FiE-Game/Assets/Scripts/Fie/Manager/FieGUIManager.cs

326 lines
10 KiB
C#

using Fie.Camera;
using Fie.UI;
using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Fie.Manager
{
public class FieGUIManager : FieManagerBehaviour<FieGUIManager>
{
public enum FieUILayer
{
FORWARD,
DEFAULT,
BACKWARD,
BACKWORD_SECOND,
BACKWORD_THIRD
}
public enum FieUIPositionTag
{
HEADER_ROOT,
FOOTER_ROOT,
ABILITY_ICON_1,
ABILITY_ICON_2,
ABILITY_ICON_3
}
private FieUICamera _uiCamera;
private Dictionary<Type, GameObject> _asyncLoadObjectList = new Dictionary<Type, GameObject>();
private Dictionary<Type, GameObject> _gameUIResouceList = new Dictionary<Type, GameObject>();
private Dictionary<Type, List<FieGameUIBase>> _gameUIList = new Dictionary<Type, List<FieGameUIBase>>();
private FieGameUIHeaderFooterManager _headerFooterManager;
private FieGameUIDialogCaptionManager _dialogCaptionManager;
private FieGameUIActivityWindowManager _activityWindowManager;
private FieGameUIPlayerWindowManager _playerWindowManager;
private FieGameUIGameOverWindowManager _gameOverWindowManager;
public Dictionary<FieUIPositionTag, Transform> uiPositionList = new Dictionary<FieUIPositionTag, Transform>();
private bool _isBooted;
public FieUICamera uiCamera => _uiCamera;
protected override void StartUpEntity()
{
if (!_isBooted)
{
if (_uiCamera == null)
{
_uiCamera = UnityEngine.Object.FindObjectOfType<FieUICamera>();
if (_uiCamera == null)
{
GameObject gameObject = Resources.Load("Prefabs/Manager/GUICamera") as GameObject;
if (gameObject == null)
{
throw new Exception("Missing the GUI camera prefab.");
}
GameObject gameObject2 = UnityEngine.Object.Instantiate(gameObject, Vector3.zero, Quaternion.identity);
if (gameObject2 == null)
{
throw new Exception("Fiald to instantiate the GUI camera object.");
}
gameObject2.transform.parent = base.transform;
_uiCamera = gameObject2.GetComponent<FieUICamera>();
if (_uiCamera == null)
{
throw new Exception("GUI Camera component dosen't exists in GUI camera prefab.");
}
}
}
List<Type> uIComponentManagerList = getUIComponentManagerList();
if (uIComponentManagerList != null && uIComponentManagerList.Count > 0)
{
for (int i = 0; i < uIComponentManagerList.Count; i++)
{
base.gameObject.AddComponent(uIComponentManagerList[i]);
}
PreloadInGameUIResouses();
ReloadUIOwner();
_headerFooterManager = GetComponent<FieGameUIHeaderFooterManager>();
_dialogCaptionManager = GetComponent<FieGameUIDialogCaptionManager>();
_activityWindowManager = GetComponent<FieGameUIActivityWindowManager>();
_playerWindowManager = GetComponent<FieGameUIPlayerWindowManager>();
_gameOverWindowManager = GetComponent<FieGameUIGameOverWindowManager>();
_activityWindowManager.StartUp();
_isBooted = true;
}
}
}
public void ReloadUIOwner()
{
setUIOwner(FieManagerBehaviour<FieUserManager>.I.gameOwnerCharacter);
uiCamera.setGameCamera(FieManagerBehaviour<FieGameCameraManager>.I.gameCamera);
}
public void ReloadPlayerWindow()
{
if (!(_playerWindowManager == null))
{
_playerWindowManager.ReloadPlayerWindows();
}
}
public void setUIOwner(FieGameCharacter gameCharacter)
{
if (!(gameCharacter == null))
{
FieGameUIComponentManagerBase[] components = GetComponents<FieGameUIComponentManagerBase>();
