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👨💻 本文由 秩沅 原创
👨💻 收录于专栏:UI_Unity专栏
⭐UI程序袁⭐
文章目录
- ⭐UI程序袁⭐
- 🎶前言
- 🎶(==1==)开始面板LoginPanel 脚本
- 🎶(==2==)提示面板TipPanel 脚本
- 优化后的面板基类BasePanel
- 优化后的Mono管理器
- ⭐相关文章⭐
🎶前言
🅰️ ****
🎶(1)开始面板LoginPanel 脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
//-------------------------------------
//—————————————————————————————————————
//___________项目: ______________
//___________功能: 开始面板
//___________创建者:秩沅_______________
//_____________________________________
//-------------------------------------
public class LoginPanel : BasePanel
{private CanvasGroup PanelGroup;// Start is called before the first frame updateprivate void Awake(){PanelGroup = GetComponent<CanvasGroup>();if (!PanelGroup){PanelGroup = gameObject.AddComponent<CanvasGroup>();}}protected override void Start(){base.Start();AllEvent();}/// <summary>/// 重写隐藏方法/// </summary>public override void HideMe(){Fade(false, PanelGroup);//进行淡出的效果base.HideMe();}/// <summary>/// 添加控件监听事件/// </summary>private void AllEvent(){try{GetControl<Button>("ButtonS").onClick.AddListener(() =>{Debug.Log(GetControl<InputField>("InputAC").text);//如果账号密码为空if (GetControl<InputField>("InputAC").text == "" && GetControl<InputField>("InputAC").text == ""){ UIManager.GetInstance().ShowPanel<TipPanel>("TipPanel"); //显示提示面板}});}catch{Debug.Log("没有获取到");}}
}
🎶(2)提示面板TipPanel 脚本
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;
using UnityEngine.UI;
//-------------------------------------
//—————————————————————————————————————
//___________项目:
//___________功能: 提示面板
//___________创建者:_______秩沅_____
//_____________________________________
//-------------------------------------public class TipPanel : BasePanel
{private CanvasGroup PanelGroup;private UnityAction evnetListen ;private void Awake(){PanelGroup = GetComponent<CanvasGroup>();if (!PanelGroup){PanelGroup = gameObject.AddComponent<CanvasGroup>();}}protected override void Start(){base.Start();//添加点击事件GetControl<Button>("BtuSure").onClick.AddListener(()=>{UIManager.GetInstance().RemovePanel("TipPanel");});}/// <summary>/// 重写的显示方法/// </summary>public override void ShowMe(){Fade(true, PanelGroup);base.ShowMe();}/// <summary>/// 重写的隐藏方法/// </summary>public override void HideMe(){Fade(false, PanelGroup);base.HideMe();}/// <summary>/// 提供给外部改变提示文本内容的方法/// </summary>/// <param name="component"></param>public void ChangComponent(string component){GetControl<Text>("ContentText").text = component;}
}
优化后的面板基类BasePanel
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;/// <summary>
/// 面板基类
/// 帮助我门通过代码快速的找到所有的子控件
/// 方便我们在子类中处理逻辑
/// 节约找控件的工作量
/// </summary>
public class BasePanel : MonoBehaviour
{//通过里式转换原则 来存储所有的控件private Dictionary<string, List<UIBehaviour>> controlDic = new Dictionary<string, List<UIBehaviour>>();// Use this for initializationprotected virtual void Start (){FindChildrenControl<Button>();FindChildrenControl<Image>();FindChildrenControl<Text>();FindChildrenControl<Toggle>();FindChildrenControl<Slider>();FindChildrenControl<ScrollRect>();FindChildrenControl<InputField>();}/// <summary>/// 显示自己/// </summary>public virtual void ShowMe(){gameObject.SetActive(true);}/// <summary>/// 隐藏自己/// </summary>public virtual void HideMe(){gameObject.SetActive(false);}/// <summary>/// 销毁自己/// </summary>public virtual void RemoveMe(){Destroy(gameObject);}/// <summary>/// 得到对应名字的对应控件脚本/// </summary>/// <typeparam