {
  57. if (args.Length > 1)
  58. {
  59. object[] margs = new object[args.Length - 1];
  60. Array.Copy(args, 1, margs, 0, args.Length - 1);
  61. mObj.ShowUI(margs);
  62. }
  63. else
  64. {
  65. mObj.ShowUI(null);
  66. }
  67. }
  68. else
  69. {
  70. GameObject go = Resources.Load<GameObject>(string.Format("Prefabs/View/{0}", args[0].ToString()));
  71. if (null == go)
  72. {
  73. Debug.Log(args[0].ToString() + " ui not exist ---->>>>");
  74. }
  75. else
  76. {
  77. GameObject gObj = Instantiate(go,this.transform);
  78. //Instantiate(go);
  79. mObj = gObj.GetComponent<PinBallUIBase>();
  80. m_dicUI[args[0].ToString()] = mObj;
  81. //显示UI 传参
  82. if (args.Length > 1)
  83. {
  84. object[] margs = new object[args.Length - 1];
  85. Array.Copy(args, 1, margs, 0, args.Length - 1);
  86. mObj.ShowUI(margs);
  87. }
  88. else
  89. {
  90. mObj.ShowUI(null);
  91. }
  92. //设置UI显示层级
  93. switch (mObj.uILevel)
  94. {
  95. case PinBallUILevel.BG:
  96. gObj.transform.SetParent(BG);
  97. break;
  98. case PinBallUILevel.Content:
  99. gObj.transform.SetParent(Content);
  100. break;
  101. case PinBallUILevel.Pop:
  102. gObj.transform.SetParent(Pop);
  103. break;
  104. default:
  105. break;
  106. }
  107. }
  108. }
  109. return mObj;
  110. }
  111. /// <summary>
  112. /// 广播UI消息 UI之间的通信
  113. /// </summary>
  114. /// <param name="args"></param>
  115. public void BroadcastUI(object[] args)
  116. {
  117. PinBallUIBase mObj = null;
  118. if (m_dicUI.TryGetValue(args[0].ToString(), out mObj))
  119. {
  120. object[] margs = new object[args.Length - 1];
  121. Array.Copy(args, 1, margs, 0, args.Length - 1);
  122. mObj.BroadcastUI(margs);
  123. }
  124. }
  125. /// <summary>
  126. /// 关闭UI
  127. /// </summary>
  128. /// <param name="args"></param>
  129. public void CloseUI(object[] args)
  130. {
  131. PinBallUIBase mObj = null;
  132. if (m_dicUI.TryGetValue(args[0].ToString(), out mObj))
  133. {
  134. mObj.HideUI();
  135. }
  136. }
  137. /// <summary>
  138. /// 销毁UI
  139. /// </summary>
  140. /// <param name="args"></param>
  141. public void DestroyUI(object[] args)
  142. {
  143. PinBallUIBase mObj = null;
  144. if (m_dicUI.TryGetValue(args[0].ToString(), out mObj))
  145. {
  146. mObj.HideUI();
  147. Destroy(mObj.gameObject);
  148. m_dicUI[args[0].ToString()] = null;
  149. }
  150. }
  151. /// <summary>
  152. /// 销毁所有UI
  153. /// </summary>
  154. public void DestroyAllUI()
  155. {
  156. foreach (var item in m_dicUI)
  157. {
  158. Destroy(item.Value.gameObject);
  159. }
  160. m_dicUI.Clear();
  161. }
  162. }