if (components != null && components.Length > 0)
{
for (int i = 0; i < components.Length; i++)
{
components[i].setComponentManagerOwner(gameCharacter);
components[i].StartUp();
}
}
}
}
public void ShowHeaderFooter()
{
if (!(_headerFooterManager == null))
{
_headerFooterManager.Show();
}
}
public void HideHeaderFooter()
{
if (!(_headerFooterManager == null))
{
_headerFooterManager.Hide();
}
}
public FieGameUIActivityWindow.ActivityWindowState GetActivityWindowState()
{
if (_activityWindowManager == null)
{
return FieGameUIActivityWindow.ActivityWindowState.BUSY;
}
return _activityWindowManager.GetActivityWindowState();
}
private void PreloadInGameUIResouses()
{
Dictionary<Type, string> gameUIPrefabList = getGameUIPrefabList();
foreach (KeyValuePair<Type, string> item in gameUIPrefabList)
{
if (item.Key.IsSubclassOf(typeof(FieGameUIBase)))
{
GameObject gameObject = Resources.Load(item.Value) as GameObject;
if (gameObject == null)
{
Debug.LogError("faild to load resource of " + item.Key.ToString());
}
else
{
_gameUIResouceList[item.Key] = gameObject;
FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(item.Key, gameObject));
}
}
}
}
public void AssignGameUIObject<T>(string prefabPath) where T : FieGameUIBase
{
if (!_gameUIResouceList.ContainsKey(typeof(T)))
{
GameObject gameObject = Resources.Load(prefabPath) as GameObject;
if (!(gameObject == null))
{
_gameUIResouceList[typeof(T)] = gameObject;
FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(typeof(T), gameObject));
}
}
}
public T CreateGui<T>(FieGameCharacter ownerCharacter) where T : FieGameUIBase
{
if (!typeof(T).IsSubclassOf(typeof(FieGameUIBase)))
{
return (T)null;
}
if (!_gameUIList.ContainsKey(typeof(T)))
{
Debug.LogError(typeof(T).ToString() + " has not been assigned. You must assign this object before instantiate.");
return (T)null;
}
int num = -1;
for (int i = 0; i < _gameUIList[typeof(T)].Count; i++)
{
if (!_gameUIList[typeof(T)][i].gameObject.activeSelf)
{
_gameUIList[typeof(T)][i].ownerCharacter = ownerCharacter;
_gameUIList[typeof(T)][i].uiActive = true;
num = i;
break;
}
}
int num2 = 0;
for (int j = 0; j < _gameUIList[typeof(T)].Count; j++)
{
if (_gameUIList[typeof(T)][j].gameObject.activeSelf)
{
num2++;
}
}
if (num2 >= _gameUIList[typeof(T)].Count)
{
FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(typeof(T), _gameUIResouceList[typeof(T)]));
}
if (num >= 0)
{
return _gameUIList[typeof(T)][num] as T;
}
GameObject gameObject = CreateUIByBuffer(typeof(T), Vector3.zero, Quaternion.identity, useBuffer: false);
T component = gameObject.GetComponent<T>();
if ((UnityEngine.Object)component == (UnityEngine.Object)null)
{
return (T)null;
}
component.ownerCharacter = ownerCharacter;
component.uiActive = true;
return component;
}
private IEnumerator AsyncInstantiateToBuffer(Type uiObjectType, GameObject instantTargetObject)
{
_asyncLoadObjectList[uiObjectType] = null;
GameObject uiObject = UnityEngine.Object.Instantiate(instantTargetObject, Vector3.zero, Quaternion.identity);
FieGameUIBase uiBase = uiObject.GetComponent<FieGameUIBase>();
if (uiBase != null)
{
uiBase.uiActive = false;
uiObject.transform.SetParent(base.transform);
_asyncLoadObjectList[uiObjectType] = uiObject;
