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Unity UI框架

一、简介

最近在各大网站看了一下 Unity3d 的 UI 框架,各种 UI 框架已经有很多的版本了,各有千秋,有的功能虽然写的完善,但用起来太复杂,有的框架功能不完善,搞个课程就上架了,还有什么 MVC 框架,绕来绕去的看的头都大了,这些根本不想用。

于是我自己就写了一个 UI 框架,只有两个脚本,不用向 UI 预制体上挂载脚本,所有的组件访问都可以通过 UIManager 来控制,常用的几个方法:显示界面,关闭界面,查找子物体,就这么多。

二、UI 框架

下面的两个脚本是 UI 框架的核心部分,具体的用法在下面的章节有介绍

UIBase

using UnityEngine;

public class UIBase
{
    #region 字段
    
    /// <summary>
    /// Prefabs路径
    /// </summary>
    public string PrefabsPath { get; set; }
    /// <summary>
    /// UI面板的名字
    /// </summary>
    public string UIName { get; set; }
    /// <summary>
    /// 当前UI所在的场景名
    /// </summary>
    public string SceneName { get; set; }
    /// <summary>
    /// Type 的全名
    /// </summary>
    public string FullName { get; set; }
    /// <summary>
    /// 当前UI的游戏物体
    /// </summary>
    public GameObject UIGameObject { get; set; }

    #endregion

    /// <summary>
    /// 面板实例化时执行一次
    /// </summary>
    public virtual void Start() { }

    /// <summary>
    /// 每帧执行
    /// </summary>
    public virtual void Update() { }

    /// <summary>
    /// 当前UI面板销毁之前执行一次
    /// </summary>
    public virtual void Destroy() { }

    /// <summary>
    /// 根据名称查找一个子对象
    /// </summary>
    /// <param name="name"></param>
    /// <returns></returns>
    public GameObject GetObject(string name)
    {
        Transform[] trans = UIGameObject.GetComponentsInChildren<Transform>();
        foreach (var item in trans)
        {
            if (item.name == name)
                return item.gameObject;
        }

        Debug.LogError(string.Format("找不到名为 {0} 的子对象", name));
        return null;
    }

    /// <summary>
    /// 根据名称获取一个子对象的组件
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="name"></param>
    /// <returns></returns>
    public T GetOrAddCommonent<T>(string name) where T : Component
    {
        GameObject child = GetObject(name);
        if (child)
        {
            if (child.GetComponent<T>() == null)
                child.AddComponent<T>();
            return child.GetComponent<T>();
        }
        return null;
    }

    protected UIBase() { }
}

UIManager

using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class UIManager : MonoBehaviour
{
    public static UIManager Instance;

    //存储场景中的UI信息
    private Dictionary<string, UIBase> UIDic = new Dictionary<string, UIBase>();

    //当前场景的 Canvas 游戏物体
    private Transform CanvasTransform = null;

    //当前字典中UI的个数
    public int UICount
    {
        get { return UIDic.Count; }
    }

    private void Awake()
    {
        Instance = this;
    }

    private void Start()
    {

    }

    private void Update()
    {
        if (UIDic.Count > 0)
        {
            foreach (var key in UIDic.Keys)
            {
                if (UIDic[key] != null)
                    UIDic[key].Update();
            }
        }
    }

    /// <summary>
    /// 显示面板
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <returns></returns>
    public UIBase ShowUI<T>() where T : UIBase
    {
        Type t = typeof(T);
        string fullName = t.FullName;

        if (UIDic.ContainsKey(fullName))
        {
            Debug.Log("当前面板已经显示了,名字:" + fullName);
            return UIDic[fullName];
        }

        GameObject canvasObj = GameObject.Find("Canvas");
        if (canvasObj == null)
        {
            Debug.LogError("场景中没有Canvas组件,无法显示UI物体");
            return null;
        }
        CanvasTransform = canvasObj.transform;

        UIBase uiBase = Activator.CreateInstance(t) as UIBase;
        if (string.IsNullOrEmpty(uiBase.PrefabsPath))
        {
            Debug.LogError("Prefabs 路径不能为空");
            return null;
        }