name="T"></typeparam>/// <param name="controlName"></param>/// <returns></returns>protected T GetControl<T>(string controlName) where T : UIBehaviour{if(controlDic.ContainsKey(controlName)){for( int i = 0; i <controlDic[controlName].Count; ++i ){if (controlDic[controlName][i] is T){Debug.Log("获取到了" + controlName);return controlDic[controlName][i] as T;}else{Debug.Log("未获取到" );}}}return null;}/// <summary>/// 找到面板中子对象的对应控件/// </summary>/// <typeparam name="T"></typeparam>private void FindChildrenControl<T>() where T:UIBehaviour{//把相同类型的空间脚本存储在数组当中T[] controls = this.GetComponentsInChildren<T>(); for (int i = 0; i < controls.Length; ++i){string objName = controls[i].gameObject.name;if (controlDic.ContainsKey(objName))controlDic[objName].Add(controls[i]);elsecontrolDic.Add(objName, new List<UIBehaviour>() { controls[i] });//那如果包含多个相同的空间,并且每个空间执行的逻辑都不一样,那该怎么优化(觉得还是取消这个代码好)//除非在这些相同的控件中执行的功能都是一样的//如果是按钮控件//if(controls[i] is Button)//{// (controls[i] as Button).onClick.AddListener(()=>// {// OnClick(objName);// });//}如果是单选框或者多选框//else if(controls[i] is Toggle)//{// (controls[i] as Toggle).onValueChanged.AddListener((value) =>// {// OnValueChanged(objName, value);// });//}}}/// <summary>/// 淡入淡出的效果/// </summary>public void Fade( bool flag , CanvasGroup Panel){if (flag){Panel.alpha = 0;MonoManager.GetInstance().RemoveUpdateListener("fadeOut");MonoManager.GetInstance().AddUpdateListener("fadeIn", () =>{if(Panel != null )Panel.alpha = Mathf.Lerp(Panel.alpha, 1, Time.deltaTime * 5);});}else{MonoManager.GetInstance().RemoveUpdateListener("fadeIn");MonoManager.GetInstance().AddUpdateListener("fadeOut", () =>{if (Panel != null)Panel.alpha = Mathf.Lerp(Panel.alpha, 0, Time.deltaTime * 5);});}}}
优化后的Mono管理器
using System.Collections;
using System.Collections.Generic;
using System.ComponentModel;
using UnityEngine;
using UnityEngine.Events;public class MonoManager : SingleManager<MonoManager>
{private MonoController controller;public MonoManager(){//保证了MonoController对象的唯一性GameObject obj = new GameObject("MonoController");controller = obj.AddComponent<MonoController>();}/// <summary>/// 给外部提供的 添加帧更新事件的函数/// </summary>/// <param name="fun"></param>public void AddUpdateListener(string name ,UnityAction fun){controller.AddUpdateListener(name,fun);}/// <summary>/// 提供给外部 用于移除帧更新事件函数/// </summary>/// <param name="fun"></param>public void RemoveUpdateListener(string name){controller.RemoveUpdateListener(name);}
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Events;public class MonoController : MonoBehaviour {private Dictionary<string, UnityAction> eventDic = new Dictionary<string, UnityAction>();// Use this for initializationvoid Start () {DontDestroyOnLoad(this.gameObject);}// Update is called once per framevoid Update () {foreach( UnityAction monoEvent in eventDic.Values ){if (monoEvent != null)monoEvent();}}/// <summary>/// 给外部提供的 添加帧更新事件的函数/// </summary>/// <param name="fun"></param>public void AddUpdateListener(string name ,UnityAction fun){if(eventDic.ContainsKey(name)){eventDic[name] += fun;}else{if(fun != null )eventDic.Add(name, fun);}// updateEvent += fun;}/// <summary>/// 提供给外部 用于移除帧更新事件函数/// </summary>/// <param name="fun"></param>public void RemoveUpdateListener(string name){if (eventDic.ContainsKey(name)){eventDic.Remove(name);}else{Debug.Log("未添加过该事件!!");}}
}
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