221 lines
6.9 KiB
C#
221 lines
6.9 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Linq;
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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>, ITickUI
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{
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public Dictionary<KeyCode, UIBase> UIwindowKeys = new();
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private List<UIBase> noKeyWindows = new();
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private List<UIBase> allWindows = new(); // 新增:所有窗口的集合
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public void TickUI()
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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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UIwindowKeys.Clear();
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noKeyWindows.Clear();
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allWindows.Clear(); // 清空所有窗口集合
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var uiInstances = Resources.FindObjectsOfTypeAll<UIBase>();
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foreach (var uiBase in uiInstances)
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{
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allWindows.Add(uiBase); // 添加到所有窗口集合
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var key = uiBase.actionButton;
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if (key == KeyCode.None)
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{
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noKeyWindows.Add(uiBase);
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uiBase.Hide();
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continue;
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}
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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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UIwindowKeys[key] = uiBase;
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uiBase.Hide();
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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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bool wasTargetVisible = targetWindow.IsVisible;
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bool shouldCloseExclusive = false;
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bool exclusiveWindowWasOpen = false;
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// 第一次遍历:检查是否有需要关闭的独占窗口
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foreach (var window in allWindows)
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{
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if (window == targetWindow) continue;
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if (window.IsVisible && window.exclusive)
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{
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// 记录有独占窗口打开且需要关闭
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shouldCloseExclusive = true;
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exclusiveWindowWasOpen = true;
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break;
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}
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}
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// 第二次遍历:根据条件关闭窗口
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foreach (var window in allWindows)
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{
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if (window == targetWindow) continue;
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if (window.IsVisible)
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{
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// 关闭所有独占窗口(无论是新窗口打开还是关闭)
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// 或当目标窗口是独占窗口时关闭所有其他窗口
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if (window.exclusive || targetWindow.exclusive || shouldCloseExclusive)
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{
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window.Hide();
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}
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}
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}
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// 切换目标窗口状态
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if (wasTargetVisible)
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{
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targetWindow.Hide();
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}
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else
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{
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targetWindow.Show();
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}
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// 更新暂停状态(优化版)
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UpdatePauseState(exclusiveWindowWasOpen, targetWindow);
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}
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private void UpdatePauseState(bool exclusiveWindowWasOpen, UIBase targetWindow)
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{
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bool needPause = false;
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foreach (var window in allWindows)
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{
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if (window.IsVisible && window.needPause)
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{
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needPause = true;
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break;
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}
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}
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// 只在状态改变时更新
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if (Base.Clock.Instance.Pause != needPause)
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{
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Base.Clock.Instance.Pause = needPause;
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}
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}
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/// <summary>
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/// 模拟按键输入切换窗口
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/// </summary>
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/// <param name="keyCode">要模拟的按键</param>
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public void SimulateKeyPress(KeyCode keyCode)
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{
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if (UIwindowKeys.TryGetValue(keyCode, out UIBase targetWindow))
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{
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HandleWindowActivation(targetWindow); // 调用内部逻辑处理
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}
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else
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{
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Debug.LogWarning($"No window is assigned to the key '{keyCode}'.");
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}
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}
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/// <summary>
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/// 打开指定的窗口(无论是否有激活键)
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/// </summary>
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/// <param name="window">要打开的窗口</param>
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public void OpenWindow(UIBase window)
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{
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if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
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{
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Debug.LogWarning("Cannot open the specified window as it is not registered.");
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return;
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}
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HandleWindowActivation(window); // 调用内部逻辑处理,标记为函数调用
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}
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/// <summary>
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/// 关闭指定的窗口(无论是否有激活键)
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/// </summary>
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/// <param name="window">要关闭的窗口</param>
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public void CloseWindow(UIBase window)
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{
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if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
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{
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Debug.LogWarning("Cannot close the specified window as it is not registered.");
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return;
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}
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HandleWindowActivation(window); // 调用内部逻辑处理,标记为函数调用
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}
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/// <summary>
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/// 切换指定窗口的显示状态(无论是否有激活键)
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/// </summary>
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/// <param name="window">要切换的窗口</param>
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public void ToggleWindow(UIBase window)
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{
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if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
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{
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Debug.LogWarning("Cannot toggle the specified window as it is not registered.");
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return;
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}
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HandleWindowActivation(window); // 调用内部逻辑处理,标记为函数调用
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}
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/// <summary>
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/// 在对象销毁时清理事件监听
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/// </summary>
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private void OnDestroy()
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{
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SceneManager.sceneLoaded -= OnSceneLoaded;
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}
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/// <summary>
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/// 在对象启动时初始化
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/// </summary>
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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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/// <summary>
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/// 场景加载完成后重新初始化
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/// </summary>
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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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} |