        GameObject prefabs = Resources.Load<GameObject>(uiBase.PrefabsPath);
        GameObject uiGameOjbect = GameObject.Instantiate(prefabs, CanvasTransform);
        uiGameOjbect.name = uiBase.PrefabsPath.Substring(uiBase.PrefabsPath.LastIndexOf('/') + 1);

        uiBase.UIName = uiGameOjbect.name;
        uiBase.SceneName = SceneManager.GetActiveScene().name;
        uiBase.UIGameObject = uiGameOjbect;
        uiBase.FullName = fullName;
        uiBase.Start();

        UIDic.Add(fullName, uiBase);
        return uiBase;
    }

    /// <summary>
    /// 移除面板
    /// </summary>
    /// <typeparam name="T"></typeparam>
    public void RemoveUI<T>()
    {
        Type t = typeof(T);
        string fullName = t.FullName;

        if (UIDic.ContainsKey(fullName))
        {
            UIBase uIBase = UIDic[fullName];
            uIBase.Destroy();

            GameObject.Destroy(uIBase.UIGameObject);
            UIDic.Remove(fullName);
            return;
        }
        Debug.Log(string.Format("当前的UI物体未实例化,名字:{0}", fullName));
    }

    /// <summary>
    /// 清除所有的UI物体
    /// </summary>
    public void ClearAllPanel()
    {
        foreach (var key in UIDic.Keys)
        {
            UIBase uIBase = UIDic[key];
            if (uIBase != null)
            {
                uIBase.Destroy();
                GameObject.Destroy(uIBase.UIGameObject);
            }
        }

        UIDic.Clear();
    }

    /// <summary>
    /// 找到指定的UI面板
    /// </summary>
    /// <typeparam name="T"></typeparam>
    /// <param name="name"></param>
    /// <returns></returns>
    public GameObject GetGameObject<T>(string name)
    {
        Type t = typeof(T);
        string fullName = t.FullName;

        UIBase uIBase = null;
        if (!UIDic.TryGetValue(fullName, out uIBase))
        {
            Debug.Log("没有找到对应的UI面板,名字:" + fullName);
            return null;
        }

        return uIBase.GetObject(name);
    }

    private UIManager() { }
}

三、UI 框架的用法

我用了两个 场景来测试框架,start 和 main 场景

start 场景如下:

在 Start 场景 GameRoot 上挂上 StartSceneRoot 脚本

这个脚本就调用框架在场景中显示一个UI

using UnityEngine;

public class StartSceneRoot : MonoBehaviour {    
    void Start () {
        UIManager.Instance.ShowUI<Panel_MainUI>();
    }
}

在 GameManager 游戏物体上有两个脚本,这个是要跟随着场景一起跳转的。

UIManager 的代码在上一节,下面是 GameManager 代码

using UnityEngine;
using UnityEngine.SceneManagement;

public class GameManager : MonoBehaviour {

    public static GameManager Instance;
    private static bool origional = true;

    private void Awake()
    {
        if (origional)
        {
            Instance = this as GameManager;
            origional = false;
            DontDestroyOnLoad(this.gameObject);
        }
        else
        {
            Destroy(this.gameObject);
        }
    }

    void Start () {
        SceneManager.sceneUnloaded += SceneManager_sceneUnloaded;
        SceneManager.sceneLoaded += SceneManager_sceneLoaded;
    }

    private void SceneManager_sceneLoaded(Scene arg0, LoadSceneMode arg1)
    {
        //Debug.Log("场景加载了,场景名:" + arg0.name);
    }

    private void SceneManager_sceneUnloaded(Scene arg0)
    {
        //Debug.Log("场景卸载了,场景名:" + arg0.name);

        //注意:切换场景要清除掉 UIManager 中保存的 UI 数据
        UIManager.Instance.ClearAllPanel();
    }

    public void LoadScene(string sceneName)
    {
        if (SceneManager.GetActiveScene().name != sceneName)
        {
            SceneManager.LoadScene(sceneName);
        }
    }

    private GameManager() { }
}

在 start 场景中挂载到游戏物体上的脚本就这三个:StartSceneRoot,GameManager,UIManager

下面就准备要显示的 UI 了,在这里,我做了三个 UI 界面,并做成预制体

界面 Panel_MainUI

界面 Panel_Setting

界面 Panel_Affiche

这三个预制体对应的也是三个脚本,但不用挂在游戏物体上,作用是UI的逻辑部分。

Panel_MainUI

using UnityEngine;
using UnityEngine.UI;

public class Panel_MainUI : UIBase
{
    public Panel_MainUI()
    {
        PrefabsPath = "Prefabs/UI/Panel_MainUI";
    }

    public override void Start()
    {
        GetOrAddCommonent<Button>("Button_Setting").onClick.AddListener(() =>
        {
            //显示设置面板
            UIManager.Instance.ShowUI<Panel_Setting>();
        });

