(client)feat:添加UI管理器,统一管理继承自UIBase的UI并保证显示唯一
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@ -1,10 +1,93 @@
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using System;
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using System.Collections.Generic;
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using UI;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using Object = UnityEngine.Object;
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namespace Base
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{
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public class UIInputControl:Utils.MonoSingleton<UIInputControl>
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{
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public Dictionary<KeyCode, UIBase> UIwindowKeys = new();
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private void Update()
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{
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foreach (var kvp in UIwindowKeys)
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{
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if (Input.GetKeyDown(kvp.Key))
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{
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HandleWindowActivation(kvp.Value);
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break;
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}
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}
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}
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private void Init()
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{
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// 查找所有继承自 UIBase 的实例
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UIBase[] uiInstances = Object.FindObjectsByType<UIBase>(FindObjectsSortMode.None);
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foreach (var uiBase in uiInstances)
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{
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var key = uiBase.actionButton;
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// 忽略 None 按键
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if (key == KeyCode.None)
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continue;
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// 检查按键是否重复
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if (UIwindowKeys.ContainsKey(key))
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{
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Debug.LogWarning($"Key '{key}' is already assigned to another window. Skipping...");
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continue;
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}
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// 添加到字典
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UIwindowKeys[key] = uiBase;
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}
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}
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private void HandleWindowActivation(UIBase targetWindow)
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{
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// 遍历所有窗口,关闭非目标窗口
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foreach (var kvp in UIwindowKeys)
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{
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if (kvp.Value != targetWindow && kvp.Value.IsVisible)
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{
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kvp.Value.Hide();
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}
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}
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// 切换目标窗口的显示状态
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if (targetWindow.IsVisible)
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{
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targetWindow.Hide(); // 如果已经打开,则关闭
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}
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else
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{
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targetWindow.Show(); // 如果未打开,则打开
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}
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}
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private void OnDestroy()
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{
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// 移除事件监听
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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protected override void OnStart()
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{
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// 注册场景加载事件
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SceneManager.sceneLoaded += OnSceneLoaded;
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// 初始化时调用一次
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Init();
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}
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private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
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{
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// 场景加载完成后调用 Init 方法
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Init();
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}
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}
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}
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