Files
Gen_Hack-and-Slash-Roguelit…/Client/Assets/Scripts/Base/UIInputControl.cs

221 lines
6.9 KiB
C#

using System;
using System.Collections.Generic;
using System.Linq;
using UI;
using UnityEngine;
using UnityEngine.SceneManagement;
using Object = UnityEngine.Object;
namespace Base
{
public class UIInputControl : Utils.MonoSingleton<UIInputControl>, ITickUI
{
public Dictionary<KeyCode, UIBase> UIwindowKeys = new();
private List<UIBase> noKeyWindows = new();
private List<UIBase> allWindows = new(); // 新增:所有窗口的集合
public void TickUI()
{
foreach (var kvp in UIwindowKeys)
{
if (Input.GetKeyDown(kvp.Key))
{
HandleWindowActivation(kvp.Value);
break;
}
}
}
private void Init()
{
UIwindowKeys.Clear();
noKeyWindows.Clear();
allWindows.Clear(); // 清空所有窗口集合
var uiInstances = Resources.FindObjectsOfTypeAll<UIBase>();
foreach (var uiBase in uiInstances)
{
allWindows.Add(uiBase); // 添加到所有窗口集合
var key = uiBase.actionButton;
if (key == KeyCode.None)
{
noKeyWindows.Add(uiBase);
uiBase.Hide();
continue;
}
if (UIwindowKeys.ContainsKey(key))
{
Debug.LogWarning($"Key '{key}' is already assigned to another window. Skipping...");
continue;
}
UIwindowKeys[key] = uiBase;
uiBase.Hide();
}
}
private void HandleWindowActivation(UIBase targetWindow)
{
bool wasTargetVisible = targetWindow.IsVisible;
bool shouldCloseExclusive = false;
bool exclusiveWindowWasOpen = false;
// 第一次遍历:检查是否有需要关闭的独占窗口
foreach (var window in allWindows)
{
if (window == targetWindow) continue;
if (window.IsVisible && window.exclusive)
{
// 记录有独占窗口打开且需要关闭
shouldCloseExclusive = true;
exclusiveWindowWasOpen = true;
break;
}
}
// 第二次遍历:根据条件关闭窗口
foreach (var window in allWindows)
{
if (window == targetWindow) continue;
if (window.IsVisible)
{
// 关闭所有独占窗口(无论是新窗口打开还是关闭)
// 或当目标窗口是独占窗口时关闭所有其他窗口
if (window.exclusive || targetWindow.exclusive || shouldCloseExclusive)
{
window.Hide();
}
}
}
// 切换目标窗口状态
if (wasTargetVisible)
{
targetWindow.Hide();
}
else
{
targetWindow.Show();
}
// 更新暂停状态(优化版)
UpdatePauseState(exclusiveWindowWasOpen, targetWindow);
}
private void UpdatePauseState(bool exclusiveWindowWasOpen, UIBase targetWindow)
{
bool needPause = false;
foreach (var window in allWindows)
{
if (window.IsVisible && window.needPause)
{
needPause = true;
break;
}
}
// 只在状态改变时更新
if (Base.Clock.Instance.Pause != needPause)
{
Base.Clock.Instance.Pause = needPause;
}
}
/// <summary>
/// 模拟按键输入切换窗口
/// </summary>
/// <param name="keyCode">要模拟的按键</param>
public void SimulateKeyPress(KeyCode keyCode)
{
if (UIwindowKeys.TryGetValue(keyCode, out UIBase targetWindow))
{
HandleWindowActivation(targetWindow); // 调用内部逻辑处理
}
else
{
Debug.LogWarning($"No window is assigned to the key '{keyCode}'.");
}
}
/// <summary>
/// 打开指定的窗口(无论是否有激活键)
/// </summary>
/// <param name="window">要打开的窗口</param>
public void OpenWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot open the specified window as it is not registered.");
return;
}
HandleWindowActivation(window); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 关闭指定的窗口(无论是否有激活键)
/// </summary>
/// <param name="window">要关闭的窗口</param>
public void CloseWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot close the specified window as it is not registered.");
return;
}
HandleWindowActivation(window); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 切换指定窗口的显示状态(无论是否有激活键)
/// </summary>
/// <param name="window">要切换的窗口</param>
public void ToggleWindow(UIBase window)
{
if (window == null || !(UIwindowKeys.ContainsValue(window) || noKeyWindows.Contains(window)))
{
Debug.LogWarning("Cannot toggle the specified window as it is not registered.");
return;
}
HandleWindowActivation(window); // 调用内部逻辑处理,标记为函数调用
}
/// <summary>
/// 在对象销毁时清理事件监听
/// </summary>
private void OnDestroy()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
}
/// <summary>
/// 在对象启动时初始化
/// </summary>
protected override void OnStart()
{
// 注册场景加载事件
SceneManager.sceneLoaded += OnSceneLoaded;
// 初始化时调用一次
Init();
}
/// <summary>
/// 场景加载完成后重新初始化
/// </summary>
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
// 场景加载完成后调用 Init 方法
Init();
}
}
}