        GetOrAddCommonent<Button>("Button_Task").onClick.AddListener(() =>
        {
            //清除所有的面板
            //UIManager.Instance.ClearAllPanel();  

            //跳转到 main 场景
            GameManager.Instance.LoadScene("main");
        });

        GetOrAddCommonent<Button>("Button_Equipage").onClick.AddListener(() =>
        {
            Debug.Log("UIManager 中 UI 面板的个数:" + UIManager.Instance.UICount);
        });
    }

    public override void Update()
    {
        //Debug.Log("我是 Panel_MainUI Update 方法");
    }

    public override void Destroy()
    {
        //Debug.Log("我是 Panel_MainUI Destroy 方法");
    }
}

Panel_Setting

using UnityEngine;
using UnityEngine.UI;

public class Panel_Setting : UIBase
{
    public Panel_Setting()
    {
        PrefabsPath = "Prefabs/UI/Panel_Setting";
    }

    public override void Start()
    {
        //Debug.Log("我是 Panel_Setting Start 方法");

        GetOrAddCommonent<Button>("Button_Close").onClick.AddListener(() =>
        {
            //移除自己
            UIManager.Instance.RemoveUI<Panel_Setting>();
        });

        GetOrAddCommonent<Button>("Button_Test").onClick.AddListener(() =>
        {
            //访问其他的面板的游戏物体 
            GameObject obj = UIManager.Instance.GetGameObject<Panel_MainUI>("Button_Map");
            if (obj != null)
                obj.transform.Find("Text").GetComponent<Text>().text = "Map";
        });

        GetOrAddCommonent<Button>("Button_Test1").onClick.AddListener(() =>
        {
            Debug.Log("UIManager 中 UI 面板的个数:" + UIManager.Instance.UICount);
        });
    }

    public override void Update()
    {
        //Debug.Log("我是 Panel_Setting Update 方法");
    }

    public override void Destroy()
    {
        //Debug.Log("我是 Panel_Setting Destroy 方法");
    }
}

Panel_Affiche

using UnityEngine;
using UnityEngine.UI;

public class Panel_Affiche : UIBase
{
    public Panel_Affiche()
    {
        PrefabsPath = "Prefabs/UI/Panel_Affiche";
    }

    public override void Start()
    {
        GetOrAddCommonent<Button>("Button_Close").onClick.AddListener(() =>
        {
            GameManager.Instance.LoadScene("start");
        });
    }

    public override void Update()
    {
        //Debug.Log("我是 Panel_Affiche Update 方法");
    }

    public override void Destroy()
    {
        //Debug.Log("我是 Panel_Affiche Destroy 方法");
    }
}

main 场景只挂了一个脚本

MainSceneRoot 脚本同样也是只是用来显示UI用的

using UnityEngine;

public class MainSceneRoot : MonoBehaviour {
    void Start () {
        UIManager.Instance.ShowUI<Panel_Affiche>();
    }
}

运行后就能看到,显示了 Panel_MainUI 的UI界面,点击设置,就会打开设置的界面,点击任务按钮,就会跳转到 main 场景(这里只是测试)

跳转到 main 场景后,点击关闭按钮,又会返回到 start 场景。

演示就这些了,写这个框架我也就用了几个小时而已,当然还有待继续完善和改进的,另外,我用的 Unity版本是 Unity 5.6.7f1 ,C# 的一些高级语法用不了,不然可以写的更优雅一些。

源码:点击跳转

结束

如果这个帖子对你有所帮助,欢迎 关注 + 点赞 + 留言

end

标签: unity

本文转载自: https://blog.csdn.net/qq_38693757/article/details/129127027
版权归原作者 熊思宇 所有, 如有侵权,请联系我们删除。

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