if (!_gameUIList.ContainsKey(uiObjectType))
{
_gameUIList[uiObjectType] = new List<FieGameUIBase>();
}
_gameUIList[uiObjectType].Add(uiBase);
}
else if (uiObject != null)
{
Debug.Log("unknown ui object was instantiated. this object does'nt extend FieGameUIBase.Type:" + uiObject.ToString());
UnityEngine.Object.Destroy(uiObject);
}
yield return (object)null;
/*Error: Unable to find new state assignment for yield return*/;
}
private GameObject CreateUIByBuffer(Type uiObjectType, Vector3 initPosition, Quaternion initRotation, bool useBuffer = true)
{
if (useBuffer && _asyncLoadObjectList[uiObjectType] != null)
{
GameObject gameObject = _asyncLoadObjectList[uiObjectType];
gameObject.transform.position = initPosition;
gameObject.transform.rotation = initRotation;
gameObject.SetActive(value: true);
FieManagerBehaviour<FieGUIManager>.I.StartCoroutine(FieManagerBehaviour<FieGUIManager>.I.AsyncInstantiateToBuffer(uiObjectType, _gameUIResouceList[uiObjectType]));
return gameObject;
}
GameObject gameObject2 = UnityEngine.Object.Instantiate(_gameUIResouceList[uiObjectType], initPosition, initRotation);
if (gameObject2 == null)
{
return null;
}
FieGameUIBase component = gameObject2.GetComponent<FieGameUIBase>();
if (component == null)
{
return null;
}
if (!_gameUIList.ContainsKey(uiObjectType))
{
_gameUIList[uiObjectType] = new List<FieGameUIBase>();
}
_gameUIList[uiObjectType].Add(component);
return gameObject2;
}
private Dictionary<Type, string> getGameUIPrefabList()
{
Dictionary<Type, string> dictionary = new Dictionary<Type, string>();
dictionary.Add(typeof(FieGameUIHeaderFooter), "Prefabs/UI/HeaderFooter/HeaderFooter");
dictionary.Add(typeof(FieGameUIEnemyLifeGauge), "Prefabs/UI/LifeGauge/EnemyLifeGauge");
dictionary.Add(typeof(FieGameUIPlayerWindow), "Prefabs/UI/PlayerWindow/PlayerWindow");
dictionary.Add(typeof(FieGameUISplitLine), "Prefabs/UI/SplitLine/SplitLine");
dictionary.Add(typeof(FieGameUIPlayerLifeGauge), "Prefabs/UI/LifeGauge/PlayerLifeGauge");
dictionary.Add(typeof(FieGameUIFriendshipGauge), "Prefabs/UI/FriendshipGauge/PlayerFriendshipGauge");
dictionary.Add(typeof(FieGameUITargetIcon), "Prefabs/UI/TargetIcon/TargetIcon");
dictionary.Add(typeof(FieGameUIDamageCounter), "Prefabs/UI/DamageCounter/FieUIDamageCounter");
dictionary.Add(typeof(FieGameUIDialogCaption), "Prefabs/UI/Dialog/FieDialog");
dictionary.Add(typeof(FieGameUIActivityWindow), "Prefabs/UI/ActivityWindow/ActivityWindow");
dictionary.Add(typeof(FieGameUIIndicator), "Prefabs/UI/Indicator/Indicator");
dictionary.Add(typeof(FieGameUIGameOverWindow), "Prefabs/UI/GameOverWindow/GameOverWindow");
return dictionary;
}
private List<Type> getUIComponentManagerList()
{
List<Type> list = new List<Type>();
list.Add(typeof(FieGameUIHeaderFooterManager));
list.Add(typeof(FieGameUIPlayerWindowManager));
list.Add(typeof(FieGameUIEnemyLifeGaugeManager));
list.Add(typeof(FieGameUIDamageCounterManager));
list.Add(typeof(FieGameUIAbilitiesIconManager));
list.Add(typeof(FieGameUIDialogCaptionManager));
list.Add(typeof(FieGameUIActivityWindowManager));
list.Add(typeof(FieGameUIIndicatorManager));
list.Add(typeof(FieGameUIGameOverWindowManager));
return list;
}
}
}