2025-10-14 12:39:53 +08:00
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using UnityEngine;
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using System.Collections.Generic;
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using System.Linq;
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namespace Core
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{
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public enum UILayer
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{
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Background,
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Normal,
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Popup,
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Top
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}
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/// <summary>
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/// 单例UI管理者,控制UI的层级关系,UI的开关
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/// </summary>
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public class UIManager : MonoSingleton<UIManager>
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{
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public bool IsHasNonBackgroundUIActive
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{
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get
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{ return openedUIs.Values.Any(ui => ui.gameObject.activeSelf && ui.transform.parent != layerRoots[UILayer.Background]); }
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}
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private Dictionary<UILayer, Transform> layerRoots = new Dictionary<UILayer, Transform>();
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private Dictionary<string, UIBase> openedUIs = new Dictionary<string, UIBase>();
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2025-10-15 21:31:13 +08:00
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private IInputManager inputManager;
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public void RegisterInputManager(IInputManager inputMgr)
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{
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inputManager = inputMgr;
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}
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2025-10-14 12:39:53 +08:00
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public void RegisterLayer(UILayer layer, Transform root)
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{
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if (!layerRoots.ContainsKey(layer))
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{
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layerRoots[layer] = root;
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// 注册场景中已存在的UI
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// 遍历子对象
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foreach (Transform child in root)
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{
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var uiName = child.gameObject.name;
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UIBase uiBase = child.GetComponent<UIBase>();
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if (uiBase != null && !openedUIs.ContainsKey(uiName))
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{
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openedUIs[uiName] = uiBase;
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uiBase.Hide(); // 默认关闭
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if (uiBase.IsOpenOnFirstLoad)
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{
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uiBase.Show();
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}
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}
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}
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}
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}
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public T OpenUI<T>(UILayer layer = UILayer.Normal) where T : Component
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{
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string uiName = typeof(T).Name;
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if (openedUIs.ContainsKey(uiName))
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{
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openedUIs[uiName].Show();
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UpdateCursorState();
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return openedUIs[uiName] as T;
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}
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// 加载UI预制体
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GameObject prefab = Resources.Load<GameObject>("UI/" + uiName); // 从 Resources/UI 文件夹加载UI预制体
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if (prefab == null)
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{
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Debug.LogError("UI Prefab not found: " + uiName);
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return null;
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}
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GameObject uiObj = Instantiate(prefab, layerRoots[layer]); // 实例化并设置父对象
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UIBase uiBase = uiObj.GetComponent<UIBase>(); // 获取UIBase组件
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openedUIs[uiName] = uiBase; // 注册到字典中
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uiBase.Show(); // 显示UI
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UpdateCursorState(); // 更新鼠标状态
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return uiBase as T;
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}
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public void CloseUI<T>() where T : Component
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{
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string uiName = typeof(T).Name;
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if (openedUIs.ContainsKey(uiName))
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{
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openedUIs[uiName].Hide();
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UpdateCursorState();
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}
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}
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// 来回切换UI状态,按同一个键实现UI的开关
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public void SwitchUI<T>(UILayer layer = UILayer.Normal) where T : Component
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{
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string uiName = typeof(T).Name;
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if (openedUIs.ContainsKey(uiName) && openedUIs[uiName].gameObject.activeSelf)
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{
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CloseUI<T>();
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}
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else
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{
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OpenUI<T>(layer);
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}
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}
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public Dictionary<UILayer, List<GameObject>> GetExistingUIsByLayer()
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{
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var result = new Dictionary<UILayer, List<GameObject>>();
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foreach (var kvp in layerRoots)
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{
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var layer = kvp.Key;
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var root = kvp.Value;
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var uiList = new List<GameObject>();
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foreach (Transform child in root)
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{
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UIBase uiBase = child.GetComponent<UIBase>();
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if (uiBase != null)
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uiList.Add(uiBase.gameObject);
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}
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result[layer] = uiList;
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}
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return result;
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}
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private void UpdateCursorState()
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{
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2025-10-15 21:31:13 +08:00
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if(inputManager == null) return;
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2025-10-14 12:39:53 +08:00
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bool shouldLockCursor = !IsHasNonBackgroundUIActive; //&& !isInMainMenu; // 仅在没有非Background UI且不在主菜单时锁定鼠标
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if (shouldLockCursor)
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{
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2025-10-15 21:31:13 +08:00
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inputManager.SetCursorState(false, CursorLockMode.Locked);
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2025-10-14 12:39:53 +08:00
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}
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else
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{
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2025-10-15 21:31:13 +08:00
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inputManager.SetCursorState(true, CursorLockMode.None);
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2025-10-14 12:39:53 +08:00
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}
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2025-10-15 21:31:13 +08:00
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inputManager.SetInputForLook(shouldLockCursor);
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inputManager.SetInputForMove(shouldLockCursor);
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2025-10-14 12:39:53 +08:00
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}
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}
